Editing Sheik (SSB4)

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Sheik is a character that, as a ninja of sorts, fits the "hit-and-run" character archetype. One of Sheik's greatest strengths is her overall mobility, being among the best in the game both grounded and aerial, boasting the fifth fastest [[walk]]ing speed, eighth fastest [[run]]ning speed, above average [[traction]], high [[air speed]] and [[air acceleration]], and the tenth fastest [[falling speed]]. She also has high [[gravity]], which makes her mobility better, but leaves her more vulnerable to vertical knockback. However, she is also the eleventh [[weight|lightest]] character; when coupled with her gravity and tall height, these traits collectively make her very susceptible to combos. Her crouch is also very low, making her difficult to hit when doing so. Sheik can also wall cling and crawl.
Sheik is a character that, as a ninja of sorts, fits the "hit-and-run" character archetype. One of Sheik's greatest strengths is her overall mobility, being among the best in the game both grounded and aerial, boasting the fifth fastest [[walk]]ing speed, eighth fastest [[run]]ning speed, above average [[traction]], high [[air speed]] and [[air acceleration]], and the tenth fastest [[falling speed]]. She also has high [[gravity]], which makes her mobility better, but leaves her more vulnerable to vertical knockback. However, she is also the eleventh [[weight|lightest]] character; when coupled with her gravity and tall height, these traits collectively make her very susceptible to combos. Her crouch is also very low, making her difficult to hit when doing so. Sheik can also wall cling and crawl.


Aside from her excellent mobility, another of Sheik's greatest strengths is her nearly unrivaled frame data. Her moves have generally negligible amounts of startup and ending lag, making her extremely difficult to punish properly, and this is supplemented by the good range of her moveset. She also has an excellent projectile in [[Needle Storm]], with the needles being fast and long-ranged (covering about half of [[Final Destination]]), possessing [[transcendent priority]], and causing [[hitstun]]. Coupled with her range, her needles give her a strong camping ability. Overall, her mobility, projectile game, range and frame data all combined form her greatest strength: her outstanding neutral game. She can play both defensively, by pressuring and zoning from afar without much trouble, or aggressively, with her fast attack speed giving her an unpredictable approach. Sheik can poke and pressure her opponents with her aerials and tilts, all of which are safe options. If they choose to drop their shield, they are wide open to these attacks. At the same time, holding one's shield presents her with an opportunity to grab and use her throw set-ups.
Aside from her excellent mobility, another of Sheik's greatest strengths is her nearly-unrivaled frame data. Her moves have generally negligible amounts of startup and ending lag, making her extremely difficult to punish properly, and this is supplemented by the good range of her moveset. She also has an excellent projectile in [[Needle Storm]], with the needles being fast, long-ranged (covers about half of [[Final Destination]]), possessing [[transcendent priority]], and causing [[hitstun]]. Coupled with her range, her needles give her a strong camping ability. Overall, her mobility, projectile game, range and frame data all combined form her greatest strength: her outstanding neutral game. She can play both defensively, by pressuring and zoning from afar without much trouble, or aggressively, with her fast attack speed giving her an unpredictable approach. Sheik can poke and pressure her opponents with her aerials and tilts, all of which are safe options. If they choose to drop shield, they are wide open to these attacks. At the same time, holding shield presents her with an opportunity to grab and use her throw set-ups.


Sheik's excellent frame data, combined with the low power of many of her moves, gives her among the best combo abilities in the game. Her throws can easily lead into other attacks, with her forward and down throws being particularly effective at starting combos, as they can set up long chains of forward aerials, with her up aerial and Bouncing Fish being useful combo finishers. Her combos are not limited to her air game; all of her tilts can start and extend combos since they send opponents into the air, and can confirm into aerials; her forward tilt, particularly, can chain into itself at lower percentages, and has reliable follow-ups all the way into KO percents as well. Her down tilt, while not chaining into itself as effectively, has even lower power, giving her access to KO confirms as well. She also boasts an effective jab cancel that leads into her tilts. With proper spacing and timing, she can even perform pseudo-[[chain grab]]s.
Sheik's excellent frame data, combined with the low power of many of her moves, gives her among the best combo abilities in the game. Her throws can easily lead into other attacks, with her forward and down throws being particularly effective at starting combos, as they can set up long chains of forward aerials, with her up aerial and Bouncing Fish being useful combo finishers. Her combos are not limited to her air game; all of her tilts can start and extend combos since they send opponents into the air, and can confirm into aerials; her forward tilt particularly, can chain into itself at lower percentages, and has reliable follow-ups all the way into KO percents as well. Down tilt, while not chaining into itself as effectively, has even lower power, giving her access to KO confirms as well. She also boasts an effective jab cancel that leads into her tilts. With proper spacing and timing, she can even perform pseudo-[[chain grab]]s.


All aspects of Sheik's moveset are solid overall. A sole few number of her aerial moves possess great versatility; her forward aerial, in particular, has little startup, decent ending lag, auto-cancels in a short hop fast fall, and has slightly disjointed range, making it an all-purpose move: it can be used to approach, pressure, combo and set up edge-guards. Sheik's neutral aerial is her fastest one, allowing her to break out of combos and finish or extend hers, notably into [[Bouncing Fish]]. Her up aerial is her strongest one of her aerial moveset, and also sends opponents into a great angle for juggling, both of which give it good utility at both KOing and finishing combos. Her back aerial is her second strongest one, though due to its low damage output, it is overall best suited for [[edge-guarding]] and ending a combo. It also has the longest range of Sheik's aerials, and when fast-falled and sweetspotted (at the foot), it is even safer on shield than her forward aerial.
All aspects of Sheik's moveset are solid overall. A sole few number of her aerial moves possess great versatility; forward aerial in particular, has little startup, decent ending lag, auto-cancels in a short hop fast fall, and has slightly disjointed range, making it an all-purpose move: it can be used to approach, pressure, combo and set up edge-guards. Neutral aerial is her fastest one, allowing her to break out of combos and finish or extend hers, notably into [[Bouncing Fish]]. Up aerial is her strongest one of her aerial moveset, and also sends opponents into a great angle for juggling, both of which give it good utility at both KOing and finishing combos. Her back aerial is her second strongest one, though due to its low damage output, it is overall best suited for [[edge-guarding]] and ending a combo. It also has the longest range of Sheik's aerials, and when fast-falled and sweetspotted (at the foot), it is even safer on shield than her forward aerial.


Outside of her Needle Storm, Sheik's special moveset also possesses good utility: her up special, [[Vanish]], grants her invincibility and invisibility, making it hard for the opponent to predict where she will appear. It also has a hitbox on disappearance that is decently strong, and another one and a windbox when she reappears, making it nigh-impossible to punish. Meanwhile, her down special, Bouncing Fish, is famous for being her primary KO move, being similar to [[Flip Jump]] on some regards: it deals good damage with high knockback scaling, has KO confirms on it from her neutral aerial (both clean and late), forward aerial and aerial Needle Storm, and is safe on shield if it hits. Both Vanish and Bouncing Fish also conform Sheik's last strength in her recovery, as they make it versatile and extendable, both of them and can be used in tandem with each other, and they are difficult and risky to intercept, as they both deal high knockback enough to interrupt an edge-guard. Combined with her wall jump, this makes Sheik hard to edge-guard or gimp, without disabling her midair jump, and enables her to reverse edge-guard effectively.
Outside of her Needle Storm, Sheik's special moveset also possesses good utility: her up special, [[Vanish]], grants her invincibility and invisibility, making it hard for the opponent to predict where she will appear. It also has a hitbox on disappearance that is decently strong, and another one and a windbox when she reappears, making it nigh-impossible to punish. Meanwhile, her down special Bouncing Fish, is famous for being her primary KO move, being similar to [[Flip Jump]] on some regards: it deals good damage with high knockback scaling, has KO confirms on it from her neutral aerial (both clean and late), forward aerial and aerial Needle Storm, and is safe on shield if it hits. Both Vanish and Bouncing Fish also conform Sheik's last strength in her recovery, as they make it versatile and extendable, both of them and can be used in tandem with each other, and they are difficult and risky to intercept, as they both deal high knockback enough to interrupt an edge-guard. Combined with her wall jump, this makes Sheik hard to edge-guard or gimp, without disabling her midair jump, and enables her to reverse edge-guard effectively.


However, despite having immense strengths, Sheik still has notable flaws. The most notable of them is her frailty: despite her recovery being amazing, in a similar vein to {{SSB4|Fox}}, her on-stage endurance is fairly weak, succumbing to strong enough blows, whereas her above average height, high falling speed and gravity make her easy to combo. This is further compounded by her poor damage output overall: despite her strong damage racking ability, she requires very long strings of attacks to deal the same amount of damage that super-heavyweight characters such as {{SSB4|Bowser}} and {{SSB4|Donkey Kong}} can inflict in noticeably fewer hits. While the low damage and power on her moves grant her an awesome combo game, Sheik also struggles to secure her opponent's stock. She has a few moves with high knockback, but she has difficulty landing them; her up smash has a powerful first hit on her arms as she rises them, but it is hard to land outside of a read or confirm, and is hampered by its much weaker second hit as she lowers her arms. Her forward and down smashes are among the weakest smash attacks of their kind, and they have punishable ending lag as well. In the air, she is limited to using her up aerial or Bouncing Fish to KO, and even then, they must be relatively close to the blast lines for maximum effectiveness, since her other aerial attacks do not KO until 200% or more, and are otherwise only useful for edge-guarding and gimping characters with particularly weak or linear recoveries. Furthermore, her overall below-average grab game has no throws that can KO reliably, and her aforementioned forward and down throws have too much knockback for truly reliable KO set-ups. With all of this working against her, it is not uncommon for her opponents to survive in excess of 150%. Lastly, the introduction to [[rage]] hinders Sheik: without rage, she often has trouble KOing, though as her rage increases, her combo game is slowly hindered, which when combined with her poor damage output, can make bringing an opponent to KO percents difficult. Besides, this also brings opponents to a high level enough of rage to KO Sheik herself with a strong enough move.
However, despite having immense strengths, Sheik still has notable flaws. The most notable of them is her frailty: despite her recovery being amazing, in a similar vein to {{SSB4|Fox}}, her on-stage endurance is fairly weak, succumbing to strong enough blows, whereas her above average height, high falling speed and gravity make her easy to combo. This is further compounded by her poor damage output overall: despite her strong damage racking ability, she requires very long strings of attacks to deal the same amount of damage that super-heavyweight characters such as {{SSB4|Bowser}} and {{SSB4|Donkey Kong}} can inflict in noticeably fewer hits. While the low damage and power on her moves grant her an awesome combo game, Sheik also struggles to secure her opponent's stock. She has a few moves with high knockback, but she has difficulty landing them; her up smash has a powerful first hit on her arms as she rises them, but it is hard to land outside of a read or confirm, and is hampered by its much weaker second hit as she lowers her arms. Her forward smash and her down smash are among the weakest smash attacks of their kind, and they have punishable ending lag as well. In the air, she is limited to using her up aerial or Bouncing Fish to KO, and even then they must be relatively close to the blast lines for maximum effectiveness, since her other aerial attacks do not KO until 200% or more, and are otherwise only useful for edge-guarding and gimping characters with particularly weak or linear recoveries. Furthermore, her overall below average grab game has no throws that can KO reliably, and her aforementioned forward and down throws have too much knockback for truly reliable KO set-ups. With all of this working against her, it is not uncommon for her opponents to survive in excess of 150%. Lastly, the introduction to [[rage]] hinders Sheik: without rage, she often has trouble KOing, though as her rage increases, her combo game is slowly hindered, which when combined with her poor damage output, it can make bringing an opponent to KO percents difficult. Besides, this also brings opponents to a high level enough of rage to KO Sheik herself with a strong enough move.


