Editing Sheik (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name        = Sheik
|name        = Sheik
|image        = {{tabber|title1=Twilight Princess Concept Art (PM)|content1=[[File:Sheik SSBB.jpg|250px]]|title2=Twilight Princess Concept Art (P+)|content2=[[File:PPlus Sheik.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:OoT Sheik PM.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Sheik.png|250px]]}}
|image        = [[Image:Sheik SSBB.jpg|250px]]
|mod          = Project M
|mod          = Project M
|base        = ssbb
|base        = ssbb
|moveset1    = Sheik (SSBM)
|moveset1    = Sheik (SSBM)
|altcostume  = Ocarina of Time Sheik
|altcostume  = Ocarina of Time Sheik
|tier        = Mid
|ranking      = 29
}}
}}
'''Sheik''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She has been reverted to her powerful ''Melee'' version with some additional minor buffs. She ranks 7th out of 41, at the bottom of the A tier, on the current [[Project M#Tier list|official]] [[tier list]]. She roughly places the same as her 5th place position in ''Melee'' and a significant improvement over her position on the ''Brawl'' tier list, where she ranks 25th out of 38. She maintains the same placement in the ''Project+'' {{h2|Project+|official tier list}}, now within the A+ tier.
[[Image:OoT Sheik PM.png|thumb|right|Sheik's Ocarina of Time Costume in Project M 3.5]]
{{stub}}
'''Sheik''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She has been reverted to her powerful ''Melee'' version with some additional minor buffs. <!--tier position paragraph-->


==Attributes==
==Attributes==
Sheik falls under the same archetype she did in ''Melee'': a lightweight fastfaller with quick albeit weak attacks made for comboing. Sheik's frame data is among the fastest in the game, with many of her attacks having very little lag, especially her tilts. She also has a great projectile in her [[Needle Storm|Needles]] which allows her to camp very well. Sheik also has very fast ground movement, which complements her combo game somewhat and allows her to chase down opponents easily. Her fast falling speed also grants her excellent vertical endurance despite her light weight, potentially making her difficult to KO.
<!--attributes paragraph-->


Regardless, Sheik still has weaknesses. One of Sheik's biggest flaws is her survivability; being light, she can be easily KOed by horizontal finishers. This is exacerbated by her fast falling speed, slow air speed, and poor recovery move in [[Vanish]], which makes her one of the easiest characters to KO horizontally. Sheik is also very easy to combo due to her fast falling speed and gravity, as well as her light weight causing her to suffer significant hitstun. Despite her near lagless aerials and fast falling speed, Sheik has a poor [[SHFFL]] as a result of her very high short hop that does not allow her to use many aerials in one. She also has significant trouble KOing, as she only has three noteworthy KO moves, two of which are very hard to land. Lastly, as she is almost exclusively based on her ''Melee'' appearance, she lacks some of the improvements she saw in ''Brawl'' such as her superior mobility, forward tilt, faster up throw and her [[Chain]] tether.
===Changes from ''Melee'' to PM===
 
However, Sheik's strengths generally overpower her flaws and this results in dominant tournament results. Because of the harsher environment where a larger portion of the cast are able to compete at the highest level, however, her successes are decreased compared to ''Melee''.
 
==Changes from ''Melee'' to PM==
===Attributes===
*{{buff|Retains both [[crawl]] and [[wall cling]] abilities from ''Brawl''.}}
*{{buff|Due to Zelda being heavily buffed, using [[Transform]] during recovery no longer carries the risk of possibly forcing the player to fight on-stage with a non-viable character.}}
 
===Ground Attacks===
*{{buff|Rapid jab is much faster and better at racking up damage.}}
*{{buff|Rapid jab is much faster and better at racking up damage.}}
*{{buff|Forward smash connects better and the first kick has a slightly longer duration (1 frame → 2).}}
*{{buff|Up tilt and forward smash deal slightly higher damage while forward smash has more base knockback and no longer has a hitbox that sends foes behind.}}
*{{buff|Forward smash's second hit deals decreased knockback (50 (base)/70 (scaling) → 65/58) and sends at a different angle ([[Sakurai angle|361°]] → 58°), allowing it to combo into her aerials reliably.}}
*{{buff|Forward and back throw do more damage while back throw ends sooner and has less knockback scaling along with a lower angle, allowing for easier follow-ups.}}
*{{change|Forward smash's first hit deals slightly more damage, but the second hit deals slightly less (5% (first)/10% (second) → 6%/9%).}}
*{{buff|Down throw's animation happens much faster, giving the opponent less time to react with appropriate [[DI]].}}
*{{nerf|Up smash is based on its [[PAL]] incarnation with the clean hit dealing less damage (17% → 16%) and knockback scaling (105 → 102).}}
*{{buff|Needles can deal maximum damage when fully charged even when closer-up.}}
 
