Editing Sheik (PM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 95: | Line 95: | ||
{|class="wikitable" | {|class="wikitable" | ||
! | ! !!Name!!Damage!!Description | ||
|- | |- | ||
! | !Neutral attack | ||
| || 4% (hit 1), 3% (hit 2), 1% (hit 3 loop) || Two fast swipes followed by a series of rapid jabs. | |||
|- | |- | ||
| | !Forward tilt | ||
| || 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. | |||
|- | |- | ||
|1% ( | !Up tilt | ||
| || 8% (hit 1), 4% (hit 2) (12% total) || Kicks up, and then lets her leg down. | |||
|- | |- | ||
! | !Down tilt | ||
| || | | || 8% || Sheik does a quick spin, kicking the ground with her leg. Has low vertical knockback, being a pretty good combo move. | ||
|- | |- | ||
! | !Dash attack | ||
| || | | || 10% (clean), 7% (late) || Slashes with her arms to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. | ||
|- | |- | ||
! | !Forward smash | ||
| || | | || {{ChargedSmashDmgSSBM|6}} (hit 1), {{ChargedSmashDmgSSBM|9}} (hit 2) ({{ChargedSmashDmgSSBM|15}} total) || 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. | ||
|- | |- | ||
! | !Up smash | ||
| || | | || {{ChargedSmashDmgSSBM|17}} (sweetspot), {{ChargedSmashDmgSSBM|13}} (sourspot) || 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. | ||
|- | |- | ||
! | !Down smash | ||
| || {{ChargedSmashDmgSSBM| | | || {{ChargedSmashDmgSSBM|13}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hits 2-3) || Sheik spins her body on the ground sticking her legs out. | ||
|- | |- | ||
! | !Neutral aerial | ||
| || | | || 14% (clean sweetspot), 10% (clean sourspot), 9% (late) || Kicks forward with one leg. Can KO opponents offstage at high percentages. | ||
|- | |- | ||
! | !Forward aerial | ||
| | | | || 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. | ||
|- | |- | ||
! | !Back aerial | ||
| || 14% (clean | | || 14%/10% (clean right foot/leg), 8% (clean left leg), 10%/9% (late right foot/leg), 7%/6% (late left leg/body) || Sheik kicks backward with her right leg. Can KO opponents near the edge at around 140%. | ||
|- | |- | ||
! | !Up aerial | ||
| || | | || 12% (clean), 9% (late) || Sheik does a quick screwdriver kick upward. | ||
|- | |- | ||
! | !Down aerial | ||
| || 11% || A downwards kick with long ending lag. | |||
| || 11% || | |||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
! | !Grab | ||
| || — || | | || — || Grabs the enemy with one hand. | ||
|- | |- | ||
! | !Pummel | ||
| || 3% || | | || 3% || Punches the enemy with one hand. | ||
|- | |- | ||
! | !Forward throw | ||
| || 8% (hit), 2% (throw) || Launches her opponent forward with low horizontal knockback and hitstun. | | || 8% (hit), 2% (throw) (10% total) || Launches her opponent forward with low horizontal knockback and hitstun. | ||
|- | |- | ||
! | !Back throw | ||
| || 6% (hit), 2% (throw) || | | || 6% (hit), 2% (throw) (8% total) || Kicks opponent behind her. Better knockback and hitstun than f-throw but otherwise weak. | ||
|- | |- | ||
! | !Up throw | ||
| || 6% (hit), 2% (throw) || | | || 6% (hit), 2% (throw) (8% total) || Sheik flips upside-down and kicks the enemy with both of her feet. | ||
|- | |- | ||
! | !Down throw | ||
| || 5% (hit), 3% (throw) || | | || 5% (hit), 3% (throw) (8% total) || 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. | ||
|- | |- | ||
! | !Floor attack (front) | ||
| || 6% || Gets up and | | || 6% || Gets up and punches in front then back of herself. | ||
|- | |- | ||
! | !Floor attack (back) | ||
| || 6% || Gets up and punches in front | | || 6% || Gets up and punches in front them back of herself. | ||
|- | |- | ||
! | !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. | ||
|- | |- | ||
! | !Edge attack (fast) | ||
| || 8% || Kicks back on the stage. | | || 8% || Kicks back on the stage. | ||
|- | |- | ||
! | !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. | | || 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. | ||
|- | |- | ||
! | !Neutral special | ||
| [[Needle Storm]] || 3% (per needle) (18% maximum) || Charges up needles, which can be fired by releasing the | | [[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 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. | ||
|- | |- | ||
! | !Side special | ||
| [[Chain]] || 3% ( | | [[Chain]] || 5% (release), 3% (swing), 5% (tip) || 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. | ||
|- | |- | ||
! | !Up special | ||
| [[Vanish]] || 15% || Vanishes into the air, then reappears further in one direction, which can be controlled with the | | [[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. | ||
|- | |- | ||
! | !Down special | ||
| [[Transform]] || | | [[Transform]] || || Transforms into [[Zelda_(PM)|Zelda]]. | ||
|- | |- | ||
! | !Final Smash | ||
| [[Light Arrow]] || 3% ( | | [[Light Arrow]] ||3% (trapping), 45% (arrow) (48% total) || 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. | ||
|} | |} | ||