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KirbyKaze's Sheik MU Guide - POSTPONED INDEFINITELY

darkatma

Smash Hero
Joined
Dec 10, 2005
Messages
5,747
Location
St Louis, Missouri/Fremont, CA
So I can't beat good Marths and jiggs. I'm used to playing fast fallers than don't have long extended hit boxes and it really ****s up my spacing and knowing when it's safe to attack. Any tips?


Also how do you play against a fox that loves to dash dance, never misses a shine after aerial, loves to trade and is willin to laser spam?

:phone:
For marth, working your grab game really helps. KK obviously has a very good grab combo tree that you can work on vs marths. Oftentimes getting the grab is the hard part: marths nowadays space well with late fairs and dtilts to cover their butts. Move around a lot (DD, wavedash, even rolls are okay) against marth, don't give him time to set up space with fair/nair. Your dash attack should go through high nairs and set up for some uairs.

Crouch cancel his moves! Any aerial that he doesn't tipper can be CCed. If the marth is good this won't lead to a grab, however, because they'll have pushed you far enough away. I find CC->dtilt a fairly decent option, CC ->dash attack as well, which is really good if you can consistently get it.

Never get stuck on platforms. Marth and Falcon are in a particularly advantageous position after they stick you on a platform and get under you. Try to tilt the shield down and get off the platform asap, with wavedash out of shield, shielddrop (hard), and or just jump and drop through.

Also be mindful of when you are spotdodging. Marth is weak to well placed spotdodges, since 95% of his moves are single hit, short duration moves, many of which are laggy afterwards. Most marths wait for you to do the instinctual, habitual spotdodges, and then punish accordingly. You can really throw off the marth by spotdodging upon reaction/unpredictably.

I have been losing to dart recently, but I aim to change that next tourney. I've never given much thought to the matchup, because people didn't use to be good at it, so I would just win against every marth.
_________________

Vs Puff:

KK told me that puff has 2 main gay things he will try against you: float camping, and ground camping. Float camping with bairs is the strat that KK prepped against in the WFs set that he beat hbox in. If you go watch the APEX set again, KK uses well times dsmashes to knock him away/rack damage, as well as downtilts when he knows hbox will be DIing in so he can get the quick uair. Dthrow->uair is a guaranteed kill, even with horizontal DI away at 80-90%, just practice dash->rising SH uair.

Ground camping involves puff crouching a ton.
Be wary about grabbing puff. Good puffs crouch everything, so even though grabs are the best way to rack damage, they are also high risk. Also avoid low percent dairs, dsmashes, or dash attacks either, since they are easily CCed -> rest.

One pitfall that I see many sheiks doing is trying to defend with poorly spaced bairs. It doesn't work on puff: your bair has a blind spot between the legs that is a perfect opening for puff to stick her own back air in and kick sheik's pseudo nuts. Basically, either throw out rising bairs to catch puff on the way up, or low bairs so that her leg isn't extended for a long time, becoming an easy target for puff.

Never be directly above puff, avoid her uairs and utilts, which both combo into rests

Tilt your shield down on the ground, puff goes for 2 moves that easily shield poke sheik's legs: the dair drill and the utilt.

Same as with the marth matchup, or many other matchups: be constantly moving. You don't want puff to space those free bairs on your shield and get away easily.

And last important advice: be excruciatingly patient against puff, and keep yourself vigilant for openings. Sheik vs puff requires much innovation, since most sheiks are still bad at the matchup. You can't just play like your normal self and expect to win.
 

darkatma

Smash Hero
Joined
Dec 10, 2005
Messages
5,747
Location
St Louis, Missouri/Fremont, CA
The Jiggypuff Matchup

Excuse the double post, this is from KirbyKaze:

Jigglypuff

A word from the author: I skimmed the Sheik board today and noticed people answering questions about this MU and several others. Since discussion seems to be shifting back into something I somewhat enjoy, I decided to craft the second MU for my guide. Falco is put on hold because I just learned a lot about fighting spacies that I wish to incorporate into his section and Fox’s section. Fox is on hold for a similar reason.

On that note, since Tope is leaving us to become an American pirate (and he’s perhaps the one of the only other Sheiks in the universe who I think is actually good at this one) I figured I’d give you guys something to chew on while I’m banned. This should cover most questions of the MU.

