Sheik vs Lucina

Lucina Matchup (Sheik)

Sheik vs Lucina

Sheik vs Lucina is won by refusing same-height entries into Lucina's fair and nair spacing, then forcing grounded whiffs with needles and movement before cashing out through juggling and ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets rough when Sheik keeps forcing same-height approaches into Lucina’s walk spacing and sword. Forward Air, Neutral Air, Back Air, and Up Air control the horizontal lane very well, and shallow Nair or Fair on shield can get blown up by Dolphin Slash. Because Sheik is light, one lost guess often turns straight into ledge pressure and early kill danger.
The good news is that Lucina has no projectile and her grounded overextensions are clear punish spots. The frame table shows Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Down Air, Neutral B, and Side B are all punishable by some mix of OOS Nair (6f), OOS Uair/Bair (7f), OOS Fair (8f), Grab (10f), and Up Smash (11f). Sheik is most stable when needles and small movement stop Lucina’s walk-in first, then punish the ground swing or the closer Fair instead of challenging sword range head-on.
By contrast, Neutral Air, Back Air, and Up Air are poor instant punish spots, so mashing right after shield usually just runs into retreat drift or another sword placement. When the punish is not real, Sheik should run to the landing or retreat path, then use nair, up tilt, grab, and uair to take the second touch and carry Lucina to the ledge. Since Sheik’s kill power is thin, repeated advantage is more important here than forcing a big center-stage callout.
The consistent kills come from ledge and landing traps. Needles can shave off jumps, while ledge Bair, Up Smash, and Bouncing Fish close the stock once Lucina is cornered. Offstage edgeguards should stay angled from the outside rather than diving directly into Up B or Counter and throwing away a winning turn.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSheik OOS Candidate MovesBarely Missed Moves
Jab 15-16
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (+2)
Jab 24-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Forward Tilt8-15
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (+3)
Up Tilt6-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Down Tilt7-8
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (+2)
  • Up Smash (+3)
Dash Attack13-21
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Forward Smash10-31
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Up Smash13-41/-35
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
  • Up B (+1)
Down Smash6/21-42/-24
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Neutral Air6/15-4/-3
  • None
  • OOS Nair (+3)
Forward Air6-6
  • OOS Nair (6f)
  • OOS Bair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Back Air7-5
  • None
  • OOS Nair (+1)
  • OOS Bair (+2)
  • OOS Uair (+2)
  • OOS Fair (+3)
Up Air5-3
  • None
  • OOS Nair (+3)
Down Air9/11-9/-9
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (+1)
  • Up Smash (+2)
Neutral B19—79-23 to Shieldbreak
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Side B9-26/-16
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (+2)
Up B5
Down B6 (Start of Counter)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not jump into Lucina’s Forward Air, Neutral Air, or Back Air at the same height; use needles and small movement first so the walk-in poke or grounded swing comes out before Sheik commits.
  • After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Down Air, Neutral B, or Side B, always answer with the reachable punish from OOS Nair (6f), OOS Uair/Bair (7f), OOS Fair (8f), Grab (10f), and Up Smash (11f).
  • After blocking Neutral Air, Back Air, or Up Air, do not mash in place. Run to the drift-back landing or escape route and turn the second touch into nair, up tilt, grab, or uair pressure.
  • Once Lucina is launched, do not rush for a center-stage kill. Prioritize juggling and ledge carry until Bair, Up Smash, and Bouncing Fish become reliable.
  • In edgeguard spots, value ledgetrap control over deep chases and use needles to take away jump timing before closing the stock at the ledge.

Actions to Avoid

  • Do not keep challenging Lucina’s sword tip with same-height Nair or Fair and let Forward Air, Neutral Air, and Back Air win the exchange over and over.
  • Do not keep landing shallow Nair or Fair on shield and hand Lucina repeated Dolphin Slash reversals.
  • Do not swing immediately after blocked Neutral Air, Back Air, or Up Air and get pulled into another retreat landing or fresh sword wall.
  • Do not overfish for raw Up Smash or Bouncing Fish kills in center stage and lose Sheik’s lighter stock to Lucina’s next punish.
  • Do not chase too deep offstage into Up B or Counter when the ledge trap was already enough.

Reference Links

Related Pages