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    Sheik by me frog / XiF

    Version: 3.1 | Updated: 09/10/04 | Search Guide | Bookmark Guide

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                   \,  \\| ``  `,  /`/        `       ___
                   | `~\\\   ` |    /    _    \      |___
                    \   \\\~,,,/  `/   /  /   /       ___|
                     \  _\|```,   ``,`/*#/   \       |___|
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                        \    \   /          `        |____
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    |                           \______________________/                           |
    |                    Super Smash Brothers Melee: Sheik FAQ                     |
    |                           /                      \                           |
          ------------Information by: X infested Falcon (Alex Campos)------------
               --------Formatting/editing by: me frog (Colin Scully)--------
                ~~~~~~~~~~~~~~~~~Sent in on May 12, 2004~~~~~~~~~~~~~~~~~
                               |Last updated: September 10, 2004|
               | For Gamecube | Rated T (Teen) | Character FAQ | Nintendo |
               |X infested Falcon - iloveribs@msn.com AIM - cubapete008649|
               |    me frog - cskull@frogdesign.com AIM - me frog 12345   |
    |                           \______________________/                           |
    |                              Table of Contents                               |
    |                           /                      \                           |
    |Ch.#| Name of Chapter/Sub-Section|Search | Description                    |%%%|
    |(01)| VERSION HISTORY            | VER.  | I'll describe the updates here |100|
    |(02)| INTRODUCTION               | INTR  | Our intros to the game         |100|
    |(03)| WHY PLAY SHEIK?            | SECI  | Telling you why to use Sheik   |100|
    |(04)| SIMPLE TERMS TO KNOW       | SECII | Terms that you need to know    |100|
    |(05)| MOVE LISTS                 | SECIII| List of all of Sheik's moves   |100|
    | -- | A button moves             |ABUTTON| Moves with the A button        |100|
    | -- | Aerial Moves               | AERIAL| Different air attacks          |100|
    | -- | B button moves             |BBUTTON| Different moves used with B    |100|
    | -- | Grabs and Throws           |GRABTHR| Different G&Ts you can do      |100|
    | -- | Miscellaneous attacks      | MISC. | All the rest of attacks        |100|
    | -- | Defensive moves            |DEFMOVE| All ways to defend yourself    |100|
    |(06)| CHARACTER MATCH-UPS        | SECIV | How to fight all characters    |100|
    |(07)| COMBOS AND SET-UPS         |COM&SET| Different combos and set-ups   |100|
    |(08)| NEEDLES: A FURTHER LOOK    |  NEDL |                                |100|
    |(09)| KILLING AND EDGE GUARDING  |KILLEDG| How to get rid of your enemy   |100|
    |(10)| ONE PLAYER MODE            |ONEPLAY| Fighting in Classic/Adventure  |100|
    | -- | 1 versus 1                 | 1VS1  | One on one fights              |100|
    | -- | 2 versus 2                 | 2VS2  | Two on two fights              |100|
    | -- | 3 versus 1 Giant           |3VGIANT| Fighting a giant charachter    |100|
    | -- | 1 versus Team              |1VSTEAM| Fighting a team of enemies     |100|
    | -- | Master Hand & Crazy Hand   |MASCRAZ| Facing Master & Crazy Hand     |100|
    | -- | Adventure Mode             |ADVENTU| Playing in Adventure Mode      |100|
    | -- | Break the Targets          |BREAKTA| Strategy for breaking targets  |100|
    | -- | Home-Run Contest           |HOMERUN| Strategy for the home run game |100|
    | -- | Multi-Man Melee            |MULTMAN| Fighting in Multi-Man Melee    |100|
    | -- | Training Mode Combos       |TRAINCO| Combos during training mode    |100|
    | -- | Event Match Mode           |EMMODE | Beating char. Select Events    |100|
    |(11)| LEGAL INFORMATION          | LEGAL | Our legal information          |100|
    |(12)| CONTACT                    |CONTACT| Contact rules/how to contact us|100|
    |(13)| USEFUL SITES               |USEFULS|Diff. sites to visit for tips   |100|
    |(14)| CREDITS/CLOSING            | CRCO  | The wrap up to this FAQ            |
    |                           \______________________/                           |
    |                               Version History                      VER.      |
    |                           /                      \                           |
    Version 1.0 05/12/04 - Well, all information is added and format is done so really
            |            this FAQ is complete. Enjoy!
    Version 1.1 05/28/04 - I added all the event match mode strategies for those where
            |            you can play as Sheik, I also tweaked the character match up
            |            section a bit.
    Version 2.0 06/11/04 - MAJOR.  UPDATE.  I added character by character strategies,
            |            and more move list information.  The update is big, over 15 KB
            |            of updates on this one alone.  Enjoy.
    Version 2.1 06/16/04 - Just made the FAQ prettier, new header, organized the
            |              character matchups better, and made a diagram for the Break
            |              the Targets strategies. Enjoy it.  Or perish. <_<
    Version 2.2 07/17/04 - I added a whole new section, more information on needles,
            |              very useful stuff to read, adds a plethora of new layers
            |              of depth to Sheik's game, become smarter, read it. =P
    Version 3.0 07/28/04 - I finally got around to fixing all the little mistakes here
            |              and there, big thanks to Helsing for pointing out all the
            |              issues.  I also added the Mewtwo and Mr. Game and Watch
            |              character match-ups, so, enjoy.
    Version 3.01 08/12/04 - Fixed the samus typo.
    Version 3.1 09/10/04 - Touched up on the character match ups, so for now, you may
            |             consider this to be the final version.  My only updates from
            |             now on will be if new strategies are ever discovered, or if
            |             I ever get around to fixing all my grammar.  Enjoy.
    |                           \______________________/                           |
    |                        Introductions (XiF and me frog)             INTR      |
    |                           /                      \                           |
                                 XiF's introduction
    Hi, this is X infested Falcon, XiF for short. This is my first FAQ ever, but that
    doesn't mean it will be bad, I know how to make sure you become a master with
    Sheik. I'm just a 15 year-old kid who spends a lot of time on SSBM, and knows his
    stuff. When I came to GameFAQs, I was a total idiot, I knew nothing. A few
    enlightened board members showed me the way, I began to read and study and
    research A LOT of things on SSBM. So over time, I became immensely better at the
    game, and then I myself became one of the enlightened board members. But this
    isn't about forums, this is an FAQ. Read on to see "what lies beneath"... errr...
    Sheik is the mysterious Ninja warrior from The Legend of Zelda: Ocarina of Time.
    In this game, she is much the same. Very nimble, quick, and contrary to what most
    people think... powerful, with good weak attacks to combo with. Don't expect Zelda
    to be in this FAQ, they are two completely different characters. Without further
    adieu, lets get cracking!
                                 me frog's introduction
    It's that one dude again, me frog. Yeah, my introduction is second AGAIN. This is
    the second time that this has happened to me. Terrible, terrible thing I know
    especially since I'm your favorite author and *gets out AK-47* no one ever
    disagrees with me. Anyway, I'm just that lame formatter that was shunted aside.
    No offense to XiF or anything but if the FAQ wasn't reformatted it'd be
    impossible to read. Of course, XiF is a much better SSBM player than I am and
    he'll always be a better SSBM player than I am seeing as how he's played the game
    for a lot longer (he was even up against the Florida champion and uh... didn't do
    THAT bad). Anyway, you might've already seen my very... uh, I mean Decedant One's
    and my very sexy Bowser FAQ.
    If you didn't notice, I formatted that one as well. And it's becoming a LOT
    harder to think of exclusive formats dammit. Thanks a lot guys, you're making me
    run out of valuable ideas that I need for other FAQs. I hate you both. Burn.
    BURN! No, actually just experience great pain and I'll be satisfied :). Anyway, I
    have barely any experience with Sheik so I haven't type up any gameplay
    information. I'm that one formatting guy remember? Like in a movie, XiF is first
    up in the credits and I'm the third guy in a row of seventy eight minutes into
    the credits. Something's wrong there. Okay, I'm getting way off subject. This FAQ
    is a description of Sheik, Sheik, and only Sheik. NO NOT ZELDA YOU FOOLISH
    Yeah, only Sheik who is, in my opinion, a lot better than Zelda. But who listens
    to me? Anyway, you can find everything from the controls to strategies in here so
    if you need to know about Sheik, you've uh... come to the right place I guess.
    |                           \______________________/                           |
    |                                Why Play Sheik?                     SECI      |
    |                           /                      \                           |
    Sheik, by general knowledge, voting at the largest pro hangout of SSBM, and
    common sense when you think of it, is the best character in the game. BUT, she
    can be beaten if you are careless, or just not good, but after this FAQ skill
    won't be your problem. Sheik is fast, nimble, which means she can wall jump, has
    very little start up time and lag at the end of her attacks. She has her fair
    share of good finishing moves, and great tactics for edge-guarding. She has
    insane combo ability, and can chain throw. She is not only my best character for
    myself, but one of my favorites as well.
    |                           \______________________/                           |
    |                             Simple Terms to Know                  SECII      |
    |                           /                      \                           |
    There are some terms, and even techniques you are probably not familiar with.
    Some of these things are crucial for a good Sheik player. So please pay close
    attention to this section (Big thanks to DarkPhoenix87 for help on this section):
    L-cancel- When L, R, or Z is pressed right before you hit the ground, you reduce
    the normal recovery time after an aerial attack.
    Shffl'd- This is an acronym meaning "Short-hopped, Fast-falled, L-cancelled." It
    is basically the most effective way certain aerial attacks can be pulled off, and
    is a must in competitive play.
    Shield grab- Hitting A or Z while L or R shielding. If someone tries s shffl'd
    aerial, or any attack, use this to counter
    Sheild shifting- Using the control stick to angle the shield to prevent shield-
    stab, or provide extra protection in a given direction.
    Shield-stab- Attacking a shielded opponent where the shield's leaving a part of
    the character vulnerable, allowing them to bypass the shield's defense.
    Wavedash- Air-dodging diagonally toward the ground, as close to the ground as
    possible, will result in a movement that abuses the games physics by allowing a
    player to make themself slide across the ground. Most obvious with Luigi, Marth,
    Roy, Mewtwo, and Ice Climbers. You can turn around more quickly by
    wavedashing in the opposite direction of your run, then picking up on the
    Wavedance- Wavedashing back and forth.
    Wavesmash- A wavedash, then a c-stick direction
    Teching- When you are tumbling in the air after being hit, you can press L, R, or
    Z near the ground or a wall/ceiling, with or without a direction, to recover
    faster than usual. Holding left or right on a ground tech will result in a roll
    in the direction.
    Knockback- Refers to how far a character is sent after being hit by an attack.