This part of the guide is strictly for NTSC.

All numbers are ‘before the hit’.

1. Background Information

This MU has a lot of history to it. In earlier times, this MU was considered easy for everyone’s favourite ninja. But the past few years (2009 onwards) have been a very interesting time for SSBM. M2K unveiled his super tournament-threat Sheik. Armada showed prowess on the national scale by taking second at Genesis with the Peach that changed how over two-thirds the Melee population looked at Peach. And we discovered a second heavy tournament-threat Sheik in Europe, something that we haven’t had in ages.

All of these were then stopped by the most hardcore pudding-pop diva-bunny ever. The aftermath was staggering. Numbers were tossed around haphazardly. Some claimed the Sheik Puff MU was horrific whereas others made excuses for inexperience. Whole regions began learning secondary characters in an effort to counter the jiggling menace. It was a very strange time. Nowadays, it is generally agreed upon that this one isn’t so grim. There is not yet a solid consensus on who has the advantage, but the strategy is at least beginning to be settled.

This is perhaps one of the most irritating characters Sheik faces for a variety of reasons. The constant proximity of death makes this a challenge that punishes you very heavily for slip ups – whether they are errors in tech or poor decisions. Many of Sheik’s time-honored advantages evaporate in the face of a character who resists combos, edgeguards, gimps, and whose range compares to yours. But Sheik is still a threat in this one if you understand Puff’s limitations, and she comes with needles. Even in our crazy Melee universe, sharp objects are still good against balloons.

2. Mechanical Information

There’s a lot of mechanical and technical information vs. Puff because her character design is weird and has all sorts of little gimmicks and nonsense.

Shield Counterattacks:

Are almost totally worthless vs Puff's aerials. It's stupidly easy for her to avoid it because of crouch, aerial mobility, range, etc. So unless they give you a cue that nair OOS or whatever will work (crossing up, being in the air forever, etc), then don't bother. Puff can decide for Sheik's nair OOS and shield grab to suck pretty much at will. So yeah, usually they're gonna suck.

Rest and Death:

DI Rest to kill yourself if you’re over about 10-15% (depending on stage and positioning) so you can punish her for hitting with it. This is important so Puff does not use Rest to cover too much ground either getting ahead or coming back when she’s at KO percent.

To get a feel for survivability, at the edge of Pokemon Stadium, up tilt Rest kills Sheik at 0 (according to M2K, who I trust). Use that as a general base as to whether or not it’s worth attempting to DI to survive or not. Generally it won’t be, but surviving rests when it’s appropriate to do so will prevent you from losing games.

Teching vs Puff:

Sheik has wonderfully huge tech rolls so tech rolling is actually really good against Puff. This forces Puff to take preemptive actions to cover multiple options or far techs, so if you can spot her cues (as to which she’s covering) you can often get out for free, which is great.

With non-tech options, rolling into her is absolutely horrible because it’s the easiest thing for her to react to and rest. It can be tempting to go for getup attacks to try and shake her, but be wary of rest OOS and her ability to fish for it with her DJs. Standing and moving away from her are probably going to be your best bet (usually).

On platforms it’s a bit different. Something you’ll notice is that in certain positions, Puffs like to down throw Sheik because if Sheik DIs anywhere but away, she can be directly comboed or rested. So it’s often used in certain positions where DIing away will put Sheik on a platform. In these cases, Puffs are usually looking for tech stands for the rest because they’re the fastest option. Try to observe which way the Puff is committing with her jump and trick her with a tech roll. You’ll sometimes get caught anyway and die, but the biggest mistake players make in this situation is limiting their tech selection to the stand; make Puff work to kill you.

Puff Crouch Mechanics:

Puff’s crouch mechanic vs. grab – Puff’s crouch will dodge Sheik’s dash grab and standing grab. For the first 10+ frames (not sure the exact amount) of her crouching animation, Jigglypuff sits still and you cannot grab this. However, after that period, she begins to fidget about at set intervals. While she is fidgeting about, you can dash grab to overlap her head and nick her.

Ground needles work similarly. You can shoot her with sets of ground needles when she fidgets, but not when she’s simply crouching. You need a bunch (3+) because the needles shoot low every third or second needle (forget which). Single needles will still miss.