Other weaknesses include a few moves that have very low utility, despite Sheik's moveset versatility. These include her down aerial, which is the slowest of her aerial moveset, has the highest landing lag, and is a [[stall-then-fall]], which give it the lowest utility of Sheik's aerial moveset despite it [[meteor smash]]ing on contact. Her smash attacks are difficult to land overall and, outside of her up smash's sweet spot, have little KO power. Lastly, Burst Grenade has a slow explosion, renders Sheik helpless if performed while airborne, and has only situational usage on edge-guarding predictable recoveries (such as {{SSB4|Little Mac}}) and extending the damage of a hard punish.
Other weaknesses include a few moves that have very low utility, despite Sheik's moveset versatility. These include her down aerial, which is the slowest of her aerial moveset, has the highest landing lag and is a [[stall-then-fall]], which give it the lowest utility of Sheik's aerial moveset despite it [[meteor smash]]ing on contact. Her smash attacks are difficult to land overall and, outside of up smash's sweet spot, have little KO power. Lastly, Burst Grenade has a slow explosion, renders Sheik helpless if performed while airborne, and has only situational usage on edge-guarding predictable recoveries (such as {{SSB4|Little Mac}}) and extending the damage of a hard punish.


Sheik benefits a good amount from her custom moves. Penetrating Needles only shoots three needles instead of six and has less range, but it deals extra [[shield damage]], granting her a new pressuring option. Gravity Grenade loses the suction effect, but the grenade can be thrown much farther and pulls enemies towards Sheik, allowing multiple follow-up opportunities. Pisces, while having a much more shallow flip, removing her forward throw combo, gains more horizontal distance, is faster, has little lag if the follow-up attack is not executed, and is significantly stronger, being able to KO 59% earlier than the default Bouncing Fish. Her other custom moves, like Paralyzing Needle and Abyss, are slightly riskier, yet more rewarding than Needle Storm and Vanish.
Sheik benefits a good amount from her custom moves. Penetrating Needles only shoots three needles instead of six and has less range, but it deals extra [[shield damage]], granting her a new pressuring option. Gravity Grenade loses the suction effect, but the grenade can be thrown much farther and pulls enemies towards Sheik, allowing multiple follow-up opportunities. Pisces, while having a much more shallow flip, removing her forward throw combo, gains more horizontal distance, is faster, has little lag if the follow-up attack is not executed, and is significantly stronger, being able to KO 59% earlier than the default Bouncing Fish. Her other custom moves, like Paralyzing Needle and Abyss, are slightly riskier, yet more rewarding than Needle Storm and Vanish.


All in all, Sheik's strengths outweigh her weaknesses, to the point that she has some of the highest tournament representation of any character in ''SSB4''. By extension, her playerbase includes the likes of {{Sm|Mr. R}}, {{Sm|VoiD}}, and {{Sm|Vinnie}}, who are considered to be among the best players in the world. However, Sheik's nerfs from version [[1.1.5]] have slightly affected her standings and representation compared to other characters.
All in all, Sheik's strengths outweigh her weaknesses, to the point that she has some of the highest tournament representation of any character in ''SSB4''. By extension, her playerbase includes the likes of {{Sm|Mr. R}}, {{Sm|VoiD}}, and {{Sm|Vinnie}}, who are considered to be among the best players in the world. However, Sheik's nerfs from [[1.1.5]] have slightly affected her standings and representation compared to other characters.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Sheik has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. The partial reversion to some of her attacks and the outright updating of others have restored many of her options that she lost in ''Brawl'', while changes to gameplay mechanics also greatly benefit her restored strengths. For example, Sheik's grab game has regained much of its utility because of synchronization between such changes: her grabs and back throw have less ending lag, which grants the latter combo potential, whereas her forward and down throws greatly benefit from both their altered angles and the changes to [[hitstun canceling]]. The removal of [[chain grab]]bing also heavily benefits her, as she was previous extremely vulnerable to them.
Sheik has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. The partial reversion to some of her attacks and the outright updating of others have restored many of her options that she lost in ''Brawl'', while changes to gameplay mechanics also greatly benefit her restored strengths. For example, Sheik's grab game has regained much of its utility because of synchronization between such changes: her grabs and back throw have less ending lag, which grants the latter combo potential, whereas forward and down throws greatly benefit from both their altered angles and the changes to [[hitstun canceling]]. The removal of [[chain grab]]bing also heavily benefits her as she was previous extremely vulnerable to them.