    Priority- If an attack has a lot of priority, if it hits another attack at the
    same time it will over power the attack and the opponent will be the only one to
    receive damage. The more priority the better.
    Sex Kick- This term refers to any neutral aerial A kick that does damage after
    the actual movement of the foot is over. The attack gets weaker and has less
    knockback the longer it is out. The only exception is Dr. Mario. His sex kick
    attack actually gets stronger, and has more knockback the longer it is out. Fox
    and Falco's aerial backwards A is also considered a sex kick.
    Tilt attack- Holding any one of the four control stick directions, and hitting A.
    Some <, > tilt attacks can be aimed to the diagonal.
    Smash attack- "Smashing" any of four directions on the control stick plus the A
    button. The C-Stick is used for smash attacks too.
    Wall-jump- Hitting the opposite direction when your character is near a wall, and
    not tumbling. Works only with Mario, Samus, Young Link, Fox, Sheik, Falco, Pichu,
    and Captain Falcon.
    Needle canceling- Many characters can do this with B attacks. Basically, if you
    shoot a needle near the ground and land before the attack animation is complete,
    there will be no lag when you land and can be followed up with any attack, even
    another needle if you desire.
    Chain-throw- Continually throwing another character in such a manner as to
    prevent them from landing. Sheik can do this with her down throw on a lot of
    Dash-cancelling- During a run, pressing down will stop the run. This should be
    used to follow up with a downward tilt or downward smash attack with Sheik
    Dash-Dancing- Quickly alternating left and right on the control stick, so the
    character only does the opening animation of the run. This is to be used for mind
    games, or feinting the opponent.
    C-Sticking- Used to describe the act of using the c-stick to do aerials, smash
    attacks, and other things in multiplayer mode. This will be used EVERY TIME you
    dash cancel into a smash attack.
    Edge-guarding- Using attacks to prevent the enemy from recovering to the stage.
    Edge-hogging- A character holding onto an edge will not permit another character
    to do the same. This is useful in preventing an enemy's recovery. The best way to
    edge-hog is to either wave dash or short-jump backwards onto the ledge.
    Edge-hop- A jump quickly following a press of down or back from an edge-hang will
    let characters do a short edge-hop. Most, if not all characters can do attacks out
    of this.  Generally back is better to use, since it requires no fast falling, and
    allows more range.
    Fast-falling- Pressing down while in the air will make your character fall faster
    than usual. You can fast-fall out of aerial attacks, air dodges, and failed ^B
    attacks. Young Link, however, is nearly unaffected by this.
    Hyper/Power Shielding- Shielding at the exact instant an attack or item hits your
    character. Will result in a white flash and the attack not hitting. Projectiles
    will be reflected.
    Directional Influence- holding left or right on the control stick while falling
    or going up to change the direction at which you are falling. (Abbreviates into
    Crouch Canceling- If you are crouching and you are attacked, you do not go flying
    and recovery from the attack almost instantly, it is a good way to allow yourself
    to counter attack the opponent by using down tilt immediately afterwards.
    Bat-drop- This is a technique done in Home-run Contest. If you jump or double
    jump, drop the bat with Z, and spike it down right after the bat hit's the bag,
    it does between 25 and 35 damage. Doing this repeatedly can get very high
    records. We use BD for short.
    No-Ping hit- Another Home-run contest term. If you stand underneath the sandbag,
    and face away, and smash the bat, if it hits with the back it will be sent flying
    the other direction further than a regular hit. It doesn't work at damages in the
    120% range and above however.
    Tipper- A term mainly for Home-run contest. Hitting with the tip of the bat will
    send the sandbag further than any other part of the bat, and still further than a
    no ping after the 120% range.
    |                           \______________________/                           |
    |                                 Move Lists                       SECIII      |
    |                           /                      \                           |
                                   A button moves                         ABUTTON
    Neutral A
    Damage- 4%
    Knockback- low
    Speed- high
    Range- low-mid
    a basic move,It can be used when an opponent is right near you, since it out-speeds
    any other attack pretty much you can stun the opponent for a split second and even
    the tables. Since it also has pretty high priority considering its strength, its
    nice in alot of situations.  It sets up for alot of attacks much like tilts do.
    you go use any tilt, down smash, grabs or even aerials.  It can also guard against
    sheild grabs, since its so fast and grabs are generally slower than it.  A very
    versatile attack considering its simplicity and relative weakness.  Remember though
    it can out speed or clash at any percent to rest the confrontation, but in order
    for it to lead into more attacks, you got to have some damage on the opponent.
    Neutral A combo
    Damage- 4%, 2%, 1%...
    Knockback- low
    Speed- high
    Range- low-mid
    This attack is not the best of attacks.  dont use it unless the opponent is
    against the wall and at low damage, even then use with caution, it can be punished
    easily.  Bottom line, you can live without this attack.  easily.
    Tilt Forward A
    Damage- 7%
    Knockback- medium
    Speed- high
    Range- mid-high
    great combo when at low percentages when you spam this single
    attack. A heavyweights worst enemy. At higher percentages this should be linked
    with a tilt down A or a tilt up A. This move sends them straight up, setting up
    perfectly for a Forward aerial as a finisher, or any aerial just to hurt them. At
    percentages not necessarily 0, but enough that the move can't be linked directly,
    using a shffl'd aerial will work just as fine.
    Tilt Down A
    Damage- 8%
    Knockback- medium
    Speed- mid-high
    Range- medium
    Great for other tilt attack or shffl'd aerial set-ups. Do this after a crouch
    cancel followed by an Aerial Forward A.  This is also good as a poking tactic.
    meaning, its reange its good and because of its sweep, and can keep an enemy
    from approaching, or even go through the sheild.  This gives it a good defensive
    use too.
    Tilt Up A
    Damage- 8% going up, 3% going down
    Knockback- medium
    Speed- mid-high
    Range- medium
    very good attack on low percentages, fast fallers or heavyweights will
    fall susceptible do both hits at low percents, one going up and on going down.
    The one going up is much stronger and has better knock-back than the one going
    down. It send the opponent straight up at a high enough damage, so it's a great
    aerial set up just like down tilt A.
    Smash attack forward
    Damage- 5% first hit, 9% second
    Knockback- medium
    Speed- medium
    Range- high
    Sheik's worst smash attack, not by much compared to others,
    but with her up smash and down smash there, I would refrain from using it. It
    hits twice, but it is easy to escape after the first hit and punish it. Its
    also very easy to crouch cancel counter, or, possibly worse depending, sheild
    grabbed.  So in other words, DONT. USE IT.
    Smash attack down
    Damage- 14%
    Knockback- high
    Speed- high
    Range- mid-high
    Sheik's best smash attack by far, excellent priority, great
    range, and a very fast attack. One of the three attacks I suggest you use A LOT.
    Best used after a dash cancel and a finisher. Against a wall it can be combo'd a
    couple times if they don't wall tech.
    Smash attack up
    Damage- 17% sweet spotted, 13% not
    Knockback- high
    Speed- medium
    Range- medium
    A very good smash attack, its not good just to attack an opponent with this move,
    as it will be seen coming. You can use any tilt, up, or down throw followed by an
    up smash for a good small combo. After that you might be able to follow up with an
    aerial attack. But even so, this is only good at low damages, or against fast
    fallers.  Aerial attacks are generally a much better option.
                                   Aerial Moves                           AERIAL
    Aerial Neutral A
    Damage- 14%, degrade down to 9% longer its out
    Knockback- medium
    Speed- high
    Range- mid-high
    A standard amongst sex kicks, okay damage and knock back, the
    character goes nowhere at low damages, which is good if you l-cancel into a down
    smash, but at higher percentages the go flying away from you, not a whole lot of
    things to do after that. Basically its good for you at low percentages.
    Aerial back A
    Damage- 14% sweet spotted, 10% not
    Knockback- mid-high
    Speed- high
    Range- high
    a very good aerial, it'd be the best one if not for Sheik's godly
    aerial forward A. Try to hit with as much distance from you with the tip of her
    foot. Good knock back, good damage, it can be followed up with any aerial you
    desire, or a tilt.
    Aerial down A
    Damage- 11%
    Knockback- high
    Speed- low
    Range- medium
    Sheik's worst aerial attack. I would refrain from using it. It
    lags a lot, even L-canceled a person can punish it. You can use it if a person is
    using an attack that lags and follow up with any other aerial, but even then, it
    isn't advised.
    Aerial forward A
    Damage- 13%
    Knockback- high
    Speed- high
    Range- mid-high
    best aerial for Sheik by far, great damage, insane knock back
    and good priority. One of the three attacks I suggest you use A LOT. Use this
    shffl'd for a good approach. This can be follower up by any upwards sending
    attack, but should be followed up with up throw, down throw, up smash, or dash
    attack. Great as a finisher, and edge guarding too.  When you shffl it, if you
    are very good at it, you actually dont need to l-cancel it, assuming you start
    the attack the the peak of your short hop and fast fall afterwards.  But, it
    never hurts to be safe, so I always L-cancel regardless.
    Aerial up A
    Damage- 12%
    Knockback- mid-high
    Speed- high
    Range- medium
    Good aerial, great for juggling. It's a standard aerial amongst most
    aerials. Its got OK damage and OK knock-back. Again, a great follow up to any
    upwards sending attacks especially up throw, down throw, up smash, or dash
                                   B button moves                         BBUTTON
    Neutral B
    Damage- 3%
    Knockback- low
    Speed- high
    Range- high
    Needles... a God send for any Sheik player, one of the three moves I
    suggest you use A LOT. Use it to stop any one in their tracks, as a quick 18%
    (fully charged), or as my personal favorite, in the air. Aerial needles is a very
    good skill to learn, especially for edge guarding. I am not completely sure what
    the exact angle her needles are thrown at but its nearly 45 degrees. If you can
    effectively hit a person trying to recover from the field with aerial needles,
    there's a good chance they won't come back.
    Forward B
    Damage- 8% sweet spotted, 3% not
    Knockback- low-mid
    Speed- low
    Range- high
    The chain... it isn't the best move out there. And most definitely the
    worst B move Sheik has. It's only use is for edge guarding, which can actually be
    effective from people who are below you. But with other edge guarding options,
    just try not to use it.
    Down B
    Damage- N/A
    Knockback- N/A
    Speed- low
    Range- N/A
    It transforms you into Zelda. This isn't an FAQ about Zelda, so if you
    feel the need to use this move as Sheik, feel free to leave this FAQ and find a
    Zelda FAQ. =P
    Up B
    Damage- 12%
    Knockback- medium
    Speed- low
    Range- low
    Sheik's third jump, this move has ok damage and surprising knock back. But
    do not ever use this offensively in a match, if a person is trying to edge-hog
    you, feel free to use the first jump in vanish, fire them off, and hang back on
    the edge. This gives you a lot more options upon your return to the battle field.