In order to connect aerial needles > grab on her crouch, you require to connect minimum two needles during descent. The timing is fairly tight. You can practice this by setting a CPU Puff to crouch in training mode (calibrate the stick ‘up’) to get a feel for it. It is a reasonable trick. I do not recommend using this as a rest punishment (as many have suggested in the past) because of the versatility of the full needle set as an edgeguard, zoning tool, and combo finisher (which is worth more than the 6-9% extra from a needle grab setup).

Puff’s crouch vs. dash attack – Surprisingly, dash attack is one of the moves I like most against Puff’s crouch. Though risky, it’s a reasonably good trick if used correctly (and sparingly) for racking damage and even scoring kills vs. her duck.

At 50% (or so) your dash attack begins to knock her over. Knocking her down and down smashing isn’t a bad play by any means for racking damage.

At 80% (or so) your dash attack begins to launch her, in spite of her crouch. The reduced KB (because she was crouching) keeps her from drifting away too far. Tight timing is required for you to follow up on it (the stun is also reduced) but you can combo to fair and uair off this. At 90%+, it’s feasible to kill her with this (so I don’t really recommend you do it below that percent if you can help it, except perhaps on Yoshi’s Story).

At about 120% (or so) your dash attack begins to kill her on most stages (not Dreamland) if she’s not crouching (dash attacking beneath her bairs and such for a KO is not a terrible idea).

Rest Punishes:

These are fairly optimized AFAIK. There’s probably room for improvement but this is what I got so far. I do other stuff sometimes but these are tried, true, and work.

At roughly 75% on standard ceiling heights (BF, FD, FoD, PS) it is optimal to simply fully charge an up smash and KO her off the roof (from the floor). You will have to fiddle for more exact percents.

If she misses a Rest on the platforms of neutral Pokemon Stadium, you can tipper up smash her feet (her feet stick through the level and extend her hurtbox going down). On Yoshi’s Story’s side platforms, you can tipper up smash beneath her if she’s on the half of the platform closest to the center. It kills on Yoshi’s Story (fully charged) at something ridiculous (maybe like 23?).

If those options aren’t available you’re probably going to fully charge needles and then either SH an aerial (dair or uair) on top of her or do a down throw combo.

At 18% your strong up air (assuming full power uair) will knock over Jigglypuff if she attempts to hold down on it. This allows you to follow up with a down smash (even if she techs; if she tech rolls then you can dash attack or unload the set of needles and take the damage). If you’re ballsy, you can attempt a jab reset (which works if she continues to hold down on it, but if she doesn’t then you lose the combo). If she does not hold down on the up air and gets popped up in stun, you simply follow with more aerials. If you’re lucky, you might get a second up air into another aerial. You’re more likely to simply get a nair or fair, however. Do the up air as low to the ground as possible for this to be effective.

Dair functions similarly except it knocks over closer to 40%. Do the dair as low to the ground as possible to maximize your ability to dash after her DI (if she DIs away) so you can follow. This punish is effective up to about 60% or so.

If you are worried about platform interference with your jumps or whatever (relevant on YS and FoD) or simply want to do something easier, a simple d-throw combo (any fast aerial, probably fair or uair) will also suffice and do comparable damage. The main benefit to hitting her high as possible is positional, however, since Sheik likes to threaten with bair and needles as Puff is coming down. This is why the low uair and dair combos are good.

Throw Combos:

You can always link uair after you d-throw Jigglypuff. Below about 20% it's better to fair if she DIs away from your d-throw. However, around 20% the uair opens up a few options you don’t have otherwise (namely a second aerial, and the option to protect her landing area with needles or zone with bairs). Fair is still really good, though and easier to hit (if you mistime the uair you can be rested and it’s a fairly tight timing if they DIed the d-throw away). For non-lethal percents, pick your poison.

D-throw > up air kills her on away DI (on both the throw and on the up air) around 85-90% on most standard levels (not Dreamland, which is about 100%). You can sometimes play little DI games with fair (expecting her to DI to the side to survive the up air) if you’re near the edge at slightly lower percents.

The Importance of Storing Needles:

Puff is going to be luring you a lot in this MU so charge your needles whenever nothing is going on (if you’re in a safe position to do so). They are amazing. This is why:

Offstage: having the full set of needles gives your edgeguarding a buff because it allows for better and further distance needle cancels into fairs (or more needles) because of the longer stun time. It covers a larger area for longer too, which makes clipping jumps easier (her later jumps are smaller than her early ones, so following up on the edgeguard sometimes becomes possible). Even if you just rack damage on her offstage that’s completely fine.

