stealthsushi
Smash Apprentice
I noticed while playing Zelda as a supplement to Sheik (<3 Sheik), I realized Zelda's D-Tilt was an amazing setup for a lot of moves due to its tripping properties. Causing the opponent to trip (and knowing when its going to happen) gives you an immense frame advantage since they're helpless while in the "tripped" state. I was hoping this can translate into Sheik's "tripping" game so she can capitalize on the moment with her difficult to land KO moves (U-Smash, F-Smash) or Combo Setups (F-Tilt Lock, Chain Lock).
I scoured around the Tactical forum to look for some useful tripping percentages for both Zelda and Sheik. I listed them below in a more readable fashion. However, I don't know how accurate or complete they are as the topic started didn't make much sense with his HUARAGH and WHEAWRAL descriptions of tripping; it was partially frustrating having to read through it.
SHEIK
N-Air (Strong Hit): 25-30%
N-Air (Soft): 70-80%
B-Air (Sweetspot): 31-39%
B-Air (Soft): 70-80%
Needles: 291-999%
Chain (Tipper): 45-62%
ZELDA (VERY useful for those who love to transform into Zelda for the quick finish)
Neutral A: 34-46%
D-Tilt: 0-92%
Fair+Bair (Sourspot): 113-128%
D-Air (Sourspot): 80-141%
DISCUSSION
I was wondering if there are any other Sheik moves can trip the opponent and the percentages that it occurs? Also, I'm wondering how accurate are these numbers since I don't see them happening too often when I play Sheik. Do sourspotted version of F-Air, B-Air, and N-Air have chances to trip? There could be hidden potential to her aerials.
Also, are there certain factors that I have to consider like having my attack connect while they're grounded, the effect of DI on the chances of tripping, or if they're just slightly above the ground? Furthermore, does the move guarantee a trip at the right percentage?
Knowing the percentages at which Sheik can trip the opponent can immensely improve her KO, combo potential, and ability to follow up. Wouldn't it be great to trip the opponent and then immediately proceed to F-Tilt lock them, perform a quick sliding two-hit U-Smash, or (gasp) use the notorious chain lock? Easy damage and set-up imo
Updates:
July 3 2008: Added trip % for soft N-Air and B-Air.
Go Sheik!!
I scoured around the Tactical forum to look for some useful tripping percentages for both Zelda and Sheik. I listed them below in a more readable fashion. However, I don't know how accurate or complete they are as the topic started didn't make much sense with his HUARAGH and WHEAWRAL descriptions of tripping; it was partially frustrating having to read through it.
SHEIK
N-Air (Strong Hit): 25-30%
N-Air (Soft): 70-80%
B-Air (Sweetspot): 31-39%
B-Air (Soft): 70-80%
Needles: 291-999%
Chain (Tipper): 45-62%
ZELDA (VERY useful for those who love to transform into Zelda for the quick finish)
Neutral A: 34-46%
D-Tilt: 0-92%
Fair+Bair (Sourspot): 113-128%
D-Air (Sourspot): 80-141%
DISCUSSION
I was wondering if there are any other Sheik moves can trip the opponent and the percentages that it occurs? Also, I'm wondering how accurate are these numbers since I don't see them happening too often when I play Sheik. Do sourspotted version of F-Air, B-Air, and N-Air have chances to trip? There could be hidden potential to her aerials.
Also, are there certain factors that I have to consider like having my attack connect while they're grounded, the effect of DI on the chances of tripping, or if they're just slightly above the ground? Furthermore, does the move guarantee a trip at the right percentage?
Knowing the percentages at which Sheik can trip the opponent can immensely improve her KO, combo potential, and ability to follow up. Wouldn't it be great to trip the opponent and then immediately proceed to F-Tilt lock them, perform a quick sliding two-hit U-Smash, or (gasp) use the notorious chain lock? Easy damage and set-up imo
Updates:
July 3 2008: Added trip % for soft N-Air and B-Air.
Go Sheik!!