    If there is no on the edge ALWAYS, try to use the firs small jump of the vanish
    to hang onto the ledge.
                                 Grabs and Throws                         GRABTHR
    Grab attack
    Damage- 3%
    Knockback- N/A
    Speed- low
    Range- N/A
    probably the worst move Sheik has besides down B... <.<. its good to add a punch
    or two maybe at around 30% or higher, since it does add up, but dont abuse it
    because she obviously has much better options besides grab attack when she grabs.
    Back throw
    Damage- 7%
    Knockback- medium
    Speed- N/A
    Range- N/A
    An ok throw, decent damage and knock back, it should only really be used near
    an edge since it doesnt lead to much else besides edge-guarding from the ledge.
    Down throw
    Damage- 8%
    Knockback- low
    Speed- N/A
    Range- N/A
    Sheik's best throw, mainly because she can chain throw half the cast
    with this single throw. It can be followed up with all her aerials with the
    exception of down, it can also be followed up with a down or up smash. This is by
    far the best set up for any attack you can have with Sheik.
    Forward throw
    Damage- 8%
    Knockback- medium
    Speed- N/A
    Range- N/A
    pretty much the same as back throw, again, not much uses outside of leading to
    some edge guarding.
    Up throw
    Damage- 8%
    Knockback- medium
    Speed- N/A
    Range- N/A
    Sheik's second best throw, it can't be chained like down throw but it
    gives you the same aerial setups as down throw does, but that's about it, but
    with Sheik's superb aerial attacks you should not be complaining.
                               Miscellaneous attacks                      MISC.
    Ledge attack below 100%
    Damage- 8%
    Knockback- medium
    Speed- mid-high
    Range- high
    Very good as far as ledge attacks go. It has excellent
    range and speed. And little lag afterwards, letting you hop back into action
    directly afterwards, but if you don't end up hitting you will most likely be
    punished for it. This is the best thing to do on the edge next to ledge hopping.
    Ledge attack above 100%
    Damage- 8%
    Knockback- low-mid
    Speed- low
    Range- low
    very slow, little range, definitely not a good attack.
    At this percentage its best to go for a ledge hop and hop for the best and try to
    avoid them or use an aerial attack.
    On the floor attack (both)
    Damage- 6%
    Knockback- low-mid
    Speed- medium
    Range- medium
    pretty standard recover attacks. It hits both sides
    and is fairly fast. You should always use this if you do happen to miss a tech.
    Dash attack
    Damage- 10% sweet spotted, 7% not sweet spotted.
    Knockback- mid-high
    Speed- medium
    Range- high
    fast, good range, easy, and sends straight up on the sweet spot. If
    you barely make contact right in front of you it doesn't little damage and sends
    them in front of you. If you get the sweet spot, it can be followed up with and
    aerial or a tilt if they don't recover quickly enough.
                                Defensive moves                           DEFMOVE
    Shield- Not much to say, except it covers most of her body unlike some people.
    You should try to shield more than anything else, because with a shield comes a
    shield grab, and if you down throw you gain complete control.
    Roll- Sheik has a fairly fast and simple roll, good to average compared to other
    characters. I wouldn't suggest spamming it too much, but its can when the
    occasion arises, like when the enemy is too close to you.
    Side step dodge- It's fast, but lasts pretty short, I would not use it unless you
    are dodging a projectile being shot from far away.
    Air dodge- Sheik as a good air dodge, if your in the air and your opponent is in
    the air, don't be afraid to use it. More problems arise when your opponent is on
    the ground, but even so it shouldn't pose many problems.
    Ledge Roll- Its ok, only really good if the opponent is right there at the edge.
    I wouldn't recommend using it unless your above 100% and the opponent can easily
    take you on in the sky.
    Ledge Hop- Not an attack and not really a defensive maneuver but I put this in
    here cause it fit best. Sheik in the air is a good thing, you can either land and
    begin attacking, or if they try to attack you in the air you can use aerial
    forward A on most characters.
    Now that we have all the moves and such down, lets get to the real stuff!
    |                           \______________________/                           |
    |                              Character Match-Ups                  SECIV      |
    |                           /                      \                           |
                                   Doctor Mario
            Very similar yet very different from Mario.  One main difference are the
    pills.  Doctor Mario can use his pills to rush at you and follow up with any
    thing he wants, generally and aerial or down smash.  If you sheild the pill,
    you can sheild grab him, and either chain throw him at low percents, or do
    a throw to aerial set up at higher damages.  The other difference is that Doc's
    aerial forward a does not spike, but is alot stronger and sends upwards.  It is
    a slow move however, so you can sheild grab it.  Again, Doc's recovery sucks,
    so some well placed aerial needles can drop him into the intensive care unit.
            A good Mario is gonna be in the air, shffling his aerials the whole time.
    Down smash and forward smash is also gonna be used the most, and also fireballs.
    Sheild grabbing the aerials should not be that hard at all.  Mario can be chain
    grabbed with down throw about 3 or 4 times from 0%.  Any higher, if you grab him,
    go for an aerial attack after the throw.  His down smash and forward smash, while
    they are good, lack range.  You can stay out of range, and then attack him after
    the attack finishes, our you could down smash, cancel the attack, then follow
    up with another down smash.  If Mario decides to use his fireball, its gonna
    be for a distraction, dont worry about it.  Unlike Doc's pills, fireballs dont
    stun long enough to followed up by anything.  If you do want to get rid of the
    fireball, a needle should do just fine.  Mario's recovery is pretty bad, an
    aerial needle or two can eaily kill him if he's moderately far from the field
    of battle.  Watch out for his spike, aerial forward a.  It's a meteor spike,
    so it can be cancelled if you jump right after you get hit by it.
            Luigi is very floaty... good bye chain throw.  He also has great aerial
    attack speed and priority.  He can fit in 2 aerials in one short hop easily.
    You can shield grab, but all you would accomplish is a down throw to aerial set
    up, if thats what you want, more power to you.  His wavedash is also very good,
    the longest in the game.  He's gonna want to try to wavesmash you.  Down smash
    will either cancel or out prioritize anything Luigi has.  He may still be sliding
    after he wavesmashes, so be ready to follow him, or at least be aware of his
    position.  Aerial needles are ok, if he is far away, since his recovery requires
    him to forward b, THEN up B.  You can still aerial needle anyways, and hope they
    mess up their recovery... Luigi is an obscure character to recover back to the
    battle field.
            This is a case of the top of the top tier versus the bottom of the bottom
    tier, so needless to say this will be extremely easy.  Tilts are your friend here,
    you can up and forward tilt Bowser from 0 to 50% quite easily.  You can also shffl
    2 or 3 non sweet spot aerial back a's.  A down throw to an Aerial forward a is
    your best bet for a kill, since it sends at a low angle.  Bowser has good Horizontal
    recovery, but he gets pratically zero vertical recovery, so he'll have a hard time
    coming back, ESPECIALLY if you aerial needle him out there.  Bowser is gonna be
    using his tilts and shffl'd aerials the most if he is good.  It should not be hard
    to sheild grab his aerials at all.  His tilts can too be sheild grabbed, but are
    harder to do so.  You can down smash to cancel it, then follow up with another
    attack.  Most of your attacks will come out faster so dont worry.  Dont let Bowser
    catch you by surprise with his up B, its a killer, it can juggle you for a bit,
    and that my friends is never good.
            One of Peach's main assets is her float cancelled aerials, she can use
    an aerial while floating, and then land with no lag at all.  This means that
    sheild grabbing can be VERY difficult, even so, you cannot chain throw a Peach
    well at all.  Only throw to aerial set ups work.  Peach's down smash puts yours
    to shame also.  NEVER.  EVER!. CROUCH CANCEL. WHEN PLAYING. PEACH.  If you do,
    her down smash can do up to 70%+ damage.  It has higher priority and comes out
    faster so dont try to compete with it.  Just dodge and aerial needle it, and
    follow up with an aerial.  Peach also has turnips, which she can use much like
    Doc's pills as stated above.  She can throw the turnip, and follow up with yet
    another attack.  If she doesnt take to the air, sheild, and sheild grab her.
    She isnt easily killed, as her recovery is suberb, and has a unique trajectory.
    Its best to rack up damage, and just kill her all out in the end.
            Yoshi doesnt fall under any category really, but he does have his egg
    throw, so I decided to stick him here.  His egg throw is good, its unique
    trajectory, and its priority isnt half bad either.  You should just shield
    the egg, since it comes to you at an arc, using a needle to cancel it is not
    very easy, or effective.  Yoshi also has a double jump cancel much like Ness.
    You can still sheild grab, as Yoshi does lag more.  Yoshi will be absolutely
    destroyed by your down throw chain grabs.  It can EASILY be done from 0% all
    the way to 40%, even more if you are good at it.  Dont bother using aerial
    needles on Yoshi, his second jump is invulnerable.  Your best bet is to either
    edge hog, or wait by the edge and down smash him as he comes.  He may have a
    big second jump and it may be invulnerable, but he's screwed after that.  Watch
    out for his crouch cancel game.  He has what is agreed to be the best crouch cancel
    in the game, and he'll use it to counter almost all of your attacks until you get
    him to 60 or 80%, whenever you can knock him out of the crouch.  His Down smash
    and down tilt are the main crouch cancel counter you'll see.
                                    Donkey Kong
            Your main issue against DK is approach.  He has that insane range
    thats keeping you from an easy kill.  A shffl'd aerial back a should do fine in
    the range hinderance, or a needle to an aerial.  If you can get to him, you can
    tilt combo him just the same as Bowser or any other heavy weight.  Very similar
    to Bowser about DK is recovery.  An aerial forward a again is your best killing
    move here, since DK gets horizontal but little vertical recovery.  Remember to
    aerial needle if he looks like he's getting back.
                                    Captain Falcon
            Captain Falcon is FAST.  At least at running, chain grabs are
    pretty much nil here, cause of his weight and falling speed.  Fight him like
    you would Ganondorf aerial wise.  Both their move sets have pretty much the same
    priority, but your moves are faster, dont be afraid to cancel one move, then
    follow up with the same move.  His recovery is horrible, only one aerial needle
    is generally needed to kill him off the stage.  Dont try vertical kills on CF.
    He is the hardest character to kill vertically in the game.
            Ganondorf's main assets are his aerials and grabs.  His aerials are
    farily quick considering, so sheild grabbing may be a tad difficult.  If he grabs
    you, try to DI as soon as possible, his grabbing game is insanely good, and can
    really hurt you.  If he ever attempts to rush you on the ground, aerial needle him
    and aerial forward A.  Follow up with a doiwn smash if you want to kill, or a tilt
    combo if he is at low damages.  Down smash and aerial forward a are both good
    killing moves for Ganondorf.  His recovery is pitiful, you can down smash him
    away if he is coming from above or the side.  Aerial needle him if you coems from
    below.  You may need to do it a couple times.