Onstage: they’re just nice to have because comboing into the full set of needles off your stray fairs and such adds a lot of damage. Using the needles to keep her from attempting to land on the ground (and thus forcing her onto platforms) makes it easier to hit follows and rack damage. If nothing else, it exerts a weird form of pressure on her that she either has to respect and work around or she eats a good chunk of damage. Needles are incredible. Charge them. Love them.

3. Combat Stuff

Well, that was a lot of nonsense. Let’s move onto the fun stuff. The MU actually breaks down easily enough. There are just a lot of little rules that you are expected to know, and teensy nuances that you need to be aware of in order to avoid dying an untimely death to her godlike down+B.

Puff’s Air Game:

The most important move in Sheik’s entire moveset against Jigglypuff is bair. If you learn nothing else from this guide, learn bair. The Puff match comes down to a lot of aerial spacing and movement because of how volatile Jiggs can be against everything else. Bair has a lot of important traits for interacting with Puff aerials. Its range is huge and it has enormous priority. Just about anything in Sheik’s bair space will likely be trumped by it. Since Jigglypuff likes to jump to initiate, this is invaluable. The angle that Sheik aims her leg at is important because it makes it good for moving underneath and around the moves that Jigglypuff will be protecting herself with (which will often be her own bair). By moving away from Puff, it’s very reasonable to beat non-bair aerials aimed to go under Sheik’s bair, provided you can put enough distance between the two of you.

As a bonus, Sheik's bair often combos into itself. So it's even good for racking damage.

Sheik’s bair can be used to counter a lot of Jigglypuff’s generic bair spacing. The positioning is a bit over a bair’s length away (yours, not Puff's). Crouching under Puff's rising bair (both FJ and SH rising back air misses against your crouch) and then jumping up with your own bair is a good way to counter standard FJ double bairs by Puff. Falling aerials can be reacted to (jump and bair first; you have a big speed advantage) or punished with evasion (mostly jumping over them, maybe dash dance punish if you’re really quick [don’t try to dash dance grab]). Losing the rising bair hurts Puff. Similarly, if you notice she turns around to attack with a sex kick or dair (which can hit your crouch while rising) you can simply jump away and outprioritize it with bair.

As a quick side note, the crouch's effectiveness against her primary spacing tool enables a bunch of options for sneaking around. Crouch > WD movements are a pretty good way to fish for d-tilts, which can be a reasonable way to kill her at high percents (75%+). Escapable, but not a terrible plan. Anyway, back to bair...

The amount of aerial approach space that Sheik’s bair covers necessitates that an approaching Puff attempts to play around it or get under it. She can attempt typical lag punishes (usually with evasion > dash attack or f-smash, bairing further away, and grab stuff [run under bair, block, shield grab]) but these are handled mostly by not swinging blindly when she tries to bait the bair with farther-spaced jumps, or by simply keeping proper bair distance.

If you notice Puff is retreating a lot to try and lure you into attacking her, you can just shoot needles at her. Fullscreen bair camps by Puff give you ample opportunity to charge full sets and unload them as she attempts to land; pay attention to how she spends her jumps and when she’s bairing. Challenging her airspace aggressively when she is in full retreat is very difficult. It is very easy for her to move back further, double jump out of reach, or change her position in some similar way (which leads to you possibly getting hit). Hitbox drag works very favourably for her here. Half-retreats, stationary aerials, and weaves (when she jumps forward and pulls back) can sometimes be aerialed aggressively (or even naired around). This style of play is not bad when used sparingly, but do not underestimate her ability to drift further from you. Sheik’s low aerial mobility works against her here.

Up tilt does a good job covering approaches directly on top of Sheik. Puffs often attempt to nair coming down off of platforms or after they’ve been comboed (or similarly been forced above you). It covers an area that bair doesn't.

Puff comes with a reasonable pair of sex kicks so I’ll cover them briefly. They’re not really hard to deal with relative to her other stuff but you should know the basics. You can counter most of her SH sex kicks with SH back fairs, bairs, and even f-tilts. It’s also reasonable to sneak down tilts underneath them as she’s falling with them, provided you can move back enough. It is viable to CC down smash on them, but be careful because she can poke with nair and then drift back outside of your range (although if she commits and goes into you then it’s pretty good).