*{{buff|Vanish now deals more damage and stronger horizontal knockback, being even stronger than in ''Brawl''.}}
===Aerial Attacks===
*{{change|Forward aerial now has motion trail.}}
 
===Throws===
*{{buff|Like with the ''Brawl'' version, Sheik releases opponents earlier from forward throw (frame 24 → 21) and it has less ending lag (FAF 48 → 40).}}
*{{buff|Forward throw deals more damage (8% → 10%).}}
*{{buff|Back throw deals more damage (7% → 8%).}}
*{{buff|Sheik releases opponents earlier from back throw (frame 20 → 16) and it has less ending lag (FAF 48 → 32).}}
*{{buff|Back throw has altered knockback (40 (base), 140 (scaling) → 70/75) along with a higher angle (135° → 62°), allowing for easier follow-ups when combined with its decreased ending lag.}}
*{{buff|Sheik releases opponents earlier from up throw (frame 23 → 20) and it has less ending lag (FAF 58 → 55) making it harder to DI (although it does not have greater followup potential).}}
*{{buff|Sheik releases opponents much earlier from down throw (frame 36 → 14) and it has less ending lag (FAF 58 → 36) making it much harder to DI.}}  
*{{nerf|Down throw launches opponents at a lower angle (80° → 62°) and it has increased knockback scaling (50 → 65), depriving Sheik of many guaranteed follow-ups that she had in the NTSC version of ''Melee''.}}
 
===Special moves===
*{{buff|[[Needle Storm|Needles]] can deal maximum damage when fully charged even when closer-up.}}
*{{nerf|Needles' hurtboxes were removed, so they can no longer block disproportionaly stronger [[projectile]]s, worsening their defensive capabilities. They are no longer [[Priority|transcendent]], so projectiles can still hit them out of the air, but this also means physical attacks can clank them out.}}
*{{buff|[[Chain]] comes out and can be canceled quicker, making it see more practical use. In addition to this, ''Brawl''{{'}}s mechanics having blessed the Chain with the drag maneuver allow the hitboxes to refresh very quickly when it is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground; this can deal a great amount of damage in very little time, especially if opponents dare attempt to [[crouch cancel]] their way out of it.}}
*{{buff|[[Chain]] comes out and can be canceled quicker, making it see more practical use. In addition to this, ''Brawl''{{'}}s mechanics having blessed the Chain with the drag maneuver allow the hitboxes to refresh very quickly when it is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground; this can deal a great amount of damage in very little time, especially if opponents dare attempt to [[crouch cancel]] their way out of it.}}
*{{buff|Retains [[crawl]] and [[wall cling]] from ''Brawl''.}}
*{{nerf|Forward smash has less KO potential.}}
*{{nerf|Down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. This makes it easier to DI out of the move's trajectory, depriving Sheik of guaranteed follow-ups that she had in the NTSC version of ''Melee''.}}
*{{nerf|[[Needle Storm|Needles]]' hurtboxes were removed, so they can no longer block disproportionaly stronger [[projectile]]s, worsening their defensive capabilities. They are no longer [[Priority|transcendent]], so projectiles can still hit them out of the air, but this also means physical attacks can clank them out.}}
*{{nerf|Unlike in ''Melee'', the Chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against opponents in the air.}}
*{{nerf|Unlike in ''Melee'', the Chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against opponents in the air.}}
*{{buff|[[Vanish]] now deals more damage and stronger horizontal knockback, being even stronger than in ''Brawl''.}}


==Revisions==
==Revisions==
===v2.1===
===2.1===
*{{buff|Sheik's recovery A.I has been improved}}
*{{change|Sheik's recovery A.I has been improved}}
*{{change|Sheik's wavedash animation now properly matches ''Melee''}}
*{{change|Sheik's wavedash animation now properly matches Melee}}