Sheik's special moveset has also largely improved: [[Needle Storm]] has increased knockback and travels faster (although the move has seen various nerfs as well); [[Vanish]]'s reappearance is safer thanks to it receiving a hitbox alongside its [[windbox]]; and her new special moves, [[Burst Grenade]] and [[Bouncing Fish]], provide greater utility than [[Chain]] and [[Transform]] respectively. Sheik also benefits greatly from the changes to [[pivoting]], which improves her grounded mobility, allows her to extend combos with her tilt attacks, and improves Needle Storm's [[mindgame]] potential. Although Sheik's KO potential is not as potent as it was in ''Melee'', it has nevertheless improved, thanks to the increased knockback scaling on her smash attacks and up aerial, as well as the additions of Bouncing Fish, the changes to [[DI]], the removal of [[momentum canceling]] and the introduction of the [[rage]] mechanic.
Sheik's special moveset has also largely improved: [[Needle Storm]] has increased knockback and travels faster (although the move has seen various nerfs as well); [[Vanish]]'s reappearance is safer thanks to it receiving a hitbox alongside its [[windbox]]; and her new special moves, [[Burst Grenade]] and [[Bouncing Fish]], provide greater utility than [[Chain]] and [[Transform]] respectively. Sheik also benefits greatly from the changes to [[pivoting]], which improves her grounded mobility, allows her to extend combos with her tilt attacks, and improves Needle Storm's [[mindgame]] potential. Although Sheik's KO potential is not as potent as it was in ''Melee'', it has nevertheless improved, thanks to the increased knockback scaling on her smash attacks and up aerial, as well as the additions of Bouncing Fish, the changes to [[DI]], the removal of [[momentum canceling]] and the introduction of the [[rage]] mechanic.


In addition to her moveset, Sheik mobility has also improved, as her [[walk]]ing, [[dash]]ing, and most significantly her [[air speed]]s are much faster. While her dash speed saw a fairly standard increase to its speed which most returning veterans received, her air speed saw a much higher increase, going from being fairly poor to being very high. It is especially useful in two ways: it now enables her aerial combo game to flow much more fluidly, which is especially evident with her forward aerial's altered properties, and it significantly improves her recovery alongside Bouncing Fish's horizontal travel distance, and the removal of [[edge-hogging]].
In addition to her moveset, Sheik mobility has also improved, as her [[walk]]ing, [[dash]]ing, and most significantly her [[air speed]]s are much faster. While her dash speed saw a fairly standard increase to its speed which most returning veterans received, her air speed saw a much higher increase going from being fairly poor to being very high. It is especially useful in two ways: it now enables her aerial combo game to flow much more fluidly, which is especially evident with her forward aerial's altered properties, and it significantly improves her recovery alongside Bouncing Fish's horizontal travel distance, and the removal of [[edge-hogging]].


However, Sheik also received a few nerfs, some of which are due to gameplay changes. The removal of [[DACUS]] significantly weakens her up smash's versatility, while her up smash itself is slower and weaker. Sheik's forward tilt was also considerably nerfed, as it was her most oppressive move in ''Brawl''. Although it is still a very useful combo starter, its combo potential was nevertheless worsened due to its increased knockback and ending lag. On top of this, her already below-average damage output has lowered even further, which forces players to rely on combos to rack up damage before attempting to score a KO. While most characters had their damage output nerfed, Sheik's was reduced even more than most returning veterans. Her overall frame data is also slightly worse, although it still remains among the best in the game.
However, Sheik also received a few nerfs, some of which are due to gameplay changes. The removal of [[DACUS]] significantly weakens her up smash's versatility while her up smash itself is slower and weaker. Sheik's forward tilt was also considerably nerfed as it was her most oppressive move in ''Brawl''. Although it is still a very useful combo starter, its combo potential was nevertheless worsened due to its increased knockback and ending lag. On top of this, her already below average damage output has lowered even further, which forces players to rely on combos to rack up damage before attempting to score a KO. While most characters had their damage output nerfed, Sheik's was reduced even more than most returning veterans. Her overall frame data is also slightly worse although it still remains among the best in the game.


Despite rage alleviating Sheik's KO potential, it also offsets her combo game at medium to high percentages, and her unimpressive endurance means that she cannot utilize it as consistently or effectively as other characters, while they can easily use rage to kill her even earlier. Combined with the fact that she does not have a powerful ladder combo, kill confirm at low percents, or a move with extremely high set knockback, this makes her one of the characters who benefits the least from rage. Lastly, game updates have nerfed Sheik in certain ways, with update [[1.1.5]] most notably removing many of her 50/50 KO mix-ups.
Despite rage alleviating Sheik's KO potential, it also offsets her combo game at medium to high percentages, and her unimpressive endurance means that she cannot utilize it as consistently or effectively as other characters while they can easily use rage to kill her even earlier. When combined with the fact that she does not have a powerful ladder combo, kill confirm at low percents or a move with extremely high set knockback, this makes her one of the characters who benefits the least from rage. Lastly, game updates have nerfed Sheik in certain ways, with update [[1.1.5]] most notably removing many of her 50/50 KO mix-ups.