Against higher sex kicks (DJ and FJ versions), just treat them like you would any other high approach. Up tilts and bairs. Not much else to say. You can fair, if you want, and it can work, but her weaving is reasonably good against this whereas it’s much poorer against your bair.

Sheik on Platforms:

I wasn’t really sure where to put this so I put it here. Platforms are kind of a weird hybrid of air game and ground game.

Platform camping used to be the best general strategy to do the MU and it’s a useful skill to have. The platform camping principle is simple: Puff is slow going up and down whereas Sheik is not. Sheik moves fast across platforms whereas Puff does not. This allows you to get a speed advantage and zone certain areas very effectively; mostly through the needle triangle.

The needle triangle is very good against aerial Puff. If Puff approaches into the needle triangle of the platform then you can actually get some very good combos from it at low percents. Aerial needle (cancel on platform somehow) > run off fair > follow (f-tilt, fair, etc) is pretty easy to land if they jump into the needle. At higher percents you can exchange the run off fair with a weak aerial (bair) and link from there. This sort of thing relies a bit on Puff moving into the triangle zone, but it’s not a bad position for Sheik defensively if you can get up there safely.

One of her main counters is to get under you and shark with uairs through the platform. She will likely do this by shielding needles and WDing OOS deep enough into the triangle so the needles miss. You can do pretty typical shield stuff (lightshield to slide off the platform facing forwards; often get a free bair this way), run off the platform, or reposition with the top platform in response but there is a danger in being above Jigglypuff for so long. Those up airs can very easily kill you. I’m not sure how the shield drop interacts with her stuff.

Another thing she might try is to aim for Sheik’s face, outside the needle triangle. This requires her to have some height, however, because Sheik is atop a platform. This can be annoying, but isn’t unbearable because you can take the ground floor in response to this, and play Sheik’s typical game with bair when she’s below Puff. You can also simply bair or fair on the platform itself, or maneuver with the top platform.

Life on the Edge:

Puff is going to want to corner you at the edge. Your shield is very important in this position. Puff generally looks for people to swing at her, so she can punish the lag and score a gimp or bair chain (which converts into a gimp). It’s not unreasonable to return to the edge and replenish your shield in the event this happens. Having proficiency with ledgedashes can give you invaluable options in this situation. Small ledgedashes are an effective way to possibly catch Puff aiming her bair further away from the edge, in the expectation that you will ledgedash deep (or roll, get up attack, deep ledgehop fairs, etc). Once onstage, you can begin a less optimal version of the crouch strategy (you don’t have as ideal spacing) or attempt to dash through her. Going on the platform is similarly reasonable, but be wary of wavelanding forward when you do so (she will try to protect that space). Paying attention to her positioning and whether she can cover that option is very important. Once you’re on the platform, if you didn’t waveland forward, you can decide to go around her or return to land (if she’s going high in preparation of you going forward on the platform) and see if you can make back ground through the middle.

It will be tempting to go for the middle with quicker, more dynamic actions (roll, waveland, etc). Wavelanding across the side platform and rolling to the middle are not terrible options when used sparingly but try to do them when Puff is committed to something else so you don’t get punished for them (particularly the roll; you can be rested for it).

Another important thing to note about being by the edge is that you will probably tempt Puff into going for grabs on you by shielding so much. If possible, try to WD back on these efforts (other actions can be stuffed by her changing her mind and going for an aerial, WD back, etc). If WD is not available because of space constraints, you may require alternative options (SH, FJ > platform, FJ > waveland, etc). Jumping OOS on attempted empty jump > grabs is also fairly good (this is also a point in the MU where sidestep has a lot of potential, though it’s admittedly risky).

Sheik’s low dash is conducive to running under aerials. For this reason, running through Puff’s aerials to reach the middle (or even just to get under her) is not unheard of. Dashing under her bairs is not a bad way of positioning yourself to attack her (dash attack, rising aerials, etc) or push her away from the middle of the stage.

