choknater
Smash Obsessed
Guys, I discovered a new way to play Sheik. In a large chatroom discussion with Champ, RyokoYaksa, Ankoku, NEO, Light, Captain Jack, and innocentroads, we discussed the Sheik metagame because we wanted to swiftly materialize our favorite character's full potential. With the use of innovation and discussion of different underused technical tricks, we discovered ways to improve Sheik that would definitely put her in A or even perhaps S tier. So here goes:
1. Yomi - fsmash
Too many Sheiks use ftilt as the main use for combos. However, since opponents will usually expect ftilts, they are easily powershielded or simply blocked and punished. The trick is to never use ftilts and approach with grabs, jabs, utilt, and dtilt. Basically, this is abusing yomi layer 2 because your moves will counter the option they use to beat the ftilt. Remember, this only works against good players because weak players will simply get hit by the ftilt. Therefore, the use of other moves is up to your discretion. The preferred move for yomi layer 2 is FSMASH.
Why? Because sidestep is an excellent defensive tactic used to avoid ftilt barrages. Fsmash will connect if they don't shield obviously, and if they DO sidestep, they will be hit by the second kick. Also, if you space fsmash correctly, you can't be punished even if it's blocked. This makes FSMASH sheik's number one approach move.
As for yomi layer 3... they only way to defeat the fsmash is by using counter moves like Marth/Ike's counter, or Toad. Sheik's fsmash demolishes even moves with super armor, so you hardly ever have to worry about yomi layer 3. Against the counter moves, you simply grab.
2. Naritake Step
http://www.youtube.com/watch?v=Bg61XaQvqMo&feature=channel_page
If you guys haven't seen innocentroads' tech skill videos, you really should. He invents many ground lock combos and different ways to maximize Sheik's damage. He's japanese, but he learned how to speak basic English, and even with his poor mastery of the language, we were all enlightened by many of the technical tips he gave us.
We saw the greatest potential in this move: The Naritake Step. It's basically Sheik's pseudo-wavedash. It's an incredibly fast pivot crawl that instantly turns you around faster than a dashing b-reverse needle cancel. Using this for spacing is so good. It will allow you to instantly space moves like Snake's tilts, DDD's grabs, Metaknight's tornado, and then some. There is no lag so you can punish with fsmash immediately.
This technique has been known about, but it's only now that we pro Sheiks have begun to implement it.
3. DACUS camping
You know how hard it is to punish Snake if he is continuously using his own DACUS, right? Well, it's imperfect, because if you space Snake correctly you can easily punish his dash attack or usmash. Sheik is a different story. If you keep using DACUS back and forth across a stage like Final Destination or Smashville, you have a nearly unpunishable maneuver. Sheik's usmash hitboxes stay out for most of the slide, and of course, usmash hits very hard, so there is enough shield stun that you won't really get shield grabbed if you are sliding.
Be sure to space this well, because if you DACUS and end up right next to someone, you will eat a KO move. This is best for midrange spacing... basically, if the chain and fsmash won't hit your opponent, they are in perfect range for DACUS camping.
4. The ultimate approach
The single greatest approach in the Sheik metagame is this: RAR b-reverse needle cancel fair. Basically, it's a double mindgame in a single, nearly lagless approach. When you RAR, your opponent is expecting a bair or a footstool, so they will usually try to beat those options with their usmash (all the characters' usmashes outprioritize Sheik's bair except Olimar's). However, you jump backwards when you RAR, meaning their usmash will whiff. After the whiff, you b-reverse, change your momentum to go towards the opponent, then fair. If you did the b-reverse fast enough, the fair should autocancel. If they block it, just fsmash immediately since it is unbeatable.
* * * * * * *
Now, using these new options, you have a complete game of Yomi. Of course, combos and stuff are useful, but basically now you have a Drephen/Sirlin-esque playstyle of total simplicity. You only need a few moves to win, and basically if you do anything else, you are only limiting your effectiveness. The only problem is having the tech skill consistent enough to pull this off. Here are the options for the playstyle.