Despite these noticeable flaws, Sheik's buffs significantly outweigh her nerfs, and the new mechanics help her much more than they hinder her, since they either alleviate or outright remove the main flaws she had in the previous game, while further increasing her strengths. Because of this, she was regarded by many as the best character in the game, especially after {{SSB4|Diddy Kong}} was nerfed significantly more than her in updates [[1.0.6]] and [[1.0.8]]. Despite her former dominance, update [[1.1.4]] added {{SSB4|Bayonetta}} and 1.1.5 nerfed Sheik significantly. As a result, Sheik's results dropped, and she is no longer considered to be the best character in the game, although she is still widely regarded as a top tier.
Despite these noticeable flaws, Sheik's buffs significantly outweigh her nerfs and the new mechanics help her much more than they hinder her since they either alleviate or outright remove the main flaws she had in the previous game while further increasing her strengths. Because of this, she was regarded by many as the best character in the game especially after {{SSB4|Diddy Kong}} was nerfed significantly more than her in updates [[1.0.6]] and [[1.0.8]]. Despite her former dominance, update [[1.1.4]] added {{SSB4|Bayonetta}} and 1.1.5 nerfed Sheik significantly. As a result, Sheik's results dropped and she is no longer considered to be the best character in the game although she is still widely regarded as a top tier.


===Aesthetics===
===Aesthetics===
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*{{change|Sheik has a new idle animation. However, she reverts to her idle animation from ''Brawl'' while holding a small [[item]] and briefly when transitioning to her idle animation after using a move.}}
*{{change|Sheik has a new idle animation. However, she reverts to her idle animation from ''Brawl'' while holding a small [[item]] and briefly when transitioning to her idle animation after using a move.}}
*{{change|Sheik has a new [[victory pose]]. She now performs her forward tilt and then immediately performs her down smash. It replaces her contemplative victory pose.}}
*{{change|Sheik has a new [[victory pose]]. She now performs her forward tilt and then immediately performs her down smash. It replaces her contemplative victory pose.}}
* {{change|Due to the removal of [[Transform]], Sheik's [[on-screen appearance]] has altered visual and sound effects; it now emits a whirl of smoke, rather than a magical sparkle and the Transform sound effect.}}
*{{change|Due to the removal of [[Chain]], side taunt's visual effects have changed. Sheik now brandishes the {{s|wikipedia|tripwire}} she uses for her new side special, [[Burst Grenade]].}}
*{{change|Due to the removal of [[Chain]], Sheik's side taunt's visual effects have changed. Sheik now brandishes the {{s|wikipedia|tripwire}} she uses for her new side special, [[Burst Grenade]].}}
*{{change|Sheik's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Sheik's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


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*{{buff|Sheik [[dash]]es faster (1.92 → 2.016).}}
*{{buff|Sheik [[dash]]es faster (1.92 → 2.016).}}
*{{buff|Sheik's [[air speed]] is much faster (0.846 → 1.1), even relative to returning veterans, going from the 10th slowest out of 39 characters to now being tied for the 14th fastest out of 58 characters.}}
*{{buff|Sheik's [[air speed]] is much faster (0.846 → 1.1), even relative to returning veterans, going from the 10th slowest out of 39 characters to now being tied for the 14th fastest out of 58 characters.}}
*{{change|Sheik's [[air friction]] is lower (0.021 → 0.015). This makes her travel further from an aerial [[grab release]], making her less susceptible to followups, but making her take longer to halt her momentum in the air.}}
*{{change|Sheik's [[air friction]] is lower (0.021 → 0.015). This makes her travel further from an aerial [[grab release]] making her less susceptible to followups but makes her take longer to halt her momentum in the air.}}
*{{change|Sheik falls faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{change|Sheik falls faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{change|Sheik's gravity is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her endurance, makes her more susceptible to combos and reduces the height of her jumps.}}
*{{change|Sheik's gravity is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her endurance, makes her more susceptible to combos and reduces the height of her jumps.}}
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*{{nerf|Sheik's rolls (frames 4-19 → 4-15), air dodge (frames 4-29 → 2-25) and spot dodge (frames 2-20 → 2-15) all have a shorter duration.}}
*{{nerf|Sheik's rolls (frames 4-19 → 4-15), air dodge (frames 4-29 → 2-25) and spot dodge (frames 2-20 → 2-15) all have a shorter duration.}}
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Sheik is no longer connected to {{SSB4|Zelda}} via [[Transform]] or [[character selection screen]] input.}}<ref name="Direct"/>
*{{change|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Sheik is no longer connected to {{SSB4|Zelda}} via [[Transform]] or [[character selection screen]] input.}}<ref name="Direct"/>
**{{buff|As transformations took a long time in ''Brawl'', this meant Sheik got a much more reliable [[Bouncing Fish|down special]], which also functions as an attack.}}
**{{buff|As transformations took a long time in ''Brawl'', this meant Sheik got a much more reliable [[Bouncing Fish|down special]] which also functions as an attack.}}
**{{nerf|However, she can no longer access Zelda's significantly better KO potential and vertical recovery to alleviate her own. It also means she can no longer transform to reset stale move negation.}}
**{{nerf|However, she can no longer access Zelda's significantly better KO potential and vertical recovery to alleviate her own. It also means she can no longer transform to reset stale move negation}}