===v2.5b===
===2.5b===
*{{buff|Forward-Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower}}
*{{buff|Forward-Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower}}
*{{buff|Forward-Smash can no longer send backwards on 2nd hit}}
*{{buff|Forward-Smash can no longer send backwards on 2nd hit}}
*{{buff|Back-Throw releases closer to Sheik, releases slightly faster, and has less endlag}}
*{{buff|Back-Throw releases closer to Sheik, releases slightly faster, and has less endlag}}
*{{buff|Back-Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw}}
*{{buff|Back-Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw}}
*{{buff|Final Smash increased slightly in angle and base knockback}}
*{{change|Final Smash increased slightly in angle and base knockback}}
*{{change|New proper entry animation}}
*{{change|New proper entry animation}}
*{{change|Dash-Attack animation matched to ''Melee''}}
*{{change|Dash-Attack animation matched to Melee}}
*{{change|Down-Smash animation adjusted to better match ''Melee''}}
*{{change|Down-Smash animation adjusted to better match Melee}}
*{{change|Down-Smash IASA timing altered to match ''Melee''}}
*{{change|Down-Smash IASA timing altered to match Melee}}
*{{change|Forward-Air animation slightly adjusted to match ''Melee''}}
*{{change|Forward-Air animation slightly adjusted to match Melee}}
*{{buff|Turn-Grab grab boxes more closely match the animation, also allowing her to grab very low targets}}
*{{change|Turn-Grab grab boxes more closely match the animation, also allowing her to grab very low targets}}
*{{buff|Forward-Throw damage slightly increased}}
*{{change|Forward-Throw damage slightly increased}}
*{{buff|Down-Throw releases slightly faster and has a bit more knockback growth}}
*{{change|Down-Throw releases slightly faster and has a bit more knockback growth}}
*{{change|Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in ''Melee''}}
*{{change|Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in Melee}}
*{{change|Down-B graphical effects adjusted to better match the timing}}
*{{change|Down-B graphical effects adjusted to better match the timing}}
*{{change|Final Smash uses the new Light element effect}}
*{{change|Final Smash uses the new Light element effect}}


===v2.6b===
===2.6b===
*{{buff|Down-B (transform) is slightly faster}}
*{{buff|Down-B (transform) is slightly faster}}
*{{nerf|Jab3 hitboxes reduced in size to be more even and less disjointed}}
*{{nerf|Jab3 hitboxes reduced in size to be more even and less disjointed}}
*{{nerf|Down-B (transform) intangibility adjusted slightly and also not as interruptible as soon}}
*{{nerf|Down-B (transform) intangibility adjusted slightly and also not as interruptible as soon}}
*{{change|Entry animation polished}}
*{{change|Entry animation polished}}
*{{change|Forward-Tilt hitlag and SDI multipliers matched to ''Melee''}}
*{{change|Forward-Tilt hitlag and SDI multipliers matched to Melee}}
*{{change|Up-Tilt first hit SDI multiplier matched to ''Melee''}}
*{{change|Up-Tilt first hit SDI multiplier matched to Melee}}
*{{change|Turn-Grab animation shortened to match other Turn Grabs}}
*{{change|Turn-Grab animation shortened to match other Turn Grabs}}
===v3.5===
*{{nerf|IASA frames of Transform|1|7}}
*{{nerf|Inputs can no longer be buffered on end of midair Transform.}}
*{{change|[[Transform]]'s Gravity has been decreased.}}
*{{change|TransN values of dash attack have been adjusted to be more similar to the ''Melee'' version.}}
*{{change|Dash attack animation ends 9 frames earlier.}}
===v3.6===
*{{change|Forward aerial now has a motion trail that follows Sheik's slap.}}


==Moveset==
==Moveset==
Up to date as of version 3.6.
Up to date as of version 3.0.
 