Useless: ftilt (too predictable)
Long range: charge needles. (If your opponent has a projectile, simply crouch it.)
Mid range: DACUS camping (unpunishable)
Close range: Fsmash (unpunishable)
Approaching/Aggression: RAR B-reverse cancel fair (unpunishable if followed by fsmash)
Yomi layer 3 against Peach, Ike, Marth, and Kirby after absorbing Peach: Grab
Yomi layer 7: ftilt (only use this move if all your options are being predicted)
Of course, it is possible to play "too perfectly." I remember a quote from Mew2King that said Azen is too predictable because he always does the "Perfect thing." So even if you are perfectly DACUS camping, you can be countered by a stupid projectile such as Bowser's fire breath. Your DACUS can even be stopped by FLUDD, which means you will get counter attacked with the cape. Therefore, this is where our own individual playstyles come in. If someone actually does find a way to beat this nearly perfect playstyle, you need to adapt.
The only flaw in Sheik is, of course, her long range game. Some projectiles are superior to needles and can hit a crouching Sheik, such as Pit's arrow when angled correctly. It took us a while before we could defeat this strategy...
Then it hit us like a wall of bricks.
* * * * * * *
5. Ledge Camping
Basically, planking. If your opponent (a Pit, most likely) is camping on the other side of the stage and needles/DACUS won't connect, just go to the ledge. If they are going to play stupid, then you have to resort to this too. However, Pit can shoot a circular arrow off the top of the screen and hit you. In this case, you simply time a chain hog immediately before the arrow comes down to hit you. However, in this position, you are at a disadvantage since you can't do any damage to pit...
Which makes Pit the #1 Sheik counter because of his long range game. In this case, you just counter pick a stage like Yoshi's Island or Battlefield where he can't camp as well, and DACUS goes all the way across.
I haven't covered every weakness and counter, but basically, there are no players good enough right now to beat this strategy. We invited Mew2King to the chatroom to analyze what we discovered, and we asked him if Metaknight could beat it, but he simply left the chatroom to practice the new discoveries. I suppose that's just how good Sheik is.
So, any thoughts? This will revolutionize the character forever.
1. Yomi - fsmash
Too many Sheiks use ftilt as the main use for combos. However, since opponents will usually expect ftilts, they are easily powershielded or simply blocked and punished. The trick is to never use ftilts and approach with grabs, jabs, utilt, and dtilt. Basically, this is abusing yomi layer 2 because your moves will counter the option they use to beat the ftilt. Remember, this only works against good players because weak players will simply get hit by the ftilt. Therefore, the use of other moves is up to your discretion. The preferred move for yomi layer 2 is FSMASH.
Why? Because sidestep is an excellent defensive tactic used to avoid ftilt barrages. Fsmash will connect if they don't shield obviously, and if they DO sidestep, they will be hit by the second kick. Also, if you space fsmash correctly, you can't be punished even if it's blocked. This makes FSMASH sheik's number one approach move.
As for yomi layer 3... they only way to defeat the fsmash is by using counter moves like Marth/Ike's counter, or Toad. Sheik's fsmash demolishes even moves with super armor, so you hardly ever have to worry about yomi layer 3. Against the counter moves, you simply grab.
2. Naritake Step
http://www.youtube.com/watch?v=Bg61XaQvqMo&feature=channel_page
If you guys haven't seen innocentroads' tech skill videos, you really should. He invents many ground lock combos and different ways to maximize Sheik's damage. He's japanese, but he learned how to speak basic English, and even with his poor mastery of the language, we were all enlightened by many of the technical tips he gave us.
We saw the greatest potential in this move: The Naritake Step. It's basically Sheik's pseudo-wavedash. It's an incredibly fast pivot crawl that instantly turns you around faster than a dashing b-reverse needle cancel. Using this for spacing is so good. It will allow you to instantly space moves like Snake's tilts, DDD's grabs, Metaknight's tornado, and then some. There is no lag so you can punish with fsmash immediately.