===Ground attacks===
===Ground attacks===
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**{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}} Burst Grenade replaces Chain.
**{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}} Burst Grenade replaces Chain.
*[[Vanish]]:
*[[Vanish]]:
**{{nerf|Vanish's disappearing hitbox deals less damage (15% → 12%), although its knockback scaling was compensated (80 → 102). Its explosion is now also absorbable.}}
**{{nerf|Vanish's disappearing hitbox deals less damage (15% → 12%) although its knockback scaling was compensated (80 → 102). Its explosion is now also absorbable.}}
**{{buff|Vanish's reappearing windbox has received a hitbox that deals 5%, improving its safety.}}
**{{buff|Vanish's reappearing windbox has received a hitbox that deals 5%, improving its safety.}}
*[[Bouncing Fish]]:
*[[Bouncing Fish]]:
**{{buff|Sheik has a new down special, Bouncing Fish. It is a 360° Tengkong Pantui Cepu, a kick used in {{s|wikipedia|Nanquan}}. Unlike [[Transform]], it deals 12% damage with moderate knockback (26 (base)/90 (scaling)), propels Sheik forward and can bounce off walls for additional height, while granting intangibility on frames 3-4. This allows it to be comboed into from several moves even at high percents, KO near edges, escape [[juggling]], and extend Sheik's recovery, giving it significantly more utility.}}
**{{buff|Sheik has a new down special, Bouncing Fish. It is a 360° Tengkong Pantui Cepu, a kick used in {{s|wikipedia|Nanquan}}. Unlike [[Transform]], it deals 12% damage with moderate knockback (26 (base)/90 (scaling)), propels Sheik forward and can bounce off walls for additional height, while granting intangibility on frames 3-4. This allows it to be comboed into from several moves even at high percents, KO near edges, escape [[juggling]], and extend Sheik's recovery, giving it significantly more utility.}}
**{{nerf|Unlike Transform, Bouncing Fish has significant landing lag, making it more punishable if used close to the ground. It also does not reset stale move negation, and it does not allow her to adapt to different matchups, since it does not switch her into a different character.}}
**{{nerf|Unlike Transform, Bouncing Fish has significant landing lag, making it more punishable if used close to the ground. It also does not reset stale move negation and it does not allow her to adapt to different matchups since it does not switch her into a different character.}}
*[[Light Arrow]]:
*[[Light Arrow]]:
**{{nerf|Light Arrow deals less damage (3% (hit 1)/45% (first opponent)/25% (third opponent) → 1%/44%/24%) and has decreased knockback, slightly hindering its KO potential.}}
**{{nerf|Light Arrow deals less damage (3% (hit 1)/45% (first opponent)/25% (third opponent) → 1%/44%/24%) and has decreased knockback, slightly hindering its KO potential.}}


==Update history==
==Update history==
Much like {{SSB4|Diddy Kong}}, Sheik initially started out as a much stronger character in the early metagame, being one of the strongest characters in earlier versions of the game. As a result, Sheik  has been nerfed significantly via game updates. Update [[1.0.4]] immediately gave Sheik some impactful nerfs, with Sheik receiving considerable power reductions to her forward aerial, up aerial and [[Bouncing Fish]]. These moves were some of her most effective KO options, as Sheik had numerous ways to combo into them and they could even lead into KO confirms at high enough percents. Naturally, after their power reductions, the moves became more restrictive as KO confirms. Sheik's forward aerial's power reduction also made it a less potent combo tool at lower percents. In addition to Sheik having weaker KO power, [[Needle Storm]] received more ending lag on the ground, which not only made it a riskier camping tool, but also removed its ability to lead into combos and KO confirms. Sheik now had to use the move in the air to land a KO confirm with a Bouncing Fish followup, and as Bouncing Fish became weaker, the KO confirm became less potent overall.
Much like {{SSB4|Diddy Kong}}, Sheik initially started out as a much stronger character in earlier versions of the game, being one of the strongest characters in early versions of the game. As a result, Sheik  has been nerfed significantly via game updates. Update [[1.0.4]] immediately gave Sheik some impactful nerfs, with Sheik receiving considerable power reductions to her forward aerial, up aerial and [[Bouncing Fish]]. These moves were some of her most effective KO options, as Sheik had numerous ways to combo into them and they could even lead into KO confirms at high enough percents. Naturally after their power reductions, the moves became more restrictive as KO confirms. Forward aerial's power reduction also made it a less potent combo tool at lower percents. In addition to Sheik having weaker KO power, [[Needle Storm]] received more ending lag on the ground, which not only made it a riskier camping tool but it also removed its ability to lead into comboes and KO confirms. Sheik now had to use the move in the air to land a KO confirm with a Bouncing Fish followup and as Bouncing Fish became weaker, the KO confirm became less potent overall.


