Small Disadvantage: (45-55) (Sheik)
Even: (50-50) (Sheik/Zelda)
Resources:
DDD Frame Data: http://www.smashboards.com/showthread.php?t=224054
Sheik Frame Data: http://www.smashboards.com/showthread.php?t=248288
Old Matchup Thread: http://www.smashboards.com/showthread.php?t=226389
DDD Boards MU Discussion (Outdated): http://www.smashboards.com/showthread.php?t=243418
Grab Release Options: None
Stages:
Neutrals: FD, SV, PS1
These stages are all fairly large and give Sheik plenty of room to run away and camp.....which is what you will want to do a lot in this matchup.
Counterpicks: FD, Pictochat, PS1, Jungle Japes
Once again, these stages are large and give Sheik room to outmanuever DDD. Jungle Japes also has a very high ceiling, allowing you to survive DDD's utilt to percentages higher han you normally would.
Bans: Rainbow Cruise, Delfino's Island, Yoshi's Island, Frigate Orpheon
These stages all give DDD advantages offstage or helping him corner you for his grab game. Avoid these stages at all costs.
Any place with a high ceiling that won't mess up your recovery that you're comfortable on.
I usually go Frigate on my CP for D3 if FD isn't banned, lol. Usually, I have to go to game 3 on D3. =_= I just like Frigate for some reason even though I do typically lose on it.
But yeah, high ceiling is good. Zelda can just kill him with a d-smash, or a f-smash to kill him off the sides. =)
I dislike any area with a medium-short stage in this MU because of his grab range. I don't like RC, Frigate, or the first part of Castle Stage (I'm starting not to like this stage as much because of the third part tilting so much. Also the transformation sucked me through the floor to kill me one time in tourney T.T).
I think FD, SV, Delfino, Lylat, Poke or Picto (if legal) would all be pretty good.
Delfino is a bad idea, especially against a D3 who can read your tech rolls on reaction (and after a game or so, he'll be able to). Lylat seems kind of like a bad idea for recovery's sake and a couple of good uptilts will probably discourage excessive platform use. Even if it doesn't hit you, if you're knocked off (they're small), you're in a bad position. Personally, I would advise against Picto too. Granted, the D3 that I played alot favored Picto quite a bit, so I'd be lying if I said that that wasn't a factor.
Matchup Discussion:My personal picks for stage are BF, FD, SV, Battleship Halberd (I personally prefer this stage quite a bit), Brinstar, Norfair and Poke Stadium 1.
Any place with a high ceiling that won't mess up your recovery that you're comfortable on.
I usually go Frigate on my CP for D3 if FD isn't banned, lol. Usually, I have to go to game 3 on D3. =_= I just like Frigate for some reason even though I do typically lose on it.
But yeah, high ceiling is good. Zelda can just kill him with a d-smash, or a f-smash to kill him off the sides. =)
I dislike any area with a medium-short stage in this MU because of his grab range. I don't like RC, Frigate, or the first part of Castle Stage (I'm starting not to like this stage as much because of the third part tilting so much. Also the transformation sucked me through the floor to kill me one time in tourney T.T).
I think FD, SV, Delfino, Lylat, Poke or Picto (if legal) would all be pretty good.
Haha, well, Dedede is...fun.
Dedede's well known for his infamous chaingrab ability on a large portion of the cast. He's also known for his ridiculous grab range as well. Fortunately, Dedede does not have a chaingrab on Sheik OR Zelda. However, if you're predictable with your response to his d-grab, he can either punish you heavily for it, or pseudo chaingrab you. Just be aware of this and mixup your responses if he does d-grab you.
With that said, Sheik doesn't do too poorly at all against Dedede. She can rack up damage like a champ on him due to his large frame and poor mobility. Needles are excellent against him when Waddle Dees/Doos aren't being used as shields. I think there's only 2 real difficulties in this matchup. That's getting Dedede to kill percents and recovering.
As I had said, Dedede's a fatty. Like, really fat. The ***** is HUGE. Like Snake, He's going to live for a very, very long time. Truthfully, I would knock him off stage, switch to zelda when he's around 120-130, then kill him. It's not very hard at all to kill Dedede with Zelda, lol. If you want to go Sheik, just be ready for a bit of a time trying to kill him. :\
And recovering...well, I've heard before that Sheik's have difficult recovering against Dedede. I don't experience this personally, but I can understand why this can occur. Dedede's bair is...well, stupid. It's hitbox is fairly large, and it lingers for seemingly forever. It's understandable that you might take a bit of damage from Dedede's bair if you're not careful. You need to remember two things though. One, do NOT use your second jump useless you REALLY have to. Two, ALWAYS DI the bair up, lol. Otherwise, yeah, you're probably dead. I would hope his Bair isn't fresh as well when it hits you offstage. Then, you'll probably be dead anyways. Dedede's air mobility is awful (so is ours, lol, but still), so you just have to be aware of his position and adjust accordingly.
I might've missed some points, but that's the gist of the matchup from my understanding. F-tilt is beautiful against Dedede. <3
45-55 D3 imo just because he really never dies. :\
Just to add on to what Renki said:
I think it's 45-55 DDD advantage, but you have to play very cautious in the matchup. The weight difference makes your KO percentages about 100% apart from each other (no seriously). Unless you can get a gimp or land a tipper for some reason, expect DDD to die at around 200 or possibly even higher. I don't switch to Zelda in this matchup personally, but others find it easier to KO. Ftilt>usmash works well here......DDD is going to throw out Waddle Dees and stuff to stop needle camping so you can literally decay your ftilt as much as you want. He's also huge so ftilt locks him forever. Ftilt isn't safe on block against him though iirc, so make sure you dont ftilt his shield.
Bair (perfectly spaced), chain, and needles are the only options safe on block against DDD. His bthrow plus a pummel is about a fifth of Sheiks stock so avoiding grabs is essential in this matchup. Like Renki said he also has easy reads out of his dthrow to look out for. He's going to sit in his shield a lot with running shield approaches and he's also got an amazing spotdodge. Running cross up bairs and fairs on his shield works well. Imo the main focus for Sheik in the MU should be getting DDD into the air and punishing his landing accordingly. You can't challenge him in the air but getting underneath him for quick utilts and uairs works well for me.
Once you get DDD offstage, you should be able to harass his recovery enough to tack on a sizeable amount of damage. His recovery is predictable and needles force him to recover from certain spots. He also has limited options from the ledge so getting back to the stage should be hell for him.
On the flip side. He can **** our recovery as well. Landing back on stage without getting grabbed is a pain. All the other typical DDD stuff like bair, ftilt, dair, inhale, etc. are good against Sheik. I would advise saving needle storms to punish his ftilt. Also advice against DACUS.
My rambling thoughts.
i dont mind killing him with fair at 230 LOL
its hard to not get grabbed, but thats the key to winning this matchup. to beat all his other moves u just stay away
its easy to find openings between his moves to attack him
another good thing to do in this matchup is to grab him a lot
cuz they like to stay in their shields
theres also a lot of time when he lands that he cant do a move, which gives us ample time to approach and grab. his shield comes out way faster than any ground attack he has, so his best option when he lands is to shield, so thats a free grab. he has to land far away from you to be safe, which gives us time to charge needles. it is possible to maintain momentum in this matchup, but remember that ddd's are very good at grabbing and if they get like 5 bthrows, we are already in kill percent. let alone their dthrow mixups... i feel dumb getting hit by dsmashes and ddd's dash attack lol
strong hit box
weak box comes out about 3 frames later
weak box lingers for about eh 14ish? frames. It does stay out awhile if you look at all 3 of the images together.
About the mu, welp from 0% your gonna want to get inside and ftilt DDD and finish your ftilt comboing into where ever the DDD decides to DI too. Or whatevers safest for sheik. What you dont want is for him to DI out, pshield your ftilt and grab you out of it. Use needles to force approaches and watch for dee toss as they can easily interrupt your needles. Dont just charge all your needles then toss'em out. Mix it up to keep DDD guessing, because if you dont your needles will get pshielded and you'll be punished. Use 1 or 2 needles, or even jump and needle him to pester him. Once you get him in the air hit'em with fair/bair to build damage and knock him away with nair/uair. If you get a grab on him at low % dthrow, to whatever you want.
What DDD is gonna do most of the time for throws is either dthrow or bthrow or fthrow if your at high% he if gets you at the ledge. Prolly bthrow as its 16% fresh, and dthrow he can tech chase you. Mix up your rolls, get ups or you'll get regrabed and punished. He'll be using bair as his aerial damaging tool and ftilt or grabs to punish you for mis spaced jumps. For edge guarding DDD, your gonna want to force him to upb-- always. Keep knocking him off stage and possibly pestering him with needles.
Killing DDD wont be easy for poor sheik so either keep your kill moves very fresh or switch to Zelda for the death blow.
So consider your stages you want to go to for this;
Alot of DDDs mu's can sort of change abit depending on the stage, especially if the character in question is CGable. But this is Sheik tho. For Sheik, i think you guys would do well hiding under platforms, and forcing DDD to come to you[you want this part esp]. So i'd say BF, Yoshi's might be good, Lylat. The rest of the neutrals give DDD more breathing room which he likes, so its up to you.
Counter pick wise; Im not sure about this part either. Seeing as her recovery isnt stellar, the DDD might choose to go to rainbow cruise on you. Cant say i know much about CP DDD in this MU. But i'll say that brinstar and norfair are two maps that usually work against DDDs grab game. The other thing bout norfair and brinstars 'lava' elements is that it forces aerial combat on DDD. DDD is slow in the air. I think sheik would enjoy free acid damage on DDD if it'll help her kill easier. Thats just what i think anyway. Most DDDs will prolly CP you to rainbow,frigate, since these 2 places can hurt sheik in recovering or whatever they feel comfortable with.
Videos:Needles/ just run away and throw needles.
If he throws a waddle throw needles as a response 1 needle hits the waddle pops it up. the rest hit the DDD. ftilt lock. be careful trying to shield grab aerials cuz he has the swallow option on landing whch flat out beast sheild. (utilt beast all of his aerial landing options though except dair)
so yeah run away needl euntil he messes up and punish with ftilt locks (at the right percents) and eventually kill moves.
Zelda is probablly your best kill option after even after ftilt usmash range since that is a very dangerous thing to try and land in this match up IMO. I mean if the D3 give it to you take it. but most D3's hand out in their sheild and wait for things like that. zelda can apply pressure against D3 very very easily and she punishes D3's recover WAY!!!!! better than sheik ever could with LKs.
switching to zelda for a kill and then back to sheik also refreshes your moves which lets you build damage faster and start locks and combos are earlier percents than if they were stale.
Choknater:
http://www.youtube.com/watch?v=lrBUitQAqv4
http://www.youtube.com/watch?v=mCZVl...eature=related
http://www.youtube.com/watch?v=XGjOl...eature=related
http://www.youtube.com/watch?v=mesHQ...eature=related