A list of things to consider adding to any future version: -Sami stall: Drop and fastfall from ledge, wait then grab ledge with up-b without activating the hitbox. (Also worth mentioning that you can delay grabbing ledge during a sami stall by holding down which is useful sometimes for edge guarding and ledgedash timing mixups) -Sheik can regrab ledge after doing any of her aerials -Sheik can vanish glide from side plats on Yoshi's Story, Battlefield, Dreamland and some FOD platform heights to ledge -Sheik can aerial interrupt on Yoshi's Story, Battlefield and Dreamland from the ground to side platforms. On Yoshi's Story do a short hop up-air or back-air (12 frame window on the up-air, back-air has a 2 frame window) and on battlefield and dreamland do a full-hop up-air (battlefield is a 1 frame window and dreamland is a 2 frame window, you can't do this from a backwards full-hop). On battlefield you can do it from the ground to side platforms and side platforms to top platform at the same timing. Useful for tech-chasing characters who can di your down-throw to platforms. -Sheik can NIL with a short hop on Yoshi's and some FOD platforms heights in addition to Pokémon Stadium. Doing a backwards shorthop will make you land the fastest. -Sheik can edge cancel her up-b. th-cam.com/video/QutqfjVwVUY/w-d-xo.html. It's also worth noting whispy can cancel the landing lag too when he blows you off a platform. -Boostgrab. 1 frame of dash-attack followed by a 3 frame cancel window into dash-grab with Z or L/R and A. The later you cancel the dash-attack, the farther you go. The best practice method is to use fox or falco's boostgrab since cancelling it on the last frame gives you the audio from their dash-attacks. -Up-tilt, needles, and nair can all be +2 on shield. For up-tilt you need to be really close and face the other direction, for needles you just need to do it as low as possible, and nair is not practical really but it works if you drift in with the weak hit and land on the next frame. Late needles are also only really practical if you have multiple or are coming off a platform so that it isn't telegraphed. -Needle land. You can input a short hop rising needle under the Yoshi's/FOD/Stadium side platforms and land with a low needle on the platform. Potentially good for tech-chasing or platform pressure. You need at least 2 needles to be plus on shield, with 3 or 4 needles you can be +2, which is really good against characters like Falcon or Jigglypuff who won't be able to beat your shield drop fair since they don't have fast enough moves. -Short hop rising fair -> nair, double jump or waveland -Sheik can do runoff b-reverse needle cancel to grab ledge th-cam.com/video/2lVACSgRhe0/w-d-xo.html. 2 frame window -Her tipper up-smash can reach characters on some side platforms such as Yoshi's Story, Pokemon Stadium as well as some FOD side platform heights. You can reaction tech-chase rolls with tipper-up-smash which makes this really strong. -Might be worth mentioning that shino stalling gives you a bad ecb for ledgedashing meaning less GALINT whereas sami stalling gives a good ecb -Down-tilt is similar to Fox's down-tilt where if you space with the tip of the move it sends directly vertical compared to the inner hitbox which sends up and away -Sheik's needles have RNG. There is a 1/3 chance they bounce off the ground after being thrown and a 2/3 chance they stick. There are also 9 different heights the needles will be released for both standing and aerial needles. -Sheik can short hop nair on Yoshi's Story and land with the strong or weak hitbox, unlike her other aerials which will either make you aerial interrupt or not land on the platform with the hitbox. -Run cancel needle. To do a needle while running you can either frame perfectly release the stick and press neutral b or hold down and during the animation that puts you into crouch press neutral b which is a much more generous 6 frame window. Useful to get closer and make your needles unreactable. -I don't really know if there's a name for this, but you can transition from an aerial needle to a ground needle and vice versa. So for instance if you short hop, fastfall, and wait for a few frames then needle you can start the needle while in the air and release it while on the ground. To do a ground to air transition you can needle near the edge of the platform or on the stage while running. During the needle it will start on the edge of the platform / stage and have momentum from the run and the needle will be released while in the air. -This coincides with the tech listed above. If you were to start the running needle earlier, you would release the needle while grounded and then fall off the platform and cancel the endlag. Edge cancel grounded needle I guess. -Full hop fastfall needle. Really useful and notably used by DruggedFox quite frequently.