{|class="wikitable"
{|class="wikitable"
! colspan=2| !!Name!!Damage!!Description
! !!Name!!Damage!!Description
|-
! colspan=2 rowspan=3 | Neutral attack
| rowspan=3 | || 4%|| rowspan=3 | Two quick swipes followed by a series of short jabs.
|-
|3%
|-
|-
|1% (loop)
!Neutral attack
| || 4% --> 3% --> 1%|| Two jab combo then infinite.
|-
|-
! colspan=2| Forward tilt
!Forward tilt
| || 7% || A quick roundhouse kick upwards. Its high speed and low knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. Possibly one of Sheik's best combo starters.
| || 7% || Kicks her leg in an arc. Its high speed and low knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. Possibly one of Sheik's best combo starters.
|-
|-
! colspan=2| Up tilt
!Up tilt
| || 8% (hit 1), 4% (hit 2) || Brings her leg up and quickly brings it down. Can hit on both the upswing and downswing.
| || 8% --> 4%|| Kicks up, and then lets her leg down.
|-
|-
! colspan=2| Down tilt
!Down tilt
| || 8% || Quickly sweeps her leg out in front of her. Has low vertical knockback, being a pretty good combo move.
| || 8% || Sheik does a quick spin, kicking the ground with her leg. Has low vertical knockback, being a pretty good combo move.
|-
|-
! colspan=2| Dash attack
!Dash attack
| || 10% (clean), 7% (late) || Performs a quick slash in front of her while coming to a stop. Has excellent [[juggling]] utility due to it little ending lag. Sends opponents up and behind her.
| || 10% (clean) 7% (late) || Slashes with her arms to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. Has two hitboxes inside each other, the 10 has priority.
|-
|-
! colspan=2| Forward smash
!Forward smash
| || {{ChargedSmashDmgSSBM|6}} (hit 1), {{ChargedSmashDmgSSBM|9}} (hit 2) || Sheik kicks forward twice, trapping the enemy with the first kick and launching them with the second kick. Below-average knockback.
| || {{ChargedSmashDmgSSBM|6}} --> {{ChargedSmashDmgSSBM|9}} || Sheik kicks in front of her twice, trapping the enemy in the first kick at low percentages and knocks them back with the second kick. Below-average knockback.
|-
|-
! colspan=2| Up smash
!Up smash
| || {{ChargedSmashDmgSSBM|16}} (sweetspot), {{ChargedSmashDmgSSBM|13}} (sourspot) || Sheik raises her arms over her head and quickly brings them down to her sides. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage. Both of Sheik's arms and her head are [[intangible]] while the hitboxes are active.
| || {{ChargedSmashDmgSSBM|17}}--> {{ChargedSmashDmgSSBM|13}} || Sheik raises her arms above her head holding them together and forcefully separates them to the left and right sides of her body. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage. A hit box is made on the hands (17) ~7 frames after releasing the charge.
|-
|-
! colspan=2| Down smash
!Down smash
| || {{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Gets on her back and does a break-dance style rotation. Can hit twice.
| || {{ChargedSmashDmgSSBM|13}} -->  {{ChargedSmashDmgSSBM|10}}--> {{ChargedSmashDmgSSBM|10}} || Sheik spins her body on the ground sticking her legs out. A hitbox is on her leg, then hits twice on feet.
|-
|-
! colspan=2| Neutral aerial
!Neutral aerial
| || 14% (clean sweetspot), 10% (clean sourspot), 9% (late) || Kicks forward with one leg. Has [[sex kick]] properties. Can KO opponents offstage at high percentages.
| || 14% (clean) 9% (late) || Kicks forward with one leg. Can KO opponents offstage at high percentages. The move waits two frames, creates 14 hitbox for two frames then turns it into lighter version.
|-
|-
! colspan=2| Forward aerial
!Forward aerial
| || 13% || Leans forward and quickly slashes downwards. Great finisher/edgeguarder with high knockback, and very deadly move offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if the player maneuvers correctly.
| || 13% || A quick swipe in front of her, great finisher/edgeguarder with high knockback, and very deadly offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if the player can maneuvers correctly. The hitbox is created after 4 frames, and stays for 3.
|-
|-
! colspan=2| Back aerial
!Back aerial
| || 14%/10% (clean right foot/leg), 8% (clean left leg), 10%/9% (late right foot/leg), 7%/6% (late left leg/body) || Kicks backward with her right leg. Has sex kick properties. Can KO opponents near the edge at around 140%.
| || [14%-10%]>[10%-6%] || Sheik kicks backward with her right leg. Can KO opponents near the edge at around 140%. Its hitbox deteriorates (like nAir).  Note: Foot:14 Leg:10 Other foot (the lower one): 8
|-
|-
! colspan=2| Up aerial
!Up aerial
| || 12% (clean), 9% (late) || Does a quick screwdriver kick upwards.
| || 12% (clean) 9% (late) || Sheik does a quick screwdriver kick upward. First hitbox (on frame 3) is 12 damage, deteriorated hitbox is 9.
|-
|-
! colspan=2| Down aerial
!Down aerial
| || 11% || Performs a downwards kick that has long ending lag.
| || 11% || A downwards kick with long ending lag. The hitbox (on frame 14) does 11 damage.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
! colspan=2| Grab
!Grab
| || &mdash; ||
| ||&mdash;|| Grabs  the enemy with one hand.
|-
|-
! colspan=2| Pummel
!Pummel
| || 3% || Hits opponent with her left elbow.
| || 3% || Punches the enemy with one hand.
|-
|-
