Here are some Sheik tips that I'm not sure if you know, and some you probably have known for a long time, so use these to help you master her. This topic will be updated today and next time will probably be Monday.



1)Evasive Maneuvers

Sheik is the 4th lowest ducker in the game (next to Mr. Game & Watch and the 2 puffballs) so use her duck more than other characters. You can even duck under Falco and Fox's laser... something only 5-6 characters can do. Many projuctiles you can duck under, and this comes in handy a lot when someone tall(or someone who shoots high)tries to shoot you with the super scope(with rapid shots, not big shots). You can duck under the whole thing. Speaking of super scope, sadly, Sheik shoots the highest with the super scope of all the characters, so many characters can duckk under it. Crouch canceling is a good combination with Sheik's low duck. One more thing with Sheik's duck is that if Sheik (or any other character) presses down to duck while they're running, they don't have to wait for the little recovery time each character has when they stop from a run, they just instantly duck. Besides this, you can dash at someone and then instantly press block+down to dodge. Most likely the opponents reaction when you dash at him/her will be to attack, roll or dodge, and since Sheik's dodge is faster than most or all of these(less total time), you'll have time to attack when your opponent when he/she is still recovering. Another thing I like to do is to just roll backwards to turn around instead of pressing the opposite direction while running, because rolling is quicker and safer. Did youy know that if you dash at an edge and then at the very last split second turn(not roll backwards) you'll turn faster. If you press up B while dashing very very close to an edge, you'll do 2 explosions. This is hard to do but helped me out when my foe tried to chase be down... because he exploded, went off the edge(not dead though), and I was able to do quite some damage edge-guarding.



2)Chain Uses

The chain isn't a completely useless move like many of you think. The chain has many uses. That is what I'm going to tell you.

#1)The chain can be used as an edge guarding tool because of it's long range and ability to hit over and over again. Now I know it's not the best edge guarding move(I usually prefer her down smash and needle storm)but against big characters with 50%+ like D.K. or Bowser especially, it can rack up quite a bit of damage.

#2)The chain can be used as a damage racking move. Trap someone big in the corner and hit them over and over again. This explaines itself pretty good. The only hard part is 1.) Getting them in a corner 2.) Keeping them in a corner

#3)The chain can stop small projectiles. But you probably already knew that.

#4)The chain can trap foes in a small places, like being stuck in the lowest little platform in Final Destination. This will, according to my experience, really annoy your foe, especially when they get aggressive and get several times by your chain trying to get out.

#5)Last, but certaintly not least, it gives you incredible range on tiny melee, and/or when you have a poison mushroom.



3)Needle Storm Uses

The needle storm is Sheik's only REAL long range attack(Chain doesn't count). It has many uses that I am going to post.

#1)Sheik's Needle Storm has A LOT of priority. As you all probably know, Sheik's Needle Storm can cancel out even Samus's fully charged Charge Shot. Also, if someone like Marth hits it with his sword, and when it hits a wall or floor (and on rare occasions when it gets deflected into a ceiling, it will stay there for a short time, unless of course the Needle disappears and turns into smoke from when it's shot and can't go any farther, meaning when it doesn't hit anything and disappears). When it hits something, it will stay on a wall or floor (and rarely a ceiling), and if something hits it for the approx. 2 seconds it stays there, like pikachu's thunder jolt for example, the thunder jolt (and I think the needle too) will disappear. Shooting it onto the ground is a good way to stop projectile attacks. Physical attacks work on Needle's stuck to a wall, floor or ceiling too, but physical attacks certaintly don't disappear.

#2)As you know, the main use is for having a long range attack to charge up in your spare time and to hit characters far away.

#3)Use it to edge-guard. This works best when you shoot it to hit your foe the instant after they do their 2nd jump, and works well on some characters 3rd jumps, like the ones who have... how do you say "air traction" like with samus's screw attack (don't forget her last resort air grapple though) and especially Bowsers whirling fortress move.

#4)Well, not a use but a tip is if you have some needles(2-6) charged and you're off the edge with no possible way to recover, switch to Zelda to save the charged needles when you die, come back, and switch to Sheik again. Well, this part is not on the Needle storm topic, but use Zelda as a last resort to recover from off the stage and never change to Sheik if you're Zelda in that cloud thing, because you're lose you're 3 second invincibility. Speaking of losing something when you change characters(sort of) don't change characters when the crowd is chanting for you or they're stop. Also, I forget if this is true or not but if you change when the crowd's voting for someone else, for the reason of hitting you real hard, then I think switching characters makes the crowd stop chanting for whoever it was that they're cheering for.



4)Juggles, Combos, and other stuff

I'm going to name some of Sheik's other quick A moves now. The 1st thing to remember is what moves to use in what situation. Tilt forward a is arguably Sheik's best and main comboing/juggling move. Tilt up a is when a foe is straight above you, or above/in you, so you can get both hits in. Tilt down A is used for crouch canceling, and opponents coming in low or if you're on an upward slope an your enemy's coming towards you from downwards to upwards. But you probably knew all that. Rapid attacks are especially useful on big enemy's at low damages because Sheik's rapid punch is hard for big guys to escape from. Rapid a on team battle (when you're on a team with team attack off) is extremely useful. Have your teammate grab your foe, then rapid a punch the enemy with Sheik. It's unescapable for the enemy as the helpless victim will be trapped there unable to do anything to escape, unless he/she has a teammate that smashes Sheik or Sheik's teammate. Juggles are meant for big and fastfalling characters for the most part. Why? Because it's easy to hit big targets and fast falling makes it easy to hit your enemy over and over again without him/her being able to escape for quite a while, especially from Fox/Falco. Sheik's dash is IMO the best dash attack in the game. Use it fairly a lot (compared to other dash attacks) to catch your opponent off-guard. Sheik's aerial moves are very good. Aerial A is her quickest aerial attack at 3 frames, or 1/20 of a second. Sheik's aerial forward A is 5 frames in starting speed and is great for light, fast-falling characters because it would be hard for him/her to recover. Aerial down A I only sometimes use when I'm way above my foe and I fast fall + aerial down a them. It's Sheik's worst aerial move at 15 frames and 11%. Aerial back A is 4 frames in speed and has a very long reach and is quite useful. Aerial up a is like a stronger, better version of Samus's aerial up a, both at 5 frames starting speed. Sheik's forward smash IMO is a bad move with rare occasions of use. Sheik's up smash is great for KOing foes, if you can connect it in the right spot. Finally, Sheik's down smash is IMO his/her best smash attack at 5 frames and can do 31% uncharged. It's especially useful on big foes and foes caught frozen in a Mr. Freezie. That's all for now.