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== | ||
Sheik falls under the same archetype she | <!--attributes paragraph--> | ||
Sheik falls under the same archetype she had 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 Needles which allows her to camp very well. Sheik also has very fast ground movement, which complements her combo game minorly and allows her to chase down opponents essily. Her fast falling speed also grants her excellent vertical endurance despite her light weight, potentially making her difficult to KO. | |||
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 | 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. | ||
However, Sheik's strengths generally overpower her flaws and this results in dominant tournament results. Because of the harsher environment | However, Sheik's strengths generally overpower her flaws and this results in dominant tournament results. Because of the harsher environment, 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|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| | *{{Sm|Plup|USA}} | ||
==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)]] |