            Falco will also give you trouble, and again because his Shine comboes will
    eat alive.  Another thing is gonna cause problems though, and that would be his
    short hop blastes, where he short jumps, shoots, fast falls, repeat.  It allows
    Falco to fire a faster blaster (OMG TEH RHYME! <_<) and have zero lag when he
    lands.  An easy way to stop this is to shield, jump out of the shield, and then hit
    him with a needle, and follow up with any attack you desire.  Either way it'll stop
    his godly blaster from the depths of hell <_<.  Besides that, just use regular Fox
    killing/edge guarding tactics and you should be fine.  Dont forget to chain throw,
    the percents are nearly the same with Falco as for Fox.
            Fox is gonna give you a horrible time, Sheik just absolute gets eaten
    alive by shine (reflector) combos.  Sheik is one of the few characters that can be
    comboed infinitely by Fox.  The thing to remember is to keep him out of range, which
    wont be hard, that is one of Fox's downfalls, he doesnt have alot of range.  Try to
    kill him as soon as possible, dont waste time racking up damage.  As soon as you get
    Fox off the stage it is over.  Aerial needles will absolutely destroy a recovering
    Fox, since he falls just way too fast.  If he is high enough to do a Fox illusion,
    down smash it so he gets sent out, and if it doesnt kill him, THEN aerial needle him.
    remember that you can chain throw Fox at mid percentages with up throw.  Or if you
    are good, you can do down throw chains and follow the tech that he does.  And one
    last thing, watch for his upward launchers to aerial up combos.  If you do get caught,
    you can expect to eat about 2 or 3 more aerial ups, and that aint ever a good thing.
            Dont bother using needles to cancel his projectiles, in the event where it
    DOES hit it, it will accomplish little, and this is only with the PK fire and
    thunder.  PK Flash is pretty much invulnerable.  But the move leaves Ness so open,
    that if you do come accross someone stupid enough to try it when you are very able
    and not recovering or anything else, charge a down smash, and release when you feel
    like it.  Sheild grabbing a Ness from his aerial attack will most likely never
    happen.  A good ness will be using a double jump cancel.  When you attack in the
    middle of Ness's double jump, you stop any vertical movement, so if they do a quick
    double jump, aerial attack, and land, not only can they do it quickly, Ness gets
    practically zero lag when he lands.  Take advantage of the fact that he is slower
    than you.  He isnt slow, but compared to you he is.  You can also out range most
    of his attacks, save the projectiles, aerial forward a, and his dash attack. His
    Dash attack is very fast, and lags alot so shield grabbing it should not be an
    issue.  Aerial needles work surprisingly well, since his PK thunder takes a while
    to use to recover.  So if you can knock him off good for you.  If you are too late
    to get the needle in, watch it cause that PK thunder boy coming at ya has high
    priority and WILL hurt.  An easier and more errr... primitive method of edgegaurding
    Ness is to jump right into his PK thunder, so he doesnt get the boost, and will fall
    to his death.  How fun.
                                   Ice Climbers
            You MUST seperate them.  This is your first thing to do, down
    smash can seperate them enough at upwards 50% so you can kill off Nana.  After
    you get one dead, the other is a breeze.  They arent exactly the lightest characters,
    but they are one of the top 5 lightest characters I beleive.  If they are together,
    do NOT get grabbed. You cannot escape from a grab from both IC's without getting
    about 25% done on you.  And currently, there seems to be an infinite grab combo with
    IC's, or at least it lasts VERY long.  You need to remember that there's two of
    them, needles wont work until one is gone.  If you get the seperated, make sure
    they dont get back together.  Nana isnt very smart so it shouldnt be too hard. Just
    watch out for their de-synchronizing.  A good IC player can seperate the 2 climbers
    and di some nasty combo's on you, so keep a good eye on both climbers, and never
    concentrate on just one unless both are either incapacitated, or one is far away
    and you are comboing the other.
            Kirby is the all popstarican typical lightweight.  His best assets are by
    far his crouch game and his aerial game.  Kirby has the lowest crouch in the game,
    often times dodging most of your attacks.  Kirby can even duck under all but 2 or
    3 of Ganondorf's attacks, and even dodge a grounded down B!  This is just to put
    things into perspective.  So Kirby is going to be Crouching alot, waiting for you
    to attack, and then counter with a down tilt.  Kirby can crouch under your grab
    range, so thats a big "OUCH" added to those whole thing.  Kirby's other main asset
    is his aerial game.  Almost all of his aerials can be chained when shffl'd, can
    follow up to something else, or out prioritize or out speed amny things.  So you
    are gonna have to keep and eye out for his great shffl's.  Other things Kirby is
    gonna be using is his grabs, at low to mid percents, his down throw is an awesome
    way to start resulting combos.  And its easy to lead into grab with his shffl'd
    aerial game.  And of course, his combo's will always consist of up tilts, which
    can combo, or be used as a launcher much like Sheik's d throw, but not as good.
            Samus has a nice projectile game, but to use it well, she needs her space. We
    are gonna try to rush her, keep her close, be offensive!  Her moves you should
    worry about up close are her down smash, her aerials, and bombs.  Her down smash is a
    great move, and its disjointed hit box makes it un shield grab-able.  Her aerials can be
    sheild grabbed however.  The problem is that Samus is something of a falling paradox.
    She's one of the heaviest in the game, but she's also one of the floatiest.  Chain
    grabbing becomes very useless here, instead try for a down throw to aerial set up.
    If she does use her missles or charge shot, needle's should easily easily cancel
    them.  Shffl'ing aerial against Samus will be no problem at all, since her grab
    is extremely slow, and laggy.  Un-sweet spotted aerial back a's are a good thing.
    I wouldnt bother trying to aerial needle samus, the only thing it will accomplish,
    if it actually hits is tacking on some damage.  Samus has bomb jumps, which gives
    her an insane horizontal recovery.  And since her jumps and screw attack have nice
    range, a recovering Samus is not only commonplace, but they are untouchable due to
    the nature of the bomb jumps.  You can never relax in this match, with an insane up
    close defense game with Down smash and bombs, and the ever so annoying missle
    cancelling and the such, you are never going to be truly safe.
            Zelda's Nayru's love lasts a long while, watch out for it, it shouldn't
    pose a huge problem for you, since your needles should disappear before the return.
    Her main assets are her aerial forward and back a.  They kill at very early
    damages.  They are easily sheild grabbed however, so do just that.  Her recovery
    is superb, so aerial needles shouldnt work very well.
            Well, if you read at all you should know what Sheik is good at =P. But
    some anti self tactics are to sheild grab Sheik's aerials.  You can chain throw
    Sheik about 5 or 6 times easy from 0%.  Other than that, just think about what
    you hate most about playing as Sheik and use that against them.
            Link is slow.  Link is relatively heavy... play time!  You can tilt combo
    quite easily against Link.  You can also chain throw him, but you have to predict
    his DI at times.  His projectiles are unique, at that they cannot by cancelled
    by your needles, save for his bombs, but that's only if he throw them directly
    at you from the ground.  You're gonna have to watch out for his spin attacks,
    I believe it out prioritizes alot of your attacks, and has great range too.
    Wait for him to end the attack then strike.  If your scared to approach, an
    aerial needle to any other attack will work fine.  If you can strike a recovering
    Link before he begins his up B, you can easily kill him.  His main killers are
    aerial forward A, aerial neutral A, some of his tilts, and of course he can edge
    guard fairly well.  A good Link will use his projectiles as a distraction.  trying
    to keep you busy with the projectile while he comes in to attack.  Watch out for
    Link's bag o' tricks and you should do fine.
                                   Young Link
            Young Link is a very difference character from Link.  His wavedash is alot
    better, and he is alot more nimble, and a tad quicker.  his approach game is alot
    better, and the main thing YL will do Is try to distractand hit you with as many
    projectiles as you can while closing in, much so like Link but with its differences.
    For one YL can often times have all 3 projectiles of his going out and about at
    once.  And two, he can often set up, or link attacks after a projectile.  His
    finishers are also Link's, aerial forward and aerial neutral, some tilts and the
    such.  Same combo's on Link will generally work on Young Link, but since he is
    lighter, combo's spoil earlier.  And Sheik still has the ever versatile Down throw
    set ups.  This is a fairly easy match so enjoy.
            Pichu has the same approach game as Pika, but he wont use it.  Why?
    because he'd be doing more damage to himself.  Pichu's aerials are also
    fairly good.  You can shield grab him easily out of his aerials due to lack
    of any range.  You can kill this guy at like 80%, but sadly combo's dont work
    too well against him.  Aerial needles dont do much here, but he's so light you
    shouldnt have to use it.  A down throw to aerial forward a is your best bet.
    Pichu's best tactic is hit and run, since he is such a nimple character.  Just
    try your best to punish any mistakes.
            Pika's thunder jolt is just a good of an approach tactic as pill
    rushing with Doctor Mario is, so anti pill rushing tactics stated for Doc Mario
    is in of good use here.  Pika also has an extremely good up and down smash.  If
    he approaches, and you sense an up smash, shield and shield grab him.  Pika is
    absolutely destroyed by chain throwing with down throw.  Sheik can chain throw
    any Pika regardless to nearly 30% or 40%.  Pika also has good aerials, and all
    I have to say to that is shield grab and chain throw.  You can finish off with
    any attack really.  If the stage your on has a short blast line, you can even
    finish off after your really long chain grab with a down throw to aerial forward
    a.  Sweetness.
            This little pink thing gives ALOT of characters ALOT of trouble.  But
    not with Sheik and her very great aerial back a.  Jigglypuff relies on her aerial
    movement and aerial attack priority and speed to destroy alot of characters. Sheik
    though has a very long ranged aerial back a.  If you use the sweet spot, it will
    actually stop Jigglypuff.  Her only other main asset is rest.  All I have to
    say for that is be careful, and make sure you dont have the Puff too close for
    comfort.  Most of your attack out range Jigglypuff's so that shouldnt be a big
    problem.  Killing Jigglypuff can be easy and a nightmare at the same time. Easy
    because she is light and a down smash or aerial forward a can kill her easily even
    below 100%.  A night mare because she cant be chain thrown, comboed, or killed
    by any of your edge guarding tactics.  Aerial needles will do squat, since she
    can recover from about anything.  Down throw to aerial set ups are your best bet.
    Even so, its gonna take a while.