When Sheik has Puff pushed to the edge, your game does not really change too much. Positioning should be roughly a third of the stage’s length from the edge (can vary, depending on how competent you are with platforms, etc). If Puff is holding the ledge, shooting ground needles as she comes up with whatever is a fairly simple, effective way to put pressure on her without risking anything. Unload, charge, repeat if necessary. However, be careful – being near the edge often makes Puffs go for riskier plays (gimmicky throw setups, Pounds, cross up aerials, etc) so be wary of these and punish them accordingly. Be patient; make her do all the work. Bairs are your friend. Pounds and b-throws are probably the most dangerous thing here, so watch for them the most. If she pounds your shield, remember that you can do more than simply nair OOS (up smash, grab, and up air OOS can all be good).

In general, if you have Puff with her back to the edge, you’re probably doing well so long as you’re not getting gimped. Puff is less troublesome when she’s pressured.

Handling Grounded Puff:

A lot of the above has mostly related to Puff when she’s in the air. Grounded Puff is a little different.

On grounded Puff you mostly want to be facing forward (if you’re intending to challenge her). There’s not really much you need to do about her ground game when she’s not crouching or shielding. If she’s not crouching then standard SHFFAC fairs are pretty effective (they need to be a bit lower because she’s short). If you’re on defense and she’s grounded, be wary of her efforts to WD into you and pierce your shield with up tilt. You can shield grab her up tilt, on that note. Her dash attack goes quite a distance too so be aware of that as an option but it can similarly be shield grabbed. You can hang outside her f-smash range pretty easily and just wait pretty effectively versus most of her ground stuff.

Her crouch is annoying, but not really that different.

On her crouch, you really only have a few options to engage it directly. Low fairs are okay; so are aerial needles. You don’t necessarily need the needles to combo into anything, but linking them into down tilt or down smash is a pretty good way to rack damage. Going for the needle grab is okay but requires you essentially be in her face for it to work and that can be dangerous (her spontaneously doing up tilt out of crouch, or moving under you with WD is a real threat). Beware of typical stuff against low aerials (her jumping with an attack, WD back > attack, etc).

Riskier options include down smash and dash attack. Puff can shield punish both of these with aerial OOS fairly easily. But they aren’t horrendous against her crouch (they have percentage restrictions so you don’t get crouch-rested; down smash is weird against shields and near the edge).

Finally, you have the option to simply not engage it all that much. This is not a bad option at all. Invoke the platform needle position. Her crouch doesn’t actually do much if you’re not close enough for it to be relevant and it doesn’t do anything against platform play. So if you decide you do not feel comfortable challenging the ducking Puff, there’s nothing that says you really have to. Charge your needles across the stage and wait, prepare to down smash her if necessary as she WDs into you, go under a platform in preparation of FJ needles > needle cancel if you want, and so forth. Make her come to you and reposition. It’s really not that bad.

All this stuff with needles, down smash, dash attack, and low aerials will likely encourage blocking by Puff. Believe it or not, you want her to block. This is the one time in the MU where it’s actually okay to go for grabs on Puff without it being some kind of lag punish or gimmicky needle setup. However, it is strongly advised you max-range your standing grab. The standing grab and range requirements are precautions so she does not get a rest for sidestepping something; if you do the dash grab, the lag makes it possible to be rested from sidestep and other OOS options. Puff crouches when she jumps OOS so max ranging is similarly important to reduce risk of rest KO and force her to punish with aerials and such, which are manageable. It is not guaranteed by any means but this system allows you to fight with a favourable risk-reward for Sheik on the table, which is rare in this MU.

Empty jump to grab is your friend. Walk forward grab is your friend. Dash to crouch or WD down (to break the momentum so you can space) grab is your friend. Give her the impression that you are going to do something she can shield-punish, or that she wants to shield, and then grab.

Edgeguarding Puff:

Shoot her with needles whenever you can. Stealing jumps and stuffing pounds are very, very important!

On high recoveries you sort of have to accept that there’s nothing you can do for sure so you just want to stay below her and threaten with whatever you can. Bair, up tilt, f-tilt, jab, even CC d-smash. Be wary of pounds. There’s not much to say about this. Sheik is one of the characters that actually can jump offstage and swing a bair at a high Puff, but it’s very risky and if Puff spots you doing it then she can usually pull back enough to avoid the bair (and possibly pound at you and kill you). That said, it’s not a bad idea to threaten with it (remember to avoid the pound!) and abort mission, grab edge, etc. If you see her attack offstage for whatever reason in your range (whiffed pound, fair, etc) then feel free to swing.