Sami Stall and Boost Grab (as well as some basic info on techchasing) would have been good to add to this video. I hope that any new Sheik players watching this look into those as well. Also #3 is called “Double Poof”, not “Up B Double Damage”.
This really gave me some fun things to practice. Especially vanish glide on battlefield, I'm hoping to bit a friend with it by surprise. So I'm practicing it.
I saw plup doing 6+ needle cancel turnarounds in a fullhop once during handwarmers. So its safe to say provided you can input the B+L or R consistently, skys the limit.
@@duncanmcmanus6908 Hmm I'm not sure. I thought I read on a SmashBoards thread that it can only be canceled after frame 7 or after one needle charges not sure, but I can't find the source right now.
@@equinox3861 My rule of thumb is to press R when I hear the noise of one needle getting charged, the little chk-chk noise. But i honestly feel like you can do it faster, because I will go for stuff like fthrow to nc turnaround bair and its def not true but the quicker I get the NC turnaround off The easier I can followup with bair
@@duncanmcmanus6908 Turns out you can cancel needles no earlier than frame 8. I learned this from a smashboards post called "needle frame data" from 2015.
A list of things to consider adding to any future version:
-Sami stall: Drop and fastfall from ledge, wait then grab ledge with up-b without activating the hitbox. (Also worth mentioning that you can delay grabbing ledge during a sami stall by holding down which is useful sometimes for edge guarding and ledgedash timing mixups)
-Sheik can regrab ledge after doing any of her aerials
-Sheik can vanish glide from side plats on Yoshi's Story, Battlefield, Dreamland and some FOD platform heights to ledge
-Sheik can aerial interrupt on Yoshi's Story, Battlefield and Dreamland from the ground to side platforms. On Yoshi's Story do a short hop up-air or back-air (12 frame window on the up-air, back-air has a 2 frame window) and on battlefield and dreamland do a full-hop up-air (battlefield is a 1 frame window and dreamland is a 2 frame window, you can't do this from a backwards full-hop). On battlefield you can do it from the ground to side platforms and side platforms to top platform at the same timing. Useful for tech-chasing characters who can di your down-throw to platforms.
-Sheik can NIL with a short hop on Yoshi's and some FOD platforms heights in addition to Pokémon Stadium. Doing a backwards shorthop will make you land the fastest.
-Sheik can edge cancel her up-b. th-cam.com/video/QutqfjVwVUY/w-d-xo.html. It's also worth noting whispy can cancel the landing lag too when he blows you off a platform.
-Boostgrab. 1 frame of dash-attack followed by a 3 frame cancel window into dash-grab with Z or L/R and A. The later you cancel the dash-attack, the farther you go. The best practice method is to use fox or falco's boostgrab since cancelling it on the last frame gives you the audio from their dash-attacks.
-Up-tilt, needles, and nair can all be +2 on shield. For up-tilt you need to be really close and face the other direction, for needles you just need to do it as low as possible, and nair is not practical really but it works if you drift in with the weak hit and land on the next frame. Late needles are also only really practical if you have multiple or are coming off a platform so that it isn't telegraphed.
-Needle land. You can input a short hop rising needle under the Yoshi's/FOD/Stadium side platforms and land with a low needle on the platform. Potentially good for tech-chasing or platform pressure. You need at least 2 needles to be plus on shield, with 3 or 4 needles you can be +2, which is really good against characters like Falcon or Jigglypuff who won't be able to beat your shield drop fair since they don't have fast enough moves.