            For this match, you are going to have to be on you edge and not make too
    many mistakes.  A good Mewtwo will leech off of any and all mistakes.  Lucky for
    you Mewtwo sucks at taking the offensive.  You're going to have to watch out for
    his tilt combo's, which actually rival Sheik's.  You also want to watch for the
    disable, which, when facing a good Mewtwo, will be deadly.  recovering will be
    an issue, try to sweet spot the edge, but sometimes that wont even work.  And if
    your far out, Mewtwo will just aerial back A you to death.  So the main thing to
    look after is his range and edge guarding abilities.  If you can, go for a death
    off the top, since Mewtwo is very floaty and gets killed easily like that.  But,
    going off the side works too since Mewtwo is also relatively light.
                                 Mr. Game and Watch
            The man in black, gee dubya. <_<  Anyway, this guy has a nice aerial game,
    and his neutral air will be the move to watch out for cause thats his main killing
    move.  His aerial forward A is used to start up combos, and his aerial up A will
    juggle you.  His ground game isnt the best, but his down tilt is strong, and his
    up tilt can set up for some small combos.  You wont see him sheild much, but,
    rather, spot dodge or wave dash to avoid attacks.  His throw game isnt the best,
    but if he gets lucky, a down throw to judgement hammer may spout a 9, which will
    kill you... fast.  Take advantage of your range over him, albeit its not big
    but its still an advantage.  His ground game pales in comparison to his aerial
    game, so try to keep him on the ground.  Use tilts, and down smashes.  Down
    throw to aerial forward A works, since it has nearly 0 vertical knockback.  No
    big troubles for you here.
            Marth has some great quick long range aerials.  You're aerial back a is
    your best bet at out ranging, and at least staying at the same priority as Marth.
    Marth's range is your biggest issue, and your speed is about the same.  Neutral
    ground a comes in handy, if you can cancel one of his attacks with a down smash,
    then neutral a, then follow up with another attack you'll be good.  Sheild grabbing
    is difficult against Marth, since with all of his range he has a disjointed hit
    box on his sword attacks... which happen to be all of them save his grabs. If
    you do get a chance, you can shield grab him a couple times.  Aerial needles
    seem to be really effective against Marth, one or two should be able to kill
    him quite easily if he gets smashed off.
            Roy is very similar to Marth, one BIG difference is the amount of punishment
    he can deal you, which is much less than Marth.  He is also slower, so approaching
    him is easier.  His counter can be deadly, so please do be wary of it.  Again,
    aerial needles can kill him easily.  Roy also falls slightly faster, making chain
    throws and combos slightly easier, and longer.
    |                           \______________________/                           |
    |                              Combos and Set-Ups                 COM&SET      |
    |                           /                      \                           |
    Sheik has a plethora of combos that should not be going to waste. These general
    combos apply to nearly any match-up.
    Sheik's needles give you endless possibilities. If done high enough, you can hit
    them, and immediately follow up with an l-canceled aerial forward A, or any
    aerial if you care. Sheik's needles can also be canceled if you do them short
    hopped near the ground, they negate lag from when you fall if you land before the
    ending animation is done. This can lead into a down smash, or a grab, or a tilt
    combo. So as I always say, with needles, you can never go wrong.
    Grabbing and down throwing leaves another amount of endless possibilities. If at
    low percentages, a lot of characters can be chain thrown repeatedly, and finished
    off with an aerial forward A. If you have a light character on your hands, you
    can just skip right to the aerials. If you can't chain grab or can't chain grab
    that particular character, juggling with up tilts, then with aerial up A's give
    you easy damage.
    Tilts are already good combos on their own, but all of them send the opponent up,
    leading to... aerials! Grabs can also be done at the low percents. The funny thing
    is the tilts generally "work its way up" A nice quick opening combo is dash
    cancel down tilt, then forward tilt, then up tilt, then an aerial. Of course,
    this will only work of middle-weights to heavyweights, but even so its good, and
    you can break up the combo and go straight to aerials. Tilts are not always
    reliable, and they take some guesswork, but they will work if you know when to
    use it in the middle of your combo.
    Aerial back a cannot be shffl'd into itself, but it does lead to many attacks,
    tilt attacks work or a down smash if they dont go too far.  But, tilts after
    an aerial back A is your best bet, since the always lead to something good, like,
    more tilts, a grab to down throw, or the all powerful and mighty aerial forward A.
    Aerial forward A can actually be shffl'd into itself a couple times on Rthe heavy
    weights and at 0 damage.
    Ledges give Sheik the upper hand in a lot of matches. If you recover to hang form
    the ledge, which is what you should be doing anyway, you can do a little
    technique that most pros use. There is no actual name, but if you are from a
    ledge, you can tap down to let go and fall down. If you begin to fall down, but
    immediate press jump, you can recovery onto the stage just the same. Use an
    aerial forward A or an aerial up A to prevent anybody whose waiting to attack you
    in you're ledge recovery lag. Aerial neutral A can be done, but is slightly
    harder, and not really useful enough to bother with.
    At lower percentages, when its harder to tech correctly, and your opponent does
    not go far, you can chain your down smashes with the middle to heavy weighted
    characters. Do about 2-3 dash canceled down smashes, then go for the dash
    canceled down tilt and go about your tilt combo business.
    Jab (neutral ground A) is a very versatile attack, as stated before, it is so
    fast and has enough priority to outspeed, or clash with most other attacks.
    This, resets the tables for you, and allows you, who was being attacked, allow
    you to come right back counter your attacker.  after you've got some damage on
    the opponent, it acts alot like your tilt attacks, as it sends slightly upwards.
    and this means it can lead to, again, tilts, aerials, or down smash.  It doesnt
    have to be used defensively even, you can take the offense and jab them.
    wavedashing to a jab, then to other attacks, is so fast on approach and attack
    speed there isnt much they can do to stop you.  Very very useful.
    |                           \______________________/                           |
    |                           Needles: A Further Look                NEDL        |
    |                           /                      \                           |
    NOTE: Needle set ups and fake outs aren't always gonna be 100% fail-proof.  So
    before you go and jump into the enemies face, work in mind games, or, continue
    them after a shffl'd aerial back A.
    As you have probably read throughout my guide, and just above, needles are a very
    versatile projectile.  So, you know bare bones about it, needle set ups, and edge-
    guarding.  But lets go a bit further shall we?  Some of the following is from
    Helsing of GameFAQs, known as Stilletotrap on Smashboards, so a big huge thanks
    goes out to him.  THANKYOU HELSING!!!:
    As I hope you have read throughout this FAQ, the basic idea of needle set-ups is
    cancelling any and all lag from after you throw the needle by landing on the ground
    afterwards.  I do not know why this happens, probably a programming oversight, but
    that doesnt matter.  Now, once you have cancelled the lag, you can proceed with any
    ground attack you want.  You should always space yourself according to how many
    needles you have, if you have one, you should fire it close to the ground, if you
    have all 6, shoot it higher so you land as the last one fire's as you land.
    At lower percents, a needle cancel to tilt spams is good.  This can always lead
    to aerial up A juggles, or an aerial forward A.  Down throw is always an option
    here as well, you can use it whenever, but if they try to sheild, most definitely
    grab and down throw them.  If they choose to roll away, more often than not you
    have enough time to dash at them and dash attack, unless they have a fairly good
    roll, in which you may want to try another needle set up.  if they wave dash back,
    i suggest you just run away, and go about whatever else you planned on doing <.<;
    At higher percents, ground neutral A is a great option, it leads well into tilts,
    grab to down throw, and down smash, to kill.  Of course, if you choose to tilt
    or down throw, AFA should be following immediately afterwards.  You can always
    just down smash out of the seedle set up too of course.
    But this leaves one peice missing.  Needle set ups require you to dash, jump at
    your opponents face, and fire the needle.  Obviously, this take up quite a bit
    of time from your game, and less importantly your life... <_<;, and leaves us
    at, "couldnt they just jump at use and attack before we could do anything?  And
    this, my friend's, is where you get to meet needle fake-outs.
    We all know (or should know) that when you are charging needles, you can store
    them and save them for later by pressing R, L, or even Z.  This brings you
    immediately to your neutral fighting stance.  On the same token, you can store
    your needles while in the air, and return immediately to your neutral FALLING
    now just imagine the possibilities of this for just a second.
    OK, now, after storing your needles, and returning to your normal falling stance
    with practically zero lag, you can follow up with any aerial, an air dodge if you
    need to, a second jump, or any of your special attacks.  Heck, you could even fire
    the needles again after storing them.  Or if your opponent is expecting you to go
    aerial attack on them, and try to counter it, you could just land, or wavedash
    upon landing and use any ground attack.
    For our shallow minded readers, you may just be thinking this is a cool way
    to change your mind mid charge and attack in alternate methods.  For our deep
    thinkers, I probably wouldnt have to explain its real use... MIND GAMES.  Now
    whenever you take to the air with needles, your opponent needs to anticipate
    whether you are gonna use needles, an aerial, a special, an air dodge... In
    Helsing's words its, "much like playing rock paper scissors, except tipped
    pretty seriously in your own favor."
    Now lets add in ANOTHER layer of depth to them, if you tap a direction and press
    B, you'll turn to face that direction.  Say you are facing away and you jump, but
    you want to do an aerial forward A instead of an aerial back a.  Simply jump, tap
    the other direction and then hold be, store the needles, and aerial forward A.
    And an excerpt from Helsing, "you can use needle setups as a counterattack by
    dash jumping out of range and charging in the other direction. If you're falling
    from the air and the opponent isn't doing anything, you can try and start a needle
    setup. If you're feeling bold, you can even start one directly from a ledge hop."
    With needle fake outs and set ups, you can react and counter attack accordingly
    to almost any situation, such as the following:
    If your opponent chooses to attack from below, simply store the needle's, fast
    fall air dodge down, and use any ground attack you want.  Or if he tries to
    attack from the side, store the needles and aerial forward A if they dont have
    high priority aerials, or mid-air jump, and fast fall back down after they are
    done horribly missing you and hit em' with an aerial.
    If they try to sheild, you can store the needles, then throw them again, doing
    your standard needle set up, and grab them.  This banks alot on hoping they
    get confused by it, but the results are great.  If they try to side step, you
    can store the needles, wai for the side step to end, and come in with an aerial
    forward A, or throw the needles again, and go about your needle set up business.
    Now, I promise this is the end of it, now to look at our EDGEGUARDING possibilities.
    If you are dealing with someone with great recovery, who will most likely make it
    back regardless, you can jump out to them, and charge your needles.  They may try
    to attack you there, or dodge them, any thing, but you can store them and aerial
    forward A them.  Boom, they're dead just like that.  Granted this is not very
    reliable at all, and only works on certain characters well anyway as far as mind
    games though, but it can be effective.
