Editing Sheik (SSBM)
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Sheik's main strength is her edgeguarding ability, which is among the best in the game. While she lacks a spike like {{SSBM|Marth}}, or even a meteor smash, Sheik's good jumping prowess and fast, powerful aerials give her amazing options off the edge. Sheik's forward aerial is among the most feared in the game, due to its fast startup, high knockback scaling, [[semi-spike]] angle, and its ability to [[autocancel]] itself if used correctly, and is her main pressuring and edgeguarding tool, while also being an outstanding combo finisher. Her back aerial is slightly weaker (but still very powerful if sweetspotted) with a more diagonal angle, but has more [[reach]] and is safer to use, allowing for it to be used as a potent edgeguarding option as well. Sheik also has one of the best projectiles in the game, [[Needle Storm]], which aids in her edgeguarding; the needles are quick to charge, can travel quickly when thrown, and can cut through or stop most other projectiles in the game, allowing Sheik to neutralize projectiles from characters who rely on them to cover their recovery, such as {{SSBM|Samus}}. Needles also have high hitstun and low knockback, making them excellent for intercepting recoveries, especially more linear options such as [[Fire Fox]]. In addition, Needles travel in a diagonal downward path when thrown from the air, presenting the edgeguarder with more options. Sheik also has the means to force edgeguarding situations very easily, possessing a back throw that sets up edgeguards on fastfallers, and the speed to effectively corner opponents once they're close to the ledge. | Sheik's main strength is her edgeguarding ability, which is among the best in the game. While she lacks a spike like {{SSBM|Marth}}, or even a meteor smash, Sheik's good jumping prowess and fast, powerful aerials give her amazing options off the edge. Sheik's forward aerial is among the most feared in the game, due to its fast startup, high knockback scaling, [[semi-spike]] angle, and its ability to [[autocancel]] itself if used correctly, and is her main pressuring and edgeguarding tool, while also being an outstanding combo finisher. Her back aerial is slightly weaker (but still very powerful if sweetspotted) with a more diagonal angle, but has more [[reach]] and is safer to use, allowing for it to be used as a potent edgeguarding option as well. Sheik also has one of the best projectiles in the game, [[Needle Storm]], which aids in her edgeguarding; the needles are quick to charge, can travel quickly when thrown, and can cut through or stop most other projectiles in the game, allowing Sheik to neutralize projectiles from characters who rely on them to cover their recovery, such as {{SSBM|Samus}}. Needles also have high hitstun and low knockback, making them excellent for intercepting recoveries, especially more linear options such as [[Fire Fox]]. In addition, Needles travel in a diagonal downward path when thrown from the air, presenting the edgeguarder with more options. Sheik also has the means to force edgeguarding situations very easily, possessing a back throw that sets up edgeguards on fastfallers, and the speed to effectively corner opponents once they're close to the ledge. | ||
Sheik is also notable for having among the best punishing abilities in the game. Her tilts, dash attack, and up smash all come out quickly and all send the opponents straight into the air, giving Sheik guaranteed aerial followup options, especially at lower percentages. Aside from the aforementioned forward and back aerials, Sheik's other aerials also possess amazing utility for punishing, despite her low air speed. Her neutral aerial is a quick [[sex kick]] that serves as a potent [[out of shield]] option that can dispel the opponent's shield pressure; her up aerial is a combo extender at lower percentages that can reliably KO at higher percentages, especially near the ceiling; her down aerial, while possessing the slowest startup out of all of her aerials, sends opponents upwards with a great deal of hitstun, allowing followups into her aforementioned up, back, or forward aerials, or even a sweetspotted up smash. Due to their low lag and high power, most are of relatively low-risk to use off the edge. Sheik's aforementioned Needle Storm also aids in her punishing game; when used in midair, the needles travel diagonally downwards, allowing them to hit grounded opponents. Due to the fact that Needle Storm has no landing lag after being used in midair, Sheik can use the hitstun or shield stun from her needles to immediately grab or attack the opponent upon landing. This is further compounded (in NTSC only) with Sheik's excellent down throw, which boasts a chain grab on many characters in the game at lower to mid-percentages, including {{SSBM|Pikachu}} and {{SSBM|Link}}, and sets up [[tech chasing]] situations on fastfallers such as Fox | Sheik is also notable for having among the best punishing abilities in the game. Her tilts, dash attack, and up smash all come out quickly and