-Short hop rising fair -> nair, double jump or waveland
-Sheik can do runoff b-reverse needle cancel to grab ledge th-cam.com/video/2lVACSgRhe0/w-d-xo.html. 2 frame window
-Her tipper up-smash can reach characters on some side platforms such as Yoshi's Story, Pokemon Stadium as well as some FOD side platform heights. You can reaction tech-chase rolls with tipper-up-smash which makes this really strong.
-Might be worth mentioning that shino stalling gives you a bad ecb for ledgedashing meaning less GALINT whereas sami stalling gives a good ecb
-Down-tilt is similar to Fox's down-tilt where if you space with the tip of the move it sends directly vertical compared to the inner hitbox which sends up and away
-Sheik's needles have RNG. There is a 1/3 chance they bounce off the ground after being thrown and a 2/3 chance they stick. There are also 9 different heights the needles will be released for both standing and aerial needles.
-Sheik can short hop nair on Yoshi's Story and land with the strong or weak hitbox, unlike her other aerials which will either make you aerial interrupt or not land on the platform with the hitbox.
-Run cancel needle. To do a needle while running you can either frame perfectly release the stick and press neutral b or hold down and during the animation that puts you into crouch press neutral b which is a much more generous 6 frame window. Useful to get closer and make your needles unreactable.
-I don't really know if there's a name for this, but you can transition from an aerial needle to a ground needle and vice versa. So for instance if you short hop, fastfall, and wait for a few frames then needle you can start the needle while in the air and release it while on the ground. To do a ground to air transition you can needle near the edge of the platform or on the stage while running. During the needle it will start on the edge of the platform / stage and have momentum from the run and the needle will be released while in the air.
-This coincides with the tech listed above. If you were to start the running needle earlier, you would release the needle while grounded and then fall off the platform and cancel the endlag. Edge cancel grounded needle I guess.
-Full hop fastfall needle. Really useful and notably used by DruggedFox quite frequently.
Sami Stall and Boost Grab (as well as some basic info on techchasing) would have been good to add to this video. I hope that any new Sheik players watching this look into those as well.
Also #3 is called “Double Poof”, not “Up B Double Damage”.
This really gave me some fun things to practice. Especially vanish glide on battlefield, I'm hoping to bit a friend with it by surprise. So I'm practicing it.
Note: you can also cancel needles with Z!
@Third Chair I think if you put 0:00 in the Timestamp Before Vanish Glide, the timestamps can show up in the video bar
netplay sheiks could never
Good vid. Thank you
new sheiks: don't shino stall, sami stall. also, practice double poof and up b shorten for recovery mixups.
why not shino stall?
its slow so they can time a ledge grab.
You also have better galint if you Sami stall, it gives you 2 extra frames for ledgedash
@@shuples you should still absolutely practice it though? Good to know everything that you can, it all has purpose.
@@passion4drums i say that but i still shino stall bc i jump to early lol. but yeah both have their uses.
Cool video. Do you know when is the earliest you can cancel needles? Is it at any time?
Don’t know the frame data on this specific request tbh, it’s just very fast. It feels almost immediately after you start you can stop.
I saw plup doing 6+ needle cancel turnarounds in a fullhop once during handwarmers. So its safe to say provided you can input the B+L or R consistently, skys the limit.
@@duncanmcmanus6908 Hmm I'm not sure. I thought I read on a SmashBoards thread that it can only be canceled after frame 7 or after one needle charges not sure, but I can't find the source right now.
@@equinox3861 My rule of thumb is to press R when I hear the noise of one needle getting charged, the little chk-chk noise. But i honestly feel like you can do it faster, because I will go for stuff like fthrow to nc turnaround bair and its def not true but the quicker I get the NC turnaround off The easier I can followup with bair
@@duncanmcmanus6908 Turns out you can cancel needles no earlier than frame 8. I learned this from a smashboards post called "needle frame data" from 2015.
What does nil mean?
No Impact Land