Larfen's Sheik Guide
These are notes that I wrote down off the dome for Sheik today (4/10/25). I’m formerly Chicago PR (peak rank 9) with over 10 years of maining Sheik. Includes MU tips & tricks and things to be solo practiced. This guide is by no means comprehensive and my goal is simply to provide my particular perspective on the character, for you to absorb as you see fit. Some of the information may not be strictly true, but I have found to be true enough for practical purposes (i.e. chaingrab percentages). My general thought process in writing was to put down the things that I try to remind myself of when I sit down for a set.
Universals
If you throw a stack of needles on the ground, hold shield on top of them. If they hit your shield with an aerial they’ll miss their L cancel and you can shield grab
You probably only need to use fair, bair, nair, tilts, needles, and grab in neutral. Everything else is fluff
Sheik cannot be reaction tech chased, as it’s impossible to react to tech in place vs tech in
ALWAYS look out for double jump rings when punishing, it unlocks fun options
Fall asleep watching 1001 Mew2King edgeguards
Tipper usmash reaches through inner edge of YS side plat, some FoD heights, and works as rest punish on PS side plat
Essential Tech (Practice These)
Grabbing ledge fast from any position (DD WD back, SH needle turnaround, runoff poof, side plat runoff needle turnaround on YS and BF)
Dash out of crouch
Instant Nair OoS, both FH and SH
FH nair has mixups. You can either DJ after or double nair
Mixup AC fair and SH WL in neutral
Be able to (long) boost grab and jc grab on command. They have different timings
Dashdance Shieldstop Bair (especially vs Floaties)
Act out of endlag asap, especially tilts/jab
Practice SH > NIL movement on PS and YS side plats
Every character has guaranteed dthrow followups at every %, learn them all
Recovery Tricks
Explore walljump variations
WJ Bair and WJ airdodge most useful
Universal: WJ bair > no DJ > diagonal airdodge up on stage
YS: Scar jump, Double WJ
FoD & FD: Learn WJ needle turnaround instant ledgegrab
Up B high allows for minor drifting and no landing lag
Double poof straight up has no landing lag
If you drift back during the startup of Up B you can delay ledgegrab timing (hard counter to neutral getup edgeguard. Reactable but not commonly reacted to)
If you aim poof at back of opponent’s feet holding ledge, you can delay ledgegrab timing (Laudandus recovery) (hard counter to neutral getup edgeguard. Unreactable but harder to land on stage for true mixup)
Learn randall timings for airdodge recoveries
If whispy is blowing on DL, Up B to outer lip of plat and mash out nair when blown off
Needling opponent on ledge don’t work vs anyone good. Can potentially bait getup with needle cancel though (I've seen Drephen do this)
Not a bad idea to learn Zelda basics so you can recover using her and not get owned when you make it back
Zelda Basics for Sheiks
General gameplan when stuck as Zelda is to land a dsmash or fair/bair to knock down and give time to transform back
Riskier option: Transform while on ledge and recover from there as Sheik
Up B directly into ground has no (or greatly reduced) landing lag
If Zelda dies while you have needles charged as Sheik, you retain the needle stack when transforming back
You lose angel plat invincibility when transforming
Zelda airdodge is very good (like Peach’s)
DL trick: roll to inside edge of side plat and Up-B horizontally. This edge cancels on the opposite side plat and gives transformation opportunity
Vs Fox
Punish
Practice RTC regularly
If you are normal and can’t do it consistently, usmash read on tech in place is unpunishable
If you can’t react to tech in place shine with grab, try reacting with dashback dash in grab (loses to any getup option other than shine)
Can’t WD techchase until ~30%
Jab reset stops working mid 20’s %
Mixup ftilt/dsmash vs DI in on dthrow >90%
Tipper usmash kills at 88% on FD
Learn to reverse fair vs wallride Up B to counter wall tech
Neutral
Ftilt knocks down at 24%, so stray aerials, raw grabs, and needles before then
Bair walling works pretty well
You have to play the player, not the MU
You can grab landings, but watch out for FH > DJ bait
Always shieldgrab vs drill
WD back OoS grab or Upsmash OoS if they dash attack shield (they go behind you)
Defense
Learn to SDI out of drill and grab the followup shine
Can ASDI down tech in place vs usmash low % to get a guaranteed grab. Most reliable off waveshine usmash
Mixup SDI in and SDI out on waveshines
You can't punish nair with CC
Vs Falco
Punish
Practice RTC regularly
If you are normal and can’t do it consistently, usmash read on tech in place is unpunishable
Also if you can’t react to tech in place shine with grab, try reacting with dashback dash in grab (hard countered by spotdodge)
WD techchase doesn’t work because tech away goes too far
Jab reset stops working mid 20’s %
Mixup ftilt/dsmash vs DI in on dthrow >80%
Learn to reverse fair vs wallride Up B to counter wall tech
Neutral
OoS game is central. Nair OoS is a staple, roll out can reset if Nair isn’t working. FH Dair OoS (The Drephen) is high risk high reward and cool
You can crouch under most lasers