all send the opponents straight into the air, giving Sheik guaranteed aerial followup options, especially at lower percentages. Aside from the aforementioned forward and back aerials, Sheik's other aerials also possess amazing utility for punishing, despite her low air speed. Her neutral aerial is a quick [[sex kick]] that serves as a potent [[out of shield]] option that can dispel the opponent's shield pressure; her up aerial is a combo extender at lower percentages that can reliably KO at higher percentages, especially near the ceiling; her down aerial, while possessing the slowest startup out of all of her aerials, sends opponents upwards with a great deal of hitstun, allowing followups into her aforementioned up, back, or forward aerials, or even a sweetspotted up smash. Due to their low lag and high power, most are of relatively low-risk to use off the edge. Sheik's aforementioned Needle Storm also aids in her punishing game; when used in midair, the needles travel diagonally downwards, allowing them to hit grounded opponents. Due to the fact that Needle Storm has no landing lag after being used in midair, Sheik can use the hitstun or shield stun from her needles to immediately grab or attack the opponent upon landing. This is further compounded (in NTSC only) with Sheik's excellent down throw, which boasts a chain grab on many characters in the game at lower to mid-percentages, including {{SSBM|Pikachu}} and {{SSBM|Link}}, and sets up [[tech chasing]] situations on fastfallers such as Fox and {{SSBM|Falco}}. Skilled Sheik players can convert a single down throw into potential stock losses for the foe by utilizing either chain grabbing or tech-chasing until the opponent is at combo-friendly percentages, where they will use Sheik's launching options to begin nearly inescapable combos that result in a KO or a fatal edgeguarding situation. | ||
Sheik's neutral game, however, is merely average at best, especially compared with other top tiers. Due to her high short hop, Sheik suffers from a poor [[SHFFL]], which impairs some elements of her aerial approach. Sheik also possesses a short [[dash-dance]], forcing her to rely on her short wavedash to adjust her spacing. While Needle Storm has no landing lag when used in midair, it does have significant ending lag when used on the ground; however, Sheik's needles will only travel straight if she throws them while grounded, impairing her ability to approach with her projectile from afar. Sheik usually struggles in approaching opponents who are at low percent, as they can use crouch cancelling to make her tilts, dash attack, jab and aerials unsafe, forcing her to rely on grabs or her downsmash. Sheik also lacks universal disjoint, causing her to have a very small and concentrated "threat zone" where she can create openings by threatening the opponent with a forward aerial, her tilts, or an aerial Needle Storm into a grab. As such, high-level Sheik players will often look for openings to close distance and go into that "threat zone," a spacing where Sheik can threaten the opponent with her outstanding punish game. This is easier to do against characters with even worse neutral games, particularly low- and bottom-tier characters, as they lack the means to zone Sheik out of that ideal area. However, other top-tier characters have the tools to keep Sheik out, whether it be through projectiles or disjoint, and can similarly harshly punish Sheik if she unsafely attempts to close this distance. | Sheik's neutral game, however, is merely average at best, especially compared with other top tiers. Due to her high short hop, Sheik suffers from a poor [[SHFFL]], which impairs some elements of her aerial approach. Sheik also possesses a short [[dash-dance]], forcing her to rely on her short wavedash to adjust her spacing. While Needle Storm has no landing lag when used in midair, it does have significant ending lag when used on the ground; however, Sheik's needles will only travel straight if she throws them while grounded, impairing her ability to approach with her projectile from afar. Sheik usually struggles in approaching opponents who are at low percent, as they can use crouch cancelling to make her tilts, dash attack, jab and aerials unsafe, forcing her to rely on grabs or her downsmash. Sheik also lacks universal disjoint, causing her to have a very small and concentrated "threat zone" where she can create openings by threatening the opponent with a forward aerial, her tilts, or an aerial Needle Storm into a grab. As such, high-level Sheik players will often look for openings to close distance and go into that "threat zone," a spacing where Sheik can threaten the opponent with her outstanding punish game. This is easier to do against characters with even worse neutral games, particularly low- and bottom-tier characters, as they lack the means to zone Sheik out of that ideal area. However, other top-tier characters have the tools to keep Sheik out, whether it be through projectiles or disjoint, and can similarly harshly punish Sheik if she unsafely attempts to close this distance. |