    One simple option in edge guarding, and one that is much more effective is to
    short hop, charge, cancel and fast fall into a ground attack, preferrably down
    smash to kill.
    |                           \______________________/                           |
    |                     Killing and Edge Guarding/Recovery        KILLEDG        |
    |                           /                      \                           |
    I know some of these things have already been covered, but it doesn't ever hurt
    to go more in-depth. Sheik is considered by many new players to be weaker and
    have very little KO ability. But as you'll soon find out, it is quite the
    Sheik has 2 major killing attacks. These are down smash and aerial forward A.
    These can actually kill at low percentages. Up smash also works, but it is very
    situational. Down smash and aerial forward A can be used in so many situations.
    Most other attacks don't KO until higher damages, and are better suited to set-up
    for KO's, or edge-guarding.
    Sheik has a plethora of edge guarding tactics. The first is aerial needles. This...
    will completely DESTROY, any and all fast fallers and those with horrible 3rd
    jump recoveries. One needle with fast fallers will almost always keep them from
    range from recovering when they're a body length from the edge. It may take
    another needle, which isn't very hard at all. Aerial needles can also set up for
    another type of edge guarding tactic.
    Aerial forward A again comes to our help as an edge-guarding tactic. This can be
    use directly after an aerial needle. The opponent needs to be close to the edge
    somewhat for this to work. Just jump off, aerial forward A, and immediately use
    your second jump and air-dodge to get back, if necessary, up B can be used. But
    you better hope they won't be coming back if you have to. That is of course, if
    you land on stage. Try to land on the edge, which brings me to my next way to
    Landing on the edge from other edge-guarding tactics, or from the stage give you
    yet another edge-guarding tactic. Tap down, or back, jump AWAY from this stage this
    time, similar to the above set-up. Use an aerial back A, and use and up B to get
    back. AS you should always do, use the first small jump to hang from the ledge,
    not the second half of the attack.
    The final tactic for edge guarding is preventing one from grabbing the edge. Tilt
    down A is your best bet for preventing someone from grabbing, then use aerial
    forward A if needed. Of course, there is a much simpler way to prevent someone
    from coming back. Most opponents will try to grab the edge, this gives them
    slight invincibility upon return, and gives them more options to get back to the
    stage with... If you face away, and wave dash backwards right before the get to the
    edge, you can grab it yourself. And 2 people cannot be on the same ledge at once,
    so you survive, and the opponent dies.
    Sheik's recovery, lucky for you, is above average.  Its also pretty straight-
    forward, as always, you're going to want to sweet spot the ledge to hang from
    it, but the best part about her recovery is that there are 2 chances to grab the
    ledge, one before the fire explosion, after your small little jump and one after.
    If someone attempts to edge hog you, and they're stupid enough to stay there, you
    can use vanish to knock them off and hang from the ledge yourself.
    Now for what to do FROM the ledge.  Its a simple matter of pressing back, jumping,
    and using aerial up or aerial forward A.  This causes the opponent to either be
    hurt, defend, or move away.  But, in any case with proper fast falling and l-
    cancelling you should be good to go.
    |                           \______________________/                           |
    |                                One Player Mode                  ONEPLAY      |
    |                           /                      \                           |
                                     1 versus 1                           1VS1
    Nothing special here, just use any tactics I said above. You can charge any smash
    though since they aren't too bright. Just watch for power-shielding... they are
    very good at that.
                                     2 versus 2                           2VS2
    Just concentrate on one opponent. Try not to interfere with your computer helper,
    after you finish the first one, go for the second.
                                   3 versus 1 giant                       3VGIANT
    Tilt combos. That's all that you need, you can tilt combo these giants until way
    past 100 and 150%. Finish them with and aerial forward A, since it sends them
    down and when dying off the bottom they die earlier.
                                   1 versus team                          1VSTEAM
    Just use any and all of your strong attacks. That's all your smashes and aerial
    forward A. Get them as near to the kill line as possible and smack them in that
    direction if your on hard or very hard. Otherwise one strong attack will usually
    finish them.
                            Master Hand and Crazy Hand                    MASCRAZ
    These guys are jokes. Sadly, down smash does nil here, so concentrate on your up
    smash and all aerials. If you can get Crazy Hand to come, just still attack
    Master Hand, since he'll always have lower damage. Once you finish off Master,
    concentrate on crazy. To doge the attacks... the laser attack can be completely
    dodge if you go to the wrist part of the glove. This just gives you about 5 free
    hits with up smash. The grab just jump and air dodge as he goes for the grab. All
    other attacks should be shielded or air dodged. The tag team hits that they have
    should be shielded, since they last long and have quite a large range.
                                  Adventure Mode                          ADVENTU
    I'll give a real quick run down of the special, non standard fight stages.
                                Mushroom Kingdom
    Avoid all the small enemies, unless you want the trophies. Its really not worth
    it to screw up and get that unnecessary damage. The Yoshis can be dealt with up
    smash or down smash. Either or is fine.
                                 Hyrule Dungeon
    This is simple, if you want the bonus, go ahead and fight the links. If you want
    to be quick about it, just double jump and up B over it. There is one part where
    you can drop down to the fighting arena. If you see a short pit with just stones
    that's COMPLETELY straight, jump into it, drift left, and mid air jump and up B
    to avoid the fight. Just go until you find that tri-force.
                                 Escape Brinstar
    Double jump, up B the whole way. Air dodges can replace up B at the beginning
    parts I believe. Just be careful with the up B, since if you tilt it you could
    fall back down further.
                                   F-Zero Race
    Jump on every 3rd platform you see, that's about the time the cars come along.
    This is of course you dashing at full speed. At the part where there are 3
    platforms that are slowly flat, but rise from the space between them, you can
    just land on one and stay still, the cars will pass over head. After that part,
    just go all the way to the end.
                                 Infinite Mountain
    Travel up and keeping traveling with double jump and up B's. If you land at the
    very top of the stage in view, or just out of sight, it scrolls up for you,
    cutting off time. Be careful though, since Topis and Polar Bears can be hidden
    from view like that. Right before you get to the fight, it scrolls really fast,
    just keep on double jump and using up B.
                                Break the Targets
    *note* hold down A right after you press star to transform into Sheik, all of the
    BtT strategies are with Sheik, those that are fastest anyway.
                                Beginner Strategy
    Target 1: neutral A as soon as you start.
    2: double jump up B target below platform above.
    3: ground neutral A target above platform.
    4: drop down to starting point. Dash double jump to lower left triforce, shoot
    needle when you align yourself in the exact middle of the triforce, and you must
    be touching it.
    5: drop down from there and Aerial back A target above platform left of where you
    6 and 7: get to very right edge of where you are, forward B the 2 targets, wiggle
    it while holding B and moving the control stick if it doesn't get to both.
    8: Jump to starting point, dash double jump right and repeat step 4, while making
    the direction right.
    9: drop and aerial forward A target
    10: drop to ground and ground neutral A.
    Target time: around 10 seconds, or just under it.
                                 /   \
                               /  \ /  \
                          /\     _____      /\
                         /  \      2       /  \
                        /''''\     #      /''''\
                       / \  / \          / \  / \
                      /___V____\        /___V____\
                     ____                     ____
             ------  ____          y          ____
             4        | |          o  1      9 | |       8
             #        | |         _u__#      # | |       #
                      | |    5    ____         | |
                      | |    #                 | |
                      | |    ___             10| |
                      | |__                   #| |
                      |    `~,__      7     |--- |---|
                      ````~,____|6    #     '````````'
                               Intermediate Strategy
    1: Neutral A as soon as you start.
    2 and 3: double jump towards right triforce, wall jump off of it, and aerial up A
    both targets above and below platform.
    4: drop down to starting point, dash double jump left and shoot needle from under
    5: drop down, aerial back A, l-cancel.
    6: jump back to starting point. Repeat step 4, with right triforce this time.
    7: drop and aerial forward A.
    8: land, turn around and neutral A.
    9 and 10: double jump, charge needles, and release when head is level to top blue
    strip of pillar you are next to.
    Target time: Low 9 seconds, under 9 seconds
                                 /   \
                               /  \ /  \
                          /\     _____      /\
                         /  \      2       /  \
                        /''''\     #      /''''\
                       / \  / \          / \  / \
                      /___V____\        /___V____\
                     ____                     ____
             ------  ____          y          ____
             4        | |          o  1      7 | |       6
             #        | |         _u__#      # | |       #
                      | |    5    ____         | |
                      | |    #                 | |
                      | |    ___              8| |
                      | |__                   #| |
                      |    `~,__      9     |--- |---|
                      ````~,____|10   #     '````````'
                                   Pro Strategy
    1 and 2: Double jump to the bottom right triforce, and wall jump the bottom left
    piece of it as you aerial up a targets 1 and 2.
    3: Immediately fast fall and needle left before you land on the starting
    4: You can immediately dash jump from this platform left, double jump and needle
    the left most target. (your head should be positioned just below the bottom
    middle of the bottom left triforce)
    5 through 7: Fast fall as soon as you can, and just before your feet are level
    with the platform to the left of the starting one, tap right, let go of it and
    press B to needle the left of the two very bottom targets, immediately small dash
    jumping right afterwards while needling again (you should land on the very edge
    of the platform). Then jump while drifting right and needle, this needle should
    go barely under the target to the right of where you originally start, and hit
    the bottom rightmost target.
    8 through 10: As soon as you touch the ground, dash jump and aerial forward A at
    the same time, hitting the target to the right of where you originally start,
    double jump while still moving right and needle when your head is pretty close to
    the bottom middle of the bottom right triforce to hit the eastern most target.
    Tap A like crazy after this to aerial neutral A just above target 10, breaking
                                 /   \
                               /  \ /  \
                          /\     _____      /\
                         /  \      1       /  \
                        /''''\     #      /''''\
                       / \  / \          / \  / \
                      /___V____\        /___V____\
                     ____                     ____
             ------  ____          y          ____
             4        | |          o  7      9 | |       8
             #        | |         _u__#      # | |       #
                      | |    3    ____         | |
                      | |    #                 | |
                      | |    ___             10| |
                      | |__                   #| |
                      |    `~,__      6     |--- |---|
                      ````~,____|5    #     '````````'
                                   Home Run Contest                       HOMERUN
    *note* most home-run scores are done with Zelda, since sheik's bat swing sends it
    vertical. So this is the ONLY place in the FAQ and that you will be using Zelda,
    this and Multi-Man Melee, so don't get used to it!
                                  The Bat Drops
    Bat Drop Up A- Stand right next to the bag. Jump and a quarter-second after the
    peak, drop the bat. Then, immediately press the control stick slightly upwards
    and press A for an aerial up A. Don't press the control stick hard or Zelda will
    jump upwards. The combo does 28% damage max.
