Editing Sheik (PM)
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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Sheik | |name = Sheik | ||
|image | |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. | [[Image:OoT Sheik PM.png|thumb|right|Sheik's Ocarina of Time Costume in Project M 3.5]] | ||
'''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== | ||
<!--attributes paragraph--> | |||
===Changes from ''Melee'' to PM=== | |||
====Attributes==== | |||
== | |||
=== | |||
*{{buff|Retains both [[crawl]] and [[wall cling]] abilities from ''Brawl''.}} | *{{buff|Retains both [[crawl]] and [[wall cling]] abilities from ''Brawl''.}} | ||
===Ground Attacks=== | ====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| | *{{buff|Up tilt deals slightly more damage.}} | ||
*{{buff|Forward smash | *{{buff|Forward smash deals slightly higher damage and no longer has a hitbox that sends foes behind.}} | ||
* | **{{nerf|It now has less KO potential.}} | ||
*{{nerf| | |||
=== | ====Throws==== | ||
*{{ | *{{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.}} | ||
*{{buff|Down throw's animation happens much faster, giving the opponent less time to react with appropriate [[DI]].}} | |||
*{{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''.}} | |||
= | ====Special moves==== | ||
===Special moves=== | |||
*{{buff|[[Needle Storm|Needles]] can deal maximum damage when fully charged even when closer-up.}} | *{{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.}} | *{{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.}} | ||
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==Revisions== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{ | *{{change|Sheik's recovery A.I has been improved}} | ||
*{{change|Sheik's wavedash animation now properly matches | *{{change|Sheik's wavedash animation now properly matches Melee}} | ||
===v2.5b=== | ===v2.5b=== | ||
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*{{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}} | ||
*{{ | *{{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 | *{{change|Dash-Attack animation matched to Melee}} | ||
*{{change|Down-Smash animation adjusted to better match | *{{change|Down-Smash animation adjusted to better match Melee}} | ||
*{{change|Down-Smash IASA timing altered to match | *{{change|Down-Smash IASA timing altered to match Melee}} | ||
*{{change|Forward-Air animation slightly adjusted to match | *{{change|Forward-Air animation slightly adjusted to match Melee}} | ||
*{{ | *{{change|Turn-Grab grab boxes more closely match the animation, also allowing her to grab very low targets}} | ||
*{{ | *{{change|Forward-Throw damage slightly increased}} | ||
*{{ | *{{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 | *{{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}} | ||
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*{{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 | *{{change|Forward-Tilt hitlag and SDI multipliers matched to Melee}} | ||
*{{change|Up-Tilt first hit SDI multiplier matched to | *{{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}} | ||
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*{{nerf|Inputs can no longer be buffered on end of midair Transform.}} | *{{nerf|Inputs can no longer be buffered on end of midair Transform.}} | ||
*{{change|[[Transform]]'s Gravity has been decreased.}} | *{{change|[[Transform]]'s Gravity has been decreased.}} | ||
*{{change|TransN values of dash attack have been adjusted to be more similar to the | *{{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.}} | *{{change|Dash attack animation ends 9 frames earlier.}} | ||
==Moveset== | ==Moveset== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Darkatma|USA}} | |||
*{{Sm|Drephen|USA}} | |||
*{{Sm|Frootloop|USA}} | |||
*{{Sm|HAT|USA}} | |||
*{{Sm| | *{{Sm|Kels|USA}} | ||
*{{Sm| | *{{Sm|Mew2King|USA}} | ||
*{{Sm| | *{{Sm|OkamiBW|USA}} | ||
*{{Sm| | *{{Sm|Plank|USA}} | ||
*{{Sm| | *{{Sm|Umbreon|USA}} | ||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
Sheik gained an alternate costume based off of her appearance in the Legend of Zelda: Ocarina of Time. | |||
Sheik gained an alternate costume based | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Sheik Palette (PM).png|frame|center|Sheik's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:SheikHeadSSBB.png]] | ||
|[[ | |[[Image:SheikHeadRedSSBB.png]] | ||
|[[ | |[[Image:SheikHeadBlueSSBB.png]] | ||
|[[ | |[[Image:SheikHeadPinkSSBB.png]] | ||
|[[ | |[[Image:SheikHeadGreenSSBB.png]] | ||
|[[ | |[[Image:SheikHeadBlackSSBB.png]] | ||
|[[ | |[[Image:SheikHeadOoTPM.png]] | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
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==External links== | ==External links== | ||
*[ | *[http://projectmgame.com/en/characters/sheik Project M character page] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Sheik]] | [[Category:Sheik]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |