Editing Sheik (PM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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"
! colspan=2| !!Name!!Damage!!Description
! !!Name!!Damage!!Description
|-
|-
! colspan=2 rowspan=3 | Neutral attack
!Neutral attack
| rowspan=3 | || 4%|| rowspan=3 | Two quick swipes followed by a series of short jabs.
| || 4% (hit 1), 3% (hit 2), 1% (hit 3 loop) || Two fast swipes followed by a series of rapid jabs.
|-
|-
|3%
!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% (loop)
!Up tilt
| || 8% (hit 1), 4% (hit 2) (12% total) || Kicks up, and then lets her leg down.
|-
|-
! colspan=2| Forward tilt
!Down 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.
| || 8% || Sheik does a quick spin, kicking the ground with her leg. Has low vertical knockback, being a pretty good combo move.
|-
|-
! colspan=2| Up tilt
!Dash attack
| || 8% (hit 1), 4% (hit 2) || Brings her leg up and quickly brings it down. Can hit on both the upswing and downswing.
| || 10% (clean), 7% (late) || Slashes with her arms to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her.
|-
|-
! colspan=2| Down tilt
!Forward smash
| || 8% || Quickly sweeps her leg out in front of her. Has low vertical knockback, being a pretty good combo move.
| || {{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.
|-
|-
! colspan=2| Dash attack
!Up smash
| || 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.
| || {{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.
|-
|-
! colspan=2| Forward smash
!Down 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|13}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hits 2-3) || Sheik spins her body on the ground sticking her legs out.
|-
|-
! colspan=2| Up smash
!Neutral aerial
| || {{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.
| || 14% (clean sweetspot), 10% (clean sourspot), 9% (late) || Kicks forward with one leg. Can KO opponents offstage at high percentages.
|-
|-
! colspan=2| Down smash
!Forward aerial
| || {{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Gets on her back and does a break-dance style rotation. Can hit twice.
| || 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.
|-
|-
! colspan=2| Neutral aerial
!Back 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%/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%.
|-
|-
! colspan=2| Forward aerial
!Up 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.
| || 12% (clean), 9% (late) || Sheik does a quick screwdriver kick upward.
|-
|-
! colspan=2| Back aerial
!Down 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%.
| || 11% || A downwards kick with long ending lag.
|-
! colspan=2| Up aerial
| || 12% (clean), 9% (late) || Does a quick screwdriver kick upwards.
|-
! colspan=2| Down aerial
| || 11% || Performs a downwards kick that has long ending lag.
<!--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.  
| || 8% (hit), 2% (throw) (10% total) || 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.
| || 6% (hit), 2% (throw) (8% total) || 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.
| || 6% (hit), 2% (throw) (8% total) || 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.  
| || 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.  
|-
|-
! 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.  
| || 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.  
|-
|-
! 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% (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.  
|-
|-
! 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), 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.
|-
|-
! 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]] || || Transforms into [[Zelda_(PM)|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]] ||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.
|}
|}


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)