    Bat Drop Down A- Stand right next to the bag. Jump above the Sandbag and drop the
    bat at the peak of your jump. Then, immediately aerial down A. The combo does 24%
    damage max.
                                 Beginner Strategy
    1. Before you press start, hold A, to start as Sheik
    2. Grab the bat, dash to the Sandbag
    3. Smash up A when the Sandbag is on the ground and next to you for maximum
    4. Repeat twice (charge slightly) (82-85%)
    5. Down B (transform) 6. Dash underneath the Sandbag, backwards no-ping hit
    Bull's-eye: 1300+ feet (400+ meters)
                               Intermediate Strategy
    1. Grab bat, jump to the right, throw the bat up
    2. fast fall, uncharged smash up A
    3. Catch the bat, bat drop aerial up A
    4. 3 single jump bat drop aerial down A's
    5. Tipper at 125%
    Bull's-eye: 1750+ feet (540+ m.)
                                   Pro Strategy
    1. Grab the bat, dash to the bag, double jump and at the peak of your double
    jump, drop bat, fast fall and start an aerial up A.
    2. L-cancel, 6 more double jump BD aerial down A's with fast falls. (You should
    barely if not at all be jumping higher than the Sandbag) (Grab, drop bat, fast
    fall down a (while spacing them), l-cancel)
    3. Right away do a tilt down A
    4. Grab the bat, aerial tipper
    Bull's-eye: 2900+ feet (880+ m.)
                                    Multi-Man Melee                       MULTMAN
    These are just strategies on just how to complete all 6 Multi-man melee modes.
    All characters' smash attacks can send the wire frames flying in one hit. Sheik
    is no exception. Use all your smashes, forward tilt, aerial down A, and dash
    attack to kill them in one hit. It's simple, easy, and fun to see them go flying
    at the speed of sound.
    Cruel Melee is the second and last place Zelda will be mentioned in this FAQ.
    This takes a lot of patience. When you start, roll left or right, let them come
    to you, then dodge, jump, up B, what ever it takes to get to the other side
    unscathed. When they come to you, down smash, this will send them out, repeat the
    last few steps until they die. Repeat until you mess up or get bored.
                                 Training Mode Combos                     TRAINCO
    Most people assume that the neutral A combo is the best way to get the high
    score. This is not true. I'll show you a way to get 145 combo hits easily. This
    is a lot easier if you have a second controller to control the opponent with.
    1: Choose your opponent as Jigglypuff, and of course yourself as Sheik.
    2: Go to the Green Greens stage.
    3: Wait for the bottom row of blocks to fill up, and place yourself and
    Jigglypuff in there.
    4: Wait for the blocks on the left and right column to fill up to the highest it
    can go.
    5: Set down the maximum amount of red shells.
    6: use down smash, the music should stop for a few seconds and both of you will
    get a lot of damage. If this is done right, this will always do 145 damage.
                                  Event Match Mode                        EMMODE
    Event Match 3: This is sickeningly easy.  A Link and Samus just go around using
    nothing but their bombs and picking up bomb items.  They seem to be above you
    most of the time, so using aerials works fine.  If they are on the ground, a tilt
    or down smash works fine.  Since you are alot speedier than they are, use that to
    get to the items first.  The items are all bombs so it should kill them easily.
    Event Match 4: All I have to say is tilts.  Spam up tilt or forward tilt until
    around 350%.  After that, he can escape, but he can also be killed, Aerial
    forward A or down smash works fine.
    Event Match 6: Another sickeningly easy match.  Fight these Kirby's like you
    would the wire frames, down and up smash kills in one hit.  I would use those
    two moves alone to kill them.
    Event Match 7: This one may pose problems if you dont get the early lead.  The
    trick is to use your speed to get to the first pokeball first.  Once you do that,
    Pikachu will be so occupied with that one that you can get to the others and kill
    him both times easily.  You can attack him directly, so dont bother, just use the
    pokeballs and you will be fine.
    Event Match 8: This is kind of easy... you both start off with over 100% damage,
    and as you are killed the damage goes up with each new life.  A simple aerial
    forward A will work, or a down smash.  1 or 2 hits per life is usually all that
    is neccessary for this match
    Event Match 9: The irony of fighting 2 of your selfs... dont use any of your
    killing moves until they are in the percent range to be killed, usually around
    100% damage.  Until then, use your weak attacks, up aerial and back aerial is
    fine at first.  Then use tilts, and maybe a neutral A combo.  Needles are
    excellent for racking up easy non kill damage.  When they do get to that
    killing percent, wait until they change into Sheik to kill.  If you kill them
    when they are Zelda they just respawn, so WAIT for the change.
    Event Match 10: These guys seem to be easily killed in the 50% range.  For
    Mario, Peach, and Yoshi, just use tilt to aerial set ups.  I would also use
    dash cancelled down smash alot.  Down smash or aerial forward a for finishers
    as usually.  DK and Bowser can be tilt combo'd for a short while, they take
    just SLIGHTLY longer to kill.  If you dont like to use any skills, just use
    repeated smash alot.
    Event Match 11: Just survive for a minute.  Sound easy?  well it should be. You
    can either try to avoid them or attack them.  I choose to avoid, and if they get
    too close, I use an aerial forward A.  If you do wish to attack them, use
    aerials.  Stopping to use ground attacks on this moving stage is just stupid.
    Event Match 12: You have 7 seconds to kill a decrepit Captain Falcon.  Charge a
    down smash, when he gets within range, let it go, if that doesnt kill him, edge
    guard with an aerial forward a.  You shouldnt have to worry about recovering.
    Event Match 14: It may be a bit difficult if you are new to the game.  There is
    generally 2 people who actively fight and one person who just stays away and
    minds his business.  Be a little of both.  Stay at one of the the goomba, and
    use hit and run tacticswith your aerial forward and aerial up a's.  If they are
    weak, you can travel back up for action and use down smash.  One tip I would do
    is to reset the event match until you get 3 characters you can really fight
    easily, this is of course if you have alot of trouble.  When you get down to the
    opponent, attack him visciously with tilt combos and aerials, and down smashes
    until he's dead.
    Event Match 15: A small fry Sheik versus some big women... sounds like fun to
    me... <.<.  Any way, at the beginning of the match, I would use tilt combo's
    when possible, and use alot of clear out moves, this means down smash alot.
    When they are cleared, I would concentrate on one with aerials.  If an item
    appears, STOP!  Its gonna be a good killing items most likely.  You're the fast
    one here, unless Zelda transforms into Sheik, so use that speed, and get to that
    item.  Kill em all twice and you're good to go.
    Event Match 20: Another all star match, sheesh!  Well, good thing its not much
    different from the last one.  So, use the same tactics.  Tilt to aerial or use
    your smash attacks repeatedly if you get lazy.
    Event Match 21: Gotta get the pink one, just keep that in your head.  What you
    need to do is seperate them.  Use a tilt to aerial, or an up smash to an aerial
    to seperate them.  They never attack, they just jump.  If you use strong attacks
    that send them both flying outside the arena, dont worry.  This sets you up
    perfectly, since they will most likely be seperated upon return, concentrate on
    Nana and you are set.  Repeat for the other set of Iceclimbers.
    Event Match 22: EEEEEEEEAAASSSSYYYYYYYYY!  Just use your down smash or up smash
    for the whole duration of the stream of 128 Mario's.  They die in 1 hit.
    Event Match 23: I cant really give any specific tactics for these guys.  They're
    invisible... but since they are both falco and Fox, just wait for that light
    ripple invisible people give out, and tilt combo them to no end.  It may be hard
    to edge guard them, but try to, it will pay off.  I would try to seperate them
    with a down smash first though, just to make your life easier.
    Event Match 24:  Another easy thing.  These guys will usually die in one hit of
    a down smash or up smash, so just keep on spamming that.  I don't think aerial
    forward a works as well here.  Just stick with the smashe and you will be fine.
    Tilt combo the last giant yoshi then up smash him to oblivion.
    Event Match 26: Another trophy match.  Hitt and run is especially easy here, so
    do just that.  Dash cancelled down smashes work wonders on this relatively flat
    stage.  Go for the 2 agressive ones as always first.  Go for the idle one last.
    Dont forget you can reset until you get an easy set of computers to face.
    Event Match 28: Another one of those many but weak fights.  Just use up or down
    smash over and over again.  No huge problem really.
    Event Match 30: Gah... another all star, not to fear, one less opponent to
    worry about here.  Just use the above all star match tactics that I already
    explained.  For Ice Climbers, I would try to KO them off the side, since its
    insanely easy to do so.  That is if they dont kill themselves from the moving
    mountain. <.<;;
    Event Match 31: This is about killing them, its about how many point you can
    get before the match ends.  You do get points for KO's and lose some for dying,
    So KOing alot helps.  I would try to get a couple other bonuses along the way.
    Maybe all ground, no R for U, no items, something.  Check the bonuses FAQ for
    more ideas.
    Event Match 37: This event match unlocks Pichu, now that we have a little back
    ground info on it, lets see what to do.  You are gonna be the faster one here,
    so use your speed to get to every single pokeball on the stage.  The wireframes
    may preoccupy you, but they are easy to kill.  Jigglypuff is pretty sow on
    ground, but the only character faster in the air.  Your still quick, so get
    those pokeballs.  They will always have a legendary pokemon in it, and for some
    reason Woboffets X_x.  It should be a breeze.
    Event Match 38: This may pose a slight challenge.  Just use clearout moves, and
    concentrate at one at a time if at all possible.  If not, just spam down smash
    and aerial forward a.  The Luigi tend to kill himself alot, try to exploit that
    by jumping out and luring him out.
    Event Match 40: Another all star so soon?  It sickens me, but anywho, there is
    nothing different here, use the above event match tactics.  Sorry I am too lazy
    to elaborate here, but not much needs to be said eh?
    Event Match 44: Just use weak attacks on Zelda, BUT DONT KILL HER!  After a bit,
    Mewtwo shows up, concentrate on him with aerials,  He's usually in the air alot,
    or above you.  Use aerial up a, aerial back a, and aerial forward a to kill him.
    Event Match 46: Concentrate on one at a time, it should be easy since it is on
    Hyrule temple.  You may want to lure them to the bottom, keeping attacking them
    there, then go back up for the kill.  But remember, if both get too close just
    use down smash.  Whatch out for counter though, it can hurt quite a bit when Roy
    does it.  After that you should be fine.
    Event Match 47: Another trophy match.  This can be hard or easy, if you stay in
    the middle pit area, SPAM. DOWN. SMASH.  They will go flailing about like fish,
    and they cant do a thing.  Thats my best advice, you could wait on the outside,
    and aerial forward a them back if they come after you.  Again, you can wait for
    and easy set of computers to complete this.