PS Laser > WD fwd ftilt or grab works very very well
Removing a trigger spring helps with powershields
Defense
Don’t get lasered out of the air
Side plat is safe zone
You can Amsah tech dair well over 100%
DJ backwards nearly always dodges suicide dair
Vs Marth
Punish
You must read and reread the Druggedfox post
Sami stall for edgeguarding. Can react to side b offstage
Don’t sleep on the Marth killer
Neutral
CC fair > Dash OoC grab is fundamental to modern meta
Single grounded needles can force approach if you’re getting DD camped
Defense
No DI > buffer tap jump escapes uthrow utilt
Don’t recover to platform, Amsah tech fsmash, live forever
Almost always want to recover to stage in this MU
DI out vs dair spike to live longer
Vs Sheik
I don’t want to think about this. Practice cg and be better at cc/edgeguarding than them
Vs Puff
Punish
Dthrow Uair works on all DI’s at kill%, practice it
Dthrow nair does most damage at low%, but dthrow fair has more followup potential
Dtilt and jab combo into fair/uair at higher % (50+)
Neutral
You’re faster, use your movement
Bair and Fair can compete with Puff aerials
Don’t grab until you’re well into the set/game. Save them so that they’re unexpected
Dash attack lowkey good to catch landings
Upsmash OoS lowkey good vs crossup aerial on shield > crouch
Charge needles during your invincibility (you won’t hit her)
Use plenty of needles
Runoff fair can work vs drift to ledge and keep recovery honest
Defense
Every rest is avoidable (except maybe when you’re recovering)
If you get rested, you’re fucked
Puff is likely to go for riskier rests than usual because Sheik’s rest punish sucks
Vs Peach
Punish
Needle her recovery if possible. Horizontal needle very good here
Easiest (good) character to hit during your invincibility. Don't be afraid to go allll the way off stage to hit her when you're invincible
Neutral
Bair, Nair, Fair all have uses
FC Fair > double jab on shield is common. You can asdi down grab this sequence
Defense
Don’t be afraid to use CC, just don’t CC the one move
FC Fair Dsmash doesn’t shield poke full shield usually
Know your edgeguard counterplay (double hit dsmash, amsah tech)
Vs ICs
Don’t play Sheik if possible
If not possible, platform camp with needles and spaced aerials
You still get chaingrabbed by sopo lmao
Vs Falcon
Punish
Dsmash at ledge works OK vs ledge tech because of multihit
Can dthrow chaingrab DI in >60%
Can dthrow dashattack DI away >110%
Don’t jab reset falcon players ever
They only have two options after bthrow at ledge: instant DJ aerial or DJ sweetspot to ledge. You can read instant DJ with turnaround jab or tilt, sweetspot with WD back to ledge
Neutral
Ground Wobble vs Air Wobble: The Matchup
Ngl I don’t really understand how to play neutral in this MU. I rely on punish and so do they
Defense
DI uthrow in at mid%, then DI down & away vs uair. You should only eat one.
Uthrow knee guaranteed ~80-110%, so DI to top plat if possible
Vs Yoshi
Punish
Chaingrab works until ~40, tilt or usmash to finish
Can’t reliably break DJ armor, so wait for an airdodge or aerial when edgeguarding
Dthrow fair kills very late in comparison to other MUs, but is only reliable kill option
Runup dsmash works well vs ledge eggs
Neutral
Yoshi has no shieldstun, so do not interact with shield on plat
Force him to approach with needle charge
Defense
Don’t break out of neutral B immediately, make them guess
Yoshi can grab ledge very quickly, be careful
Vs Samus
You shouldn’t need my help with this one
Hardest character to dthrow fair in the game
Utilt is her biggest opener
AC fair > shield works vs cc dsmash. If you got hit you didn't do it well enough
Spam shield
You can roll through bomb in neutral if they’re being annoying
Needle her grapple and bomb recovery
Vs grapple recovery, hold ledge and react to “reel in” with standard getup
Vs DK
Punish
You have a cg but it starts super late (I forget the %, it’s always higher than I think)
Dthrow > ftilt, tech chase, or dash attack at low%
Neutral
He’s faster than you think. Be very careful when you commit to grab because that’s a big opportunity for him
Don’t be too aggressive, he prefers to be on defense
Defense
SDI up vs uair chains to DJ out
Vs Pika
Punish
CG stops working ~20%. Finish with utilt or usmash
Ledgehop bair still works well for edgeguarding
Neutral
Shield while facing backwards to shieldgrab crossup nair
His best OoS option hits behind him first (uair)
He has little to no answer to CC
Ftilt while holding down at low% is basically unpunishable
Defense
He has guaranteed uthrow usmash at low%, uthrow nair at higher
Recover to plat to reduce likelihood of getting upsmashed
Vs Ganon
Punish
Feels to me like cg ends at ~40%. They always try to escape with DJ dair, so if you read with uair you get the freest combo ever
They love to tournament winner > DJ aerial (usually dair). You must DJ to punish this but it's worth
Neutral
The only way they can trick you is with DJ. Reading/reacting to DJ’s is your key to success
Be conservative. He can only hit you if you overextend
Defense
His chaingrab is wayyyyy better than yours
Recovering low is dangerous because of tipman > dj uair
Vs anyone else
Punish
Dthrow
Neutral
Platforms & Bair
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