! colspan=2| Forward throw
!Forward throw
| || 8% (hit), 2% (throw) || Launches her opponent forward with low horizontal knockback and hitstun.  
| || 10% || Launches her opponent forward with low horizontal knockback and hitstun.  
|-
|-
! colspan=2| Back throw
!Back throw
| || 6% (hit), 2% (throw) || Throws her opponent behind and kicks them away. Better knockback and hitstun than f-throw but otherwise weak.
| || 8% || Kicks opponent behind her. Better knockback and hitstun than f-throw but otherwise weak.
|-
|-
! colspan=2| Up throw
!Up throw
| || 6% (hit), 2% (throw) || Flips upside-down and kicks her opponent upwards with both of her feet.
| || 8% || Sheik flips upside-down and kicks the enemy with both of her feet.
|-
|-
! colspan=2| Down throw
!Down throw
| || 5% (hit), 3% (throw) || Throws her opponent on the ground, then performs an axe-kick knocking the opponent up into the air. Can reliably [[chain grab]] or [[tech chase]] many characters to high percentages, with a reliable KO option being a u-smash.  
| || 8% || Punches enemy to the ground. Can reliably chain grab or tech chase many characters to high percentages, with a reliable KO option being a u-smash.  
|-
|-
! colspan=2| Floor attack (front)  
!Floor attack (front)  
| || 6% || Gets up and kicks in front and back of herself.  
| || 6% || Gets up and punches in front then back of herself.  
|-
|-
! colspan=2| Floor attack (back)
!Floor attack (back)
| || 6% || Gets up and punches in front and back of herself.  
| || 6% || Gets up and punches in front them back of herself.  
|-
|-
! colspan=2| Floor attack (trip)
!Floor attack (trip)
| || 5% || Gets up and kicks in front and back of herself.
| || 5% || Gets up and kicks in front and back of herself.
|-
|-
! colspan=2| Edge attack (fast)
!Edge attack (fast)
| || 8% || Kicks back on the stage.  
| || 8% || Kicks back on the stage.  
|-
|-
! colspan=2| Edge attack (slow)
!Edge attack (slow)
| || 8% (body), 9% (arm) || Slowly does a similar attack to her fast ledge attack, except she goes knee first and thus the move has far less range.  
| || 9% || Slowly does a similar attack to her fast ledge attack, except she goes knee first and thus the move has far less range.  
|-
|-
! colspan=2| Neutral special
!Neutral special
| [[Needle Storm]] || 3% (per needle) (18% maximum) || Charges up needles, which can be fired by releasing the [[B button]]. The charge can be saved by pressing the shield button, and continued by pressing B again. They are quick to charge, travel fast and far when thrown, can cut through or stop most other projectiles in the game, and also have high hitstun and low knockback, making them good for distracting foes. They can even [[edgeguard]] characters easily and effectively. If used in the air, they travel roughly 45 degrees to the ground.
| Needle Storm || 3% - 18% || Charges up needles, which can be fired by releasing the B button. The charge can be saved by pressing the shield button, and continued by pressing B again. They are quick to charge, travel fast and far when thrown, can cut through or stop some projectiles, and also have high hitstun and low knockback, making them good for distracting foes. They can even edgeguard characters easily and effectively. If used in the air, they travel roughly 45 degrees to the ground.  
|-
|-
! colspan=2| Side special
!Side special
| [[Chain]] || 3% (chain), 5% (tip) || Pulls out a long metal chain and whips it around (controllable with the [[control stick]]). Does minor damage to opponents, and has an [[electric]] effect at the tip of the chain. Has high ending lag.
| Chain || 5% (release) 3% (swing) || Pulls out a long metal chain and whips it around (controllable with the Control Stick). Does minor damage to opponents, and an electric effect at the tip of the chain. Has low damage and high end lag.
|-
|-
! colspan=2| Up special
!Up special
| [[Vanish]] || 15% || Vanishes into the air, then reappears further in one direction, which can be controlled with the control stick. It does not travel as far as Zelda's [[Farore's Wind]], though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage.  
| Vanish || 15% || Vanishes into the air, then reappears further in one direction, which can be controlled with the Control Stick. It does not travel as far as Zelda's Farore's Wind, though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage.  
|-
|-
! colspan=2| Down special
!Down special
| [[Transform]] || &mdash; || Transforms into [[Zelda_(PM)|Zelda]].  
| Transform || 0% || Transforms into Zelda.  
|-
|-
! colspan=2| Final Smash
!Final Smash
| [[Light Arrow]] || 3% (hit 1), 45% (Light Arrow 1st opponent), 33% (2nd opponent), 25% (3rd opponent) || Sheik pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Launches opponents at a [[semi-spike]] angle.
| Light Arrow || 48% || When used, Sheik draws a large bow and sets an arrow. During this time, any characters in her line of sight will flinch. A second later, the Light Arrow is released, dealing significant damage and likely KO'ing the struck characters. The move goes through walls. Sheik's version of this move sends enemies at a more horizontal angle and does slightly more damage.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Darkatma|USA}}
 
