Sheik vs Young Link

Young Link Matchup (Sheik)

Sheik vs Young Link

Sheik vs Young Link is won by interrupting Young Link before arrow, boomerang, and bomb layers fully settle, then extending each touch into landing and ledge pressure.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

This matchup is about whether Young Link gets to fully establish arrow, boomerang, and bomb before Sheik touches him. If the projectile layer settles, Sheik has to take bigger risks to get in. But if Sheik reaches Young Link’s body first, Young Link’s low weight and more modest range let Sheik extend into landing traps and ledge situations that are much harder for him to escape cleanly.
Sheik should not try to perfectly avoid every projectile in retreat. Needles, dash shield, and low-profile movement are better used to throw off Young Link’s timing and force contact before his setup becomes comfortable, then convert through Nair, Grab, and Down Tilt into continued pressure. Young Link’s OOS Nair and Up B are real threats, but Sheik still wins the larger movement battle as long as shield pressure does not replace landing pressure.
The frame table shows Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Uair, Dair, Neutral B, and Up B (1) are all punishable through OOS Nair (6f), OOS Uair / Bair (7f), and OOS Fair (8f). By contrast, Nair, Fair, Bair, Zair, and Side B do not give stable shield punishes, and insisting on immediate retaliation there usually just leads back into drift mix and projectile cover.
Kills are more reliable from needles into ledge traps, Bair, Up Smash, and edgeguards than from center-stage hard calls. Sheik should keep thinking about where Young Link lands next, not about winning a shield contest that already favors his quick OOS answers.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSheik OOS Candidate MovesBarely Missed Moves
Jab 14-10
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (+1)
Jab 26-7
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (+1)
  • Grab (+3)
Jab 36-25
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Rapid Jab3/5/7
Rapid Jab Finisher4-37
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
  • Up B (36f)
Forward Tilt10-12/-13
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Up Tilt9-14
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Down Tilt8-7/-8/-10
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (+1)
  • Grab (+3)
Dash Attack8-16
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (+2)
Forward Smash (1)15-27
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Forward Smash (2)11-30
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Up Smash10/25/41-22
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Down Smash9/21-31/-33/-20/-21
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Neutral Air4-2/-3
  • None
Forward Air14/24-3/-2
  • None
Back Air6/18-3/-3
  • None
  • OOS Nair (+3)
Up Air5-9
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (+1)
  • Up Smash (+2)
Down Air13Bounce: ** | Fast Fall: -11/-12
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Z Air9-3
  • None
  • OOS Nair (+3)
Neutral B14—47-16 to -10
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (+1)
Side B27-8 to -4
  • None
  • OOS Nair (+2)
  • OOS Bair (+3)
  • OOS Uair (+3)
Up B (1)9…-17
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (+1)
Up B (2)8/12/16/19/22/26/31/39/47
Down B17
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Use needles, dash shield, and low-profile movement to interrupt Young Link before the full arrow-boomerang-bomb layer settles, then convert with Nair, Grab, and Down Tilt into landing pressure.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Uair, Dair, Neutral B, or Up B (1), take the listed punish with OOS Nair (6f), OOS Uair / Bair (7f), and OOS Fair (8f).
  • Do not force immediate shield punishes on Nair, Fair, Bair, Zair, or Side B. Track the landing and drift instead and touch on the second beat.
  • Build kills through needles into ledge pressure, Bair, Up Smash, and edgeguards rather than center-stage guesses.
  • Keep landing pressure ahead of shield pressure so Young Link’s OOS Nair and Up B do not become the main story of the matchup.

Actions to Avoid

  • Retreating forever to dodge every projectile and letting Young Link finish his setup at no cost.
  • Swinging after every blocked Nair, Fair, Bair, Zair, or Side B and falling straight back into drift mix and projectile coverage.
  • Overemphasizing shield pressure and feeding Young Link’s OOS Nair and Up B.
  • Rushing the kill with center-stage hard calls and losing the cleaner ledge and landing-trap route.

Reference Links

Related Pages