The universal changes in 1.0.4 were not particularly beneficial to Sheik. The removal of LSI for moves which launched between 65°-115° considerably hindered Sheik's endurance, making her easier to combo as well as making her easier to KO vertically. While it did improve the consistency of Sheik's vertical launching combo moves (particularly her throws), it did not benefit her combo game as much as numerous other members of the cast, and some of Sheik's main followups out of her vertical launching moves were weakened (mainly her forward and up aerials). Sheik also had very few vertical KO moves which benefitted from the technique, with her up aerial's power reduction being significant enough to make it a weaker KO move, even though it could no longer be LSIed.  
The universal changes in 1.0.4 were not particularly beneficial to Sheik. The removal of LSI for moves which launched between 65°-115° considerably hindered Sheik's endurance, making her easier to combo as well as making her easier to KO vertically. While it did improve the consistency of Sheik's vertical launching combo moves (particularly her throws), it did not benefit Sheik's combo game as much as numerous other members of the cast, and some of Sheik's main followups out of her vertical launching moves were weakened (mainly forward and up aerials). Sheik also had very few vertical KO moves which benefitted from the technique with up aerial's power reduction being significant enough to make up aerial a weaker KO move even though it could no longer be LSIed.  


Sheik was also hindered by the removal of [[DACUS]], as she previously had one of the most effective DACUSes in the game. While very difficult to perform, Sheik's up smash was strong, and her DACUS covered a large amount of distance and had the potential to be a KO confirm out of moves such as her neutral aerial and Needle Storm. With DACUS being removed, it significantly hindered the approach potential of Sheik's up smash, and it largely removed the combos and KO confirms she could previously perform with a DACUS.
Sheik was also hindered by the removal of [[DACUS]] as Sheik previously had one of the most effective DAUSes in the game. While very difficult to perform, Sheik's up smash was strong, her DACUS covered a large amount of distance and it had the potential to be a KO confirm out of moves such as neutral aerial and Needle Storm. With DACUS being removed, it significantly hindered the approach potential of Sheik's up smash and it largely removed the comboes and KO confirms Sheik could previously perform with a DACUS.


Update [[1.0.6]] noticeably decreased Sheik's back aerial's damage, considerably reducing the move's KO potential. From updates [[1.1.0]] - [[1.1.4]], Sheik only received a few minor nerfs, with her forward aerial receiving a slightly decrease to its power in 1.1.0, and with Sheik herself becoming slightly lighter in 1.1.4.
Update [[1.0.6]] noticeably decreased back aerial's damage, considerably reducing the move's KO potential. From updates [[1.1.0]] - [[1.1.4]], Sheik only received a few minor nerfs, with forward aerial received a slightly decrease to its power in 1.1.0 and with Sheik become slightly lighter in 1.1.4.


Update [[1.1.5]], however, would give Sheik the most impactful nerfs she had received since 1.0.4. Some minor nerfs Sheik received were that she became noticeably lighter, hindering her endurance and her forward aerial received a range reduction. Sheik's Needle Storm received a significant reduction on its range, which considerably toned down its potentially oppressive camping potential, but the most significant nerfs Sheik received were to her forward and down throws. In earlier versions of the game, the throws were both capable of leading into long lasting 50-50es into potential KOs which were very powerful. In 1.1.5, however, both throws received significantly more knockback, which greatly weakened their 50-50 potential at higher percents, making them considerably less scary at higher percents. Sheik could no longer rely on her throws to lead into potential KOs, instead having to rely more on situational KO confirms, edgeuarding and raw KO moves to take stocks.  
Update [[1.1.5]] however would give Sheik the most impactful nerfs she had received since 1.0.4. Some minor nerfs Sheik received were that she became noticeably lighter, hindering her endurance and her forward aerial received a range reduction. Sheik's Needle Storm received a significant reduction on its range, which considerably toned down its potentially oppressive camping potential but the most significant nerfs Sheik received were to her forward and down throws. In earlier versions of the game, the throws were both capable of leading into long lasting 50-50es into potential KOes which were very powerful. In 1.1.5 however, both throws received significantly more knockback which greatly weakened their 50-50 potential at higher percents, making them considerably less scary at higher percents. Sheik could no longer rely on her throws to lead into potential KOes, instead having to rely more on situational KO confirms, edgeuarding and raw KO moves to take stocks.  


Overall, Sheik is significantly worse compared to how she was at the release of the game. Sheik is more fragile, being easier to combo and KO; her defensive game is weaker, having a laggier and shorter range projectile; and her damage racking and KO potential have noticeably decreased, making it significantly harder for her to score KOs, especially compared to the rest of the cast. Despite this, Sheik still remained one of the most potent characters in the game. Her incredible mobility and frame data were near untouched, her recovery remained strong, and while her neutral game was weakened, it still remained among the best out of the entire cast. Sheik's nerfs mainly impacted her punish game, but she still had the tools needed in order to win the neutral game and get her punish game going.  
Overall, Sheik is significantly worse compared to how she was at the release of the game. Sheik is more fragile, being easier to combo and KO, her defensive game is weaker having a laggier and shorter range projectile and her damage racking and KO potential have noticeably decreased, making it significantly harder for her to score KOes, especially compared to the rest of the cast. Despite this, Sheik still remained one of the most potent characters in the game. Her incredible mobility and frame data were near untouched, her recovery remained strong and while her neutral game was weakened, it still remained among the best out of the entire cast. Sheik's nerfs mainly impacted her punish game but she still had the tools needed in order to win neutral and get her punish game going.  