On low recoveries, whenever you can ledgehop nair a Jigglypuff into the edge and stage-spike her, do it. None of them have ever really learned how to ledge tech, so if you catch them hugging the wall (which will happen sometimes, because they’ll try to do it to make your bair soft hit) then just nair them. Beyond that, shoot them with as many needles as you can and make them drop as many jumps as possible. Needle > fair if you can. Hitting strong bair gives them height (assuming they survive it), but if they’ve lost a bunch of jumps then it’s not bad to do it just to push them away and force them to Pound a bunch to recover. Otherwise, you generally want to minimize how much height she can gain and try to choke her jumps as much as possible. Again, I stress don’t get pounded (or baired or whatever attack she swings with). It is likely that she will try and trick you by hovering just outside your ledgehop bair range; just shoot her with needles for this.

I want to stress that you be very careful with your invincibility because trades can very easily kill you in this position. Edgeguarding a low Puff recovery is hard to make lethal even if you rack a lot of damage (barring a stage-spike). If you drop an edgeguard because you hit with a poof or naired her across the stage when she air-dodged up, that’s not as bad as risking your stock because a pound traded with something. Racking damage is perfectly fine.

General trick: if Puff goes over the lip of the stage after 100% or so on most stages then it’s reasonable to just ledgehop uair and attempt to kill them. Nair is also good because of its size, duration, and how easy it is to strong hit.
 

Bl@ckChris

Smash Hero
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im currently keeping my ganon for puff but oh my god this is a wealth of knowledge that i will read and try to internalize in the near future.

thanks for posting it, atma.
 

Tekk

Smash Lord
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That big wall of text should be every sheik's bible for the puff matchup
There are some really dark secrets in there, KK too good
 

Strong Badam

Super Elite
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I personally C stick down, DI down and in. Then hit L right before the hit to tech it.

Also @ strongbad, sheik is in a natural crouch when she lands from the upB
the crouching action, not the landlag animation from upb. crouch cancel requires you to be crouching.
 

Fortress | Sveet

▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀
Joined
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bubbaking, i think you should do more asking questions and learning instead of attempting to teach. Bad advice is worse than no advice.
 

Kaffei

Smash Hero
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Messages
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Did u guys no that u can fsmash under peach float to get away???????// dam so useful
 

darkatma

Smash Hero
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Stop making the sheik boards bad guys

This question is directed at Teczero or KK, concerning dthrow in the sheik falcon matchup:
________
Dthrow -> Utilt

In KK vs mango at ROM3, I noticed 5 times that KK goes for the dthrow -> utilt on Falcon's no DI or DI behind. What percents does this actually work at, and when will it guarantee a combo into something else?

I had the precise times that KK attempts it, but then my post got lost somehow =[
http://www.youtube.com/watch?v=W76iJ8rwbjU&t=3m36s
http://www.youtube.com/watch?v=W76iJ8rwbjU&t=7m10s
________
Dthrow -> Dash attack

M2k vs S2j at NYTE: m2k goes for dthrow->dash attack a couple times in this set. After what percent does this work? Can they switch up DI on the dash attack if they are expecting it and escape a fair?

http://www.youtube.com/watch?v=QrBpA41r93g&t=3m14s
 

Teczer0

Research Assistant
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I know kk loves dthrow uptilt on falcon, I'll let him get that one, I definitely underuse it.

As for dthrow dash attack do you mean for that to be an actual combo or to tech chase?

I would think dthrow dash attack would connect past 60ish if it connected, I'll look into it More when I get home from school.
 

TaFoKiNtS

Smash Lord
Joined
Jul 21, 2005
Messages
1,027
I don't like the u-tilt follow up against better falcons tbh.

There are weird shinanagins that occur in which the Falcon gets hit by both hits of the utilt and just jumps out onto a platform, ruining future tech chase follow ups.