    Event Match 48: This is a tad difficult.  Concentrate on the Pichu's the most,
    but if the annoying Pikachu gets in the way down smash him.  It takes quite alot
    to kill the Pichu's for some reason.  When a pokeball appears, GET IT!  It can
    save your hide and make your life easier.  Always use Sheik edge guarding tactics
    with them.
    Event Match 49: The last event match, thank god.  There are now 6 opponents.
    Its the hardest all star match, but still pretty easy, just remember your regular
    all star match tactics and you should be fine.
    Event Match 50: This is one of the hardest event matches, but if you know how to
    kill master hand and crazy hand already *hint hint* scroll up *hint hint*, it
    shouldnt be that bad.  Use repeated up smashes and aerials on Master Hand first.
    After you defeat him, go for Crazy hand.  If you've read my Master and Crazy
    Hand strategies earlier in the FAQ it should be no problem.
    Event Match 51: This is hell reincarnated into a bunch of tiny pixels.  When you
    first play this, you will get frustrated, everyone one does.  Concentrate on the
    huge Bowser first, or GigaBowser as it is here.  He is a huge target, and a
    perfect target for repeated aerials, down smashes, and tilts.  Again, Finish him
    off with a down smash or aerial forward a.  After he's gone concentrate on
    Ganondorf.  Jump off, lure him towards you.  most likely he'll try to up B you,
    air dodge out of the way, and he will fall to his doom.  Dont forget the items,
    they can help you greatly.  Dash canceled down smashes over and over again for
    the last opponent should work.  Keep at it, you'll get it eventually.
    |                           \______________________/                           |
    |                              Legal Information                     LEGA      |
    |                           /                      \                           |
    This FAQ is property of X infested Falcon (Alex Campos) and me frog (Colin
    Scully) The only sites we will allow to use this FAQ are GameFAQs, IGN,
    Neoseeker, Gamenotover, Qwester's site, and Alex's own site. If you wish to use
    this FAQ, let it be only for personal use. If I see it on a site that is not the
    above three, I will send e-mails to those who host the site, and something WILL be
    done. Time and effort have been put not only into this FAQ, but into developing
    my game-play and studying others. I do not wish this FAQ to be stolen unjustly.
    So DO NOT e-mail to use this FAQ because you will be denied. Thanks to a bunch of
    crooked sites out there, only the ones listed above will be able to host this
    guide. Don't bother to ask, you'll just get a negative answer. And if you do steal
    it, we WILL find out eventually.
    |                           \______________________/                           |
    |                             Contact Information                 CONTACT      |
    |                           /                      \                           |
                              XiF's Contact Information
    If you'd like to e-mail me please mail to iloveribs@msn.com. If you want a higher
    chance of your e-mail being answered, please put in the subject header: About
    your Sheik FAQ. I get a lot of spam and I delete anything that doesn't pertain
    directly to me. Please, do e-mail me though, I always like feedback on whatever I
    write. If you want to catch me at GameFAQs, I'll be at the SSBM board most
    likely, I spend a lot of time there. You can eve just sign my guest book at my
    site if you wish.
    About AIM: My aim screen name is cubapete008649. I talk to a lot of people
    regularly, I usually have at least 5 conversations going on at once, so if you
    must contact me through AIM, make it worthwhile, and intelligent. I have no
    problem blocking people who waste my time and annoy me.  If you IM me with a crap
    load of questions, which generally i wont mind, but sometimes i'll just be tired,
    or sick, or something and i wont want to answer, i'll just say "not now" and just
    dont IM me til at least the next day, or until I reach you again.
                              me frog's Contact Information
    Yes, I have a ****load of contact rules that I've had to impliment due to certain
    people that think they can talk to me about anything. Read them or it's your loss
    AIM Contact rules
    My AIM: me frog 12345
    PLEASE don't start whole conversations with me. Chances are, if I'm on, I'm
    usually talking to somebody else, and I don't want to stop to have a conversation
    with somebody that I don't know. Just ask the question, you'll definitely get a
    response, and then that's it.
    Note that I don't know the answer to everything. If you ask a question that I'm
    unsure about, I'll simply tell you that I don't know the answer and that'll be
    end of it. Kthnxbye.
    Also, if you IM me asking something about the FAQ, I'll simply say, "Look in the
    FAQ" and then won't say anything else. I really don't like having to stop other
    conversations for a few moments to answer some question that's obviously already
    If you don't get an answer in a minute, don't flip. I might be away for just a
    couple of minutes, or I might be talking to a bunch of other people at once. I'll
    usually answer within ten minutes of your question, so just keep the text box open
    while you do something else and you'll get a response. If you have no patience and
    keep posting, "What's the answer?" a dozen times, I simply won't answer you. If it
    gets too far, I might even block you, though I rarely do that to people who ask me
    Don't pop up later and start chatting with me. I personally don't like it when I
    start to get into conversations where I don't know you. If it happens constantly,
    I'll simply block you. Note that you don't have to worry about warnings; I'll
    never warn someone, I'll just block him or her completely.
    Well, that should be it then. Now on to e-mail...
    E-mail contact rules
    My e-mail address is cskull@frogdesign.com. There are a few things that
    you can e-mail me about, and few things that you can't. First the
    things that are okay.
    Praise mail. I used to be against this, but now I realize how rare praise really
    is. Just don't send me things like, "Yer faq is kewl, lol!!!"
    Suggestions for the FAQ. Something like, "Why don't you add such and
    such in your FAQ. NOT "Why don't you totally re-do your FAQ because it
    sucks!" That is just plain rude and annoying. If you don't like my
    FAQ, tell me things to make it better!
    The things that you CAN'T e-mail me about are...
    Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty
    spam e-mails a day and I don't need yours it doesn't help. Please don't send any.
    Asking permission to use this FAQ. No, you can't, so don't bother. Only four
    sites, which I have listed at the top of the guide, can use this FAQ.
    Hate mail. No I don't appreciate it if you send me an e-mail saying, "Your FAQ is
    the biggest piece of **** ever created! It sucks!" That just
    fills up my inbox and it really annoys me.
    Spelling/Grammar mistakes. I used to get about ten e-mails a day
    saying, "You spelled these two words wrong." or something like, "You
    used inappropriate grammar in this chapter." Please people! I can find
    those on my own!
    And that wraps up the contact. Once again my e-mail is:
    |                           \______________________/                           |
    |                                 Useful Sites                    USEFULS      |
    |                           /                      \                           |
    www.smashboards.com (For any more advanced information you need to know of the
    game.) <Scroll down to Sskeeto's HRC FAQ when you back outta this FAQm all your
    HRC answers solved!>
    http://members.lycos.co.uk/begandinterbtt/ (for any beginner and intermediate
    Break the target help you need)
    http://freewebs.com/thephoenixrealm/index.htm (Dark Phoenix's site, lots of
    information on SSBM and the such.)
    http://www.freewebs.com/thefalconrealm/index.htm (My own site, it has some
    articles on my own views for the game, this is one of the 3 site my FAQ will be
    allowed on.)
    http://www.angelfire.com/games5/ssbm/ (LOTS of videos on this site, from music
    videos, to the best smash players on video. Watch it, the "Game Over" videos are
    some of the best fighting you'll ever see.
    |                           \______________________/                           |
    |                                Credits/Closing                     CRCO      |
    |                           /                      \                           |
    |~~~~~~~~~~~~~~~~~~~~~~~~~~XiF would like to thank...~~~~~~~~~~``~~~~~~~~~~~~~|
    Special credits to Senju, for developing the Pro strategy for Break the targets,
    and Raserucort for telling me it.
    Credit goes to Skeeto too for providing all the strategies for the Home-Run
    Contest strategies, they were taken from his FAQ on GameFAQs, check it out, its
    great for any Home-Run Contest information you ever needed to know.
    I give huge credit to DarkPhoenix87, for providing nearly all of the terms used
    in section II. Without him this FAQ would probably not make any sense.
    I'd like to give a very special thanks to me frog (me frog while formatting:
    THAT'S ME, THAT'S ME!) for formatting this whole FAQ, since I don't know the
    first thing about FAQ formatting. Thanks to him, this FAQ brings the best
    information on Sheik with a proper format for your eyes to feast upon. I give him
    the XiF uber seal of awesomeness.
    Another big shout out goes to Warrior of Zarona, and Decadent One. I give credit
    for these guys for starting the great FAQ movement. To them, I thank them, and
    you guys reading this should too, they are one of the main reasons I got to write
    this FAQ.
    I thank the SSBM community here at GameFAQs as a whole, for they have made my
    life a little better with their hospitality, and their knowledge to help me write
    this FAQ, and for supporting this FAQ writing.
    I'd like to thank lastly, but not least, smash boards, for giving me nearly all
    of the information I know today, and being the number 1 SSBM site I know, all the
    best smash players go there, and the smartest. They have giving me the knowledge
    to help you guys.
    I give a HUUUUUUGE thanks to helsing, who has taught me alot of my Sheik game
    and has also provided some information directly to this FAQ.  THANKS MANG!
    __   __  _        __          _           _  ______    _
    \ \ / / (_)      / _|        | |         | | |  ___|  | |
     \ V /   _ _ __ | |_ ___  ___| |_ ___  __| | | |_ __ _| | ___ ___  _ __
     /   \  | | '_ \|  _/ _ \/ __| __/ _ \/ _` | |  _/ _` | |/ __/ _ \| '_ \
    / /^\ \ | | | | | ||  __/\__ \ ||  __/ (_| | | || (_| | | (_| (_) | | | |
    \/   \/ |_|_| |_|_| \___||___/\__\___|\__,_| \_| \__,_|_|\___\___/|_| |_|
    Does he have a contributor page? I dunno, unfortunately :(
    |~~~~~~~~~~~~~~~~~~~~~~~~me frog would like to thank...~~~~~~~~~~~~~~~~~~~~~~~|
    First off, my good friends over at the FAQ Contributors board: SinirothX, Gbness,
    Yami Shuryou, Brian Sulphur, Psycho Penguin, Starfighter76, Jason Howell,
    peach freak, Matt, and Bijan Salari.
    CJayC - your site teh PWNS OMGWTFLOL! No really, thanks for having such a great
    X infested Falcon - He supplied all the info to this FAQ. I'm just the lame loser
    formatter :( XiF is the core of this FAQ and he gets more credit than anyone else
    uh... no one else yet >_<
                       / _|
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    | '_ ` _ \  / _ \ |  _|| '__| / _ \  / _` |
    | | | | | ||  __/ | |  | |   | (_) || (_| |
    |_| |_| |_| \___| |_|  |_|    \___/  \__, |
                                          __/ |
    You can check out all of my other work at:
    This FAQ is copyright 2004 Alex Campos and Colin Scully.

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