This technique has been known about, but it's only now that we pro Sheiks have begun to implement it.
3. DACUS camping
You know how hard it is to punish Snake if he is continuously using his own DACUS, right? Well, it's imperfect, because if you space Snake correctly you can easily punish his dash attack or usmash. Sheik is a different story. If you keep using DACUS back and forth across a stage like Final Destination or Smashville, you have a nearly unpunishable maneuver. Sheik's usmash hitboxes stay out for most of the slide, and of course, usmash hits very hard, so there is enough shield stun that you won't really get shield grabbed if you are sliding.
Be sure to space this well, because if you DACUS and end up right next to someone, you will eat a KO move. This is best for midrange spacing... basically, if the chain and fsmash won't hit your opponent, they are in perfect range for DACUS camping.
4. The ultimate approach
The single greatest approach in the Sheik metagame is this: RAR b-reverse needle cancel fair. Basically, it's a double mindgame in a single, nearly lagless approach. When you RAR, your opponent is expecting a bair or a footstool, so they will usually try to beat those options with their usmash (all the characters' usmashes outprioritize Sheik's bair except Olimar's). However, you jump backwards when you RAR, meaning their usmash will whiff. After the whiff, you b-reverse, change your momentum to go towards the opponent, then fair. If you did the b-reverse fast enough, the fair should autocancel. If they block it, just fsmash immediately since it is unbeatable.
* * * * * * *
Now, using these new options, you have a complete game of Yomi. Of course, combos and stuff are useful, but basically now you have a Drephen/Sirlin-esque playstyle of total simplicity. You only need a few moves to win, and basically if you do anything else, you are only limiting your effectiveness. The only problem is having the tech skill consistent enough to pull this off. Here are the options for the playstyle.
Useless: ftilt (too predictable)
Long range: charge needles. (If your opponent has a projectile, simply crouch it.)
Mid range: DACUS camping (unpunishable)
Close range: Fsmash (unpunishable)
Approaching/Aggression: RAR B-reverse cancel fair (unpunishable if followed by fsmash)
Yomi layer 3 against Peach, Ike, Marth, and Kirby after absorbing Peach: Grab
Yomi layer 7: ftilt (only use this move if all your options are being predicted)
Of course, it is possible to play "too perfectly." I remember a quote from Mew2King that said Azen is too predictable because he always does the "Perfect thing." So even if you are perfectly DACUS camping, you can be countered by a stupid projectile such as Bowser's fire breath. Your DACUS can even be stopped by FLUDD, which means you will get counter attacked with the cape. Therefore, this is where our own individual playstyles come in. If someone actually does find a way to beat this nearly perfect playstyle, you need to adapt.
The only flaw in Sheik is, of course, her long range game. Some projectiles are superior to needles and can hit a crouching Sheik, such as Pit's arrow when angled correctly. It took us a while before we could defeat this strategy...
Then it hit us like a wall of bricks.
* * * * * * *
5. Ledge Camping
Basically, planking. If your opponent (a Pit, most likely) is camping on the other side of the stage and needles/DACUS won't connect, just go to the ledge. If they are going to play stupid, then you have to resort to this too. However, Pit can shoot a circular arrow off the top of the screen and hit you. In this case, you simply time a chain hog immediately before the arrow comes down to hit you. However, in this position, you are at a disadvantage since you can't do any damage to pit...
Which makes Pit the #1 Sheik counter because of his long range game. In this case, you just counter pick a stage like Yoshi's Island or Battlefield where he can't camp as well, and DACUS goes all the way across.
I haven't covered every weakness and counter, but basically, there are no players good enough right now to beat this strategy. We invited Mew2King to the chatroom to analyze what we discovered, and we asked him if Metaknight could beat it, but he simply left the chatroom to practice the new discoveries. I suppose that's just how good Sheik is.
So, any thoughts? This will revolutionize the character forever.