The jab reset game is something that I've been working on alot as Sheik vs Falcon


Jab --> tech chase grab
- The standard metagame move. Unfortunately, Falcons have learned to hard DI up to get out and then punish a whiffed grab with a stomp or a grab of their own

Jab --> Jab
- I'm starting to like this option alot more. It's quick and efficient and will catch the SDI up from Falcon. In addition, you'll have time to react to do a tech chase

Jab --> F-tilt
I'm debating whether to use this or Jab --> Jab. This pops up Falcon at mid % into slap or dash attack

D-smash
- I only use this if my reactions are slow. I'm cautious to use it because Falcon can sometimes CC it and then grab you

U-smash
- I suck at using this, but it's a decent option sometimes

Don't do anything, Wait
 

darkatma

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I know kk loves dthrow uptilt on falcon, I'll let him get that one, I definitely underuse it.

As for dthrow dash attack do you mean for that to be an actual combo or to tech chase?

I would think dthrow dash attack would connect past 60ish if it connected, I'll look into it More when I get home from school.
I was referring to dthrow->dash attack as a combo, meaning they don't hit the ground. I just want to know the percent to see if it'll be viable rather than simply tech chasing, which invites some room for error.

@Tafo: I often use ftilt instead of a jab to continue a combo on a grounded falcon. Just hit them on the bounce instead of jabbing - if they DI up, then they're in for another hit of ftilt, or a grab.
 

Jolteon

I'm sharpening my knife, kupo.
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ftilt > charge fsmash lol so strong u get to combo into fsmash and they can't move at all.
 

silentSWAG

Smash Lord
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South Park
yes works on falcon around like 40.... i think

you can react to their di so up smash is depended ....its better not to commit to a certain di
 

Kaffei

Smash Hero
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Messages
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lol sorry tec0
@Bing: Sometimes you can just Dthrow and let them land and condition them to tech then once they are conditioned you ftilt them right before they touch the ground, and they'll have tried to tech but since they missed that tech because of your ftilt they can't tech again for another 40 frames iirc then you can usmash > fair > edge guard
 

KirbyKaze

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Nov 18, 2007
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I haven't done Peach yet. I've only done the two. These things take me a long time and I'm revising how I want to organize them because I'd like them to take less time and be more succinct.

edit: There is a lot of good information on Peach in the QNA thread if you're willing to search for it.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
hey sheik boards.

So i have a question that relates to a lot of characters.

Basically I was thinking....people talk a lot about how falcons are smash Diing sheik's dthrow jab reset.

However, it didn't make sense that they can do this unless they just use ASDI. smash DI requires them to react unless they are just guessing you will jab. However, jab comes out in 2 frames. Even if you add in hit stun..there i no way a human can possibly react to that.

What this effectively means is that if you don't jab immediately they can't get the smash DI unless they guess..and if they guess that you will jab and you don't..they will stand up in place.

Is my reasoning correct? this also applies to marth of course, as jab reset seems really strong in general. I think that if this reasoning is correct, then all I need to do is test when ASDI will break the reset.
 

BlindSpot

Smash Apprentice
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Apr 26, 2012
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Houston, TX
Hi. I'm just recently getting back into melee, and am loving sheik. However, I don't know what to do against falco when he's just all over me. It feels like I'm constantly being combo'd by falco, and Idk what to do about it.

Also, could anyone give me any tips on how to play against Samus? I know little to nothing about that character, so I don't know how to fight against her.

I'm guessing keep her above me, and juggle her with my Uair?

I would really appreciate it if I got help on these 2 matchups.

Thank you :)
 

soap

Smash Hero
Joined
Jan 24, 2006
Messages
7,229
Location
Cleveland, Ohio
Hi. I'm just recently getting back into melee, and am loving sheik. However, I don't know what to do against falco when he's just all over me. It feels like I'm constantly being combo'd by falco, and Idk what to do about it.

Also, could anyone give me any tips on how to play against Samus? I know little to nothing about that character, so I don't know how to fight against her.

I'm guessing keep her above me, and juggle her with my Uair?

I would really appreciate it if I got help on these 2 matchups.

Thank you :)
You gotta figure out ways to grab. this shifts the momentum in almost every matchup sheik has.

Some common ways to grab samus. Wavedash out of shield after she downsmashes. Against falco you can boost grab under high lasers. Lots of shorthops will condition high lasers.
 

Armada

Smash Lord
Joined
Mar 28, 2010
Messages
1,366
KK: Your MU guides are great and should help all the Sheik players for sure =)
If you wanna have my guide for Falcon feel free to ask. I know those kind of things takes so long time to do and you have a lot of chars do going throw :p
 
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