*{{Sm|Drephen|USA}}
 
*{{Sm|Frootloop|USA}}
''See also: [[:Category:Sheik players (PM)]]''
*{{Sm|Hat|USA}}
*{{Sm|BlueZone|Canada}} - Placed 5th at [[Frozen Phoenix 2017]] using a combination of Sheik and Captain Falcon.
*{{Sm|Kels|USA}}
*{{Sm|dvd|USA}} - The best active Sheik main in the world. Currently rank #1 on [[PMRank 2023]].
*{{Sm|Mew2King|USA}}
*{{Sm|evil lesbian|USA}} - Sheik/Zelda dual main ranked #38 on [[PMRank 2023]].
*{{Sm|OkamiBW|USA}}
*{{Sm|Malachi|USA}} - Ranked 1st on [[PMRank 2019]] using Sheik. Has since switched to Zero Suit Samus.
*{{Sm|PartyGhoul|USA}} - Ranked #45 on [[PMRank 2023]].
*{{Sm|Suvir|USA}} - Ranked #24 on [[PMRank 2023]].


==Alternate costumes==
==Alternate costumes==
===Project M===
Sheik gained an alternate costume based off of her appearance in the Legend of Zelda: Ocarina of Time.  
Sheik gained an alternate costume based on her appearance in ''The Legend of Zelda: Ocarina of Time''. Sheik has the Triforce symbol in her right hand after getting a Final Smash with her Ocarina of Time costume.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Sheik Palette (PM).png|frame|center|Sheik's alternate costumes in PM]]
|colspan=8|[[Image:Sheik Palette (PM).png|frame|center|Sheik's alternate costumes in PM]]
|-
|-
|[[File:SheikHeadSSBB.png]]
|[[Image:SheikHeadSSBB.png]]
|[[File:SheikHeadRedSSBB.png]]
|[[Image:SheikHeadRedSSBB.png]]
|[[File:SheikHeadBlueSSBB.png]]
|[[Image:SheikHeadBlueSSBB.png]]
|[[File:SheikHeadPinkSSBB.png]]
|[[Image:SheikHeadPinkSSBB.png]]
|[[File:SheikHeadGreenSSBB.png]]
|[[Image:SheikHeadGreenSSBB.png]]
|[[File:SheikHeadBlackSSBB.png]]
|[[Image:SheikHeadBlackSSBB.png]]
|[[File:SheikHeadOoTPM.png]]
|[[Image:SheikHeadOoTPM.png]]
|}
|}
===Project+===
Sheik gained more alternate costumes, with most of them being reworked in Project+ 2.3.
*Light Blue: Based on a recolor from ''Smash 4'' and ''Ultimate''.
*Dark Blue: Inspired by Impa as she appeared in ''The Legend of Zelda: Skyward Sword''.
*Yellow:
*Red (OOT): Inspired by the Yiga Clan in ''The Legend of Zelda: Breath of the Wild''.
*Green (OOT):
*Blue (OOT):
*Indigo (OOT): A more accurate portrayal of Sheik's appearance as seen in official artwork for ''The Legend of Zelda: Ocarina of Time''.
*Dark Purple (OOT): A "Lorule" complementary costume for Zelda's Hilda-inspired recolor.
[[File:Sheik Palette (P+).png|800px|thumb|center|Sheik's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Sheik Z P+.png|160px]] [[File:Sheik R_P+.png|160px]]
'''Z-Secret Costume:''' Impa Sheik
'''R-Secret Costume:''' Hyrule Warriors Sheik


==Trivia==
==Trivia==
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==External links==
==External links==
*[https://www.reddit.com/r/SSBPM/comments/dsx6c2/labbing_discord_results_sheik/ Labbing Discord Tech Post]
*[http://projectmgame.com/en/characters/sheik Project M character page]


{{Project M}}
{{Project M}}
[[Category:Sheik]]
[[Category:Sheik]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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