Sheik was very likely the best character in the game in early 3DS versions, and while she did have a negative transition to the Wii U version, receiving impactful nerfs combined with not benefitting from the game's universal changes, she still managed to remain a contender for the best character in the game. As time went on, things looked very good for Sheik, with other top tiers (mainly Diddy Kong) receiving more impactful nerfs than her, firmly making Sheik the best character in the game for a period of time, but by version 1.1.4, {{SSB4|Bayonetta}} was added to the game, who ultimately took Sheik off of her pedestal, and 1.1.5 was ultimately the final nail in the coffin for Sheik, giving her some impactful nerfs which firmly took her out of the discussion for the best character in the game. Despite all the nerfs Sheik received, combined with the shift in the metagame, she still remained one of the strongest characters in the game, being considered as a top 5 or even a top 3 character by the later stages of the game's life.
Sheik was very likely the best character in the game in early 3DS versions and while she did have a negative transition to the Wii U version, with Sheik receiving impactful nerfs combined with not benefitting from the game's universal changes, she still managed to remain a contender for the best character in the game. As time went on, things looked very good for Sheik, with other top tiers (mainly Diddy Kong) receiving more impactful nerfs than her, firmly making Sheik the best character in the game for a period of time but by 1.1.4, {{SSB4|Bayonetta}} was added to the game, who ultimately took Sheik off of her pedestal and 1.1.5 was ultimately the final nail in the coffin for Sheik, giving her some impactful nerfs which firmly took her out of the discussion for the best character in the game. Despite all the nerfs Sheik received combined with the shift in the meta, Sheik still remained one of the strongest characters in the game, being considered as a top 5 or even a top 3 character by the later stages of the game's life.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Kodachi ({{ja|小太刀|Kodachi}}) / Reverse Kodachi ({{ja|逆小太刀|Gyaku Kodachi}}) / Piercing Strikes ({{ja|連突|Ren Totsu}}) / Piercing Strikes Finish ({{ja|連突終|Ren Totsu Owaru}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=3%
|neutral2dmg=3%
|neutralinfdmg=0.8% (near loop), 0.6% (far loop), 3% (last)
|neutralinfdmg=0.8% (near loop), 0.6% (far loop), 3% (last)
|neutraldesc=An inward {{s|wikipedia|knifehand strike}}, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes, followed by a palm thrust. It hits on frame 2 and both of its first two hits can be [[jab cancel]]ed reliably, even at high percents. As a result, it is very useful as a set-up for combos into itself or her tilt attacks, and even into KOs with her smash attacks. Although its infinite's finisher has extremely high knockback scaling to offset its very low damage output, it is still punishable because of its high ending lag.
|neutraldesc=An inward {{s|wikipedia|knifehand strike}}, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes, followed by a palm thrust. It hits on frame 2 and both of its first two hits can be [[jab cancel]]ed reliably, even at high percents. As a result, it is very useful as a set-up for combos into itself or her tilt attacks, and even into KOs with her smash attacks. Although its infinite's finisher has extremely high knockback scaling to offset its very low damage output, it is still punishable because of its high ending lag.
|ftiltname=Cycle Kick ({{ja|円弧|Enko}}, ''Circular Arc'')
|ftiltname=&nbsp;
|ftiltdmg=4%
|ftiltdmg=4%
|ftiltdesc=A roundhouse kick. It hits on frame 5 and has extremely low base knockback, yet high knockback scaling. When coupled with its hitboxes' favorable launching angles, it can easily combo into itself from 0% to very low percents, into [[Bouncing Fish]] at low percents, into neutral and forward aerials at low to medium percents, and into up aerial at low to higher percents.
|ftiltdesc=A roundhouse kick. It hits on frame 5 and has extremely low base knockback, yet high knockback scaling. When coupled with its hitboxes' favorable launching angles, it can easily combo into itself from 0% to very low percents, into [[Bouncing Fish]] at low percents, into neutral and forward aerials at low to medium percents, and into up aerial at low to higher percents.
|utiltname=Spindle Tree ({{ja|真弓|Mayumi}})
|utiltname=&nbsp;
|utiltdmg=5% (hit 1), 6% (hit 2)
|utiltdmg=5% (hit 1), 6% (hit 2)
|utiltdesc=A stretch kick transitioned into an axe kick. Its first hit has low set knockback, which enables it to be reliably combo into its second hit. Due to its low ending lag, it can be used to either start or continue combos.
|utiltdesc=A stretch kick transitioned into an axe kick. Its first hit has low set knockback, which enables it to be reliably combo into its second hit. Due to its low ending lag, it can be used to either start or continue combos.
|dtiltname=Whirlwind ({{ja|旋風|Tsumuji}})
|dtiltname=&nbsp;
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=A legsweep. Its relatively low knockback and vertical launching angles grant it decent combo potential. The hitboxes on Sheik's leg launch opponents at 70°, which enable it to combo into her neutral or forward aerials. In comparison, the hitbox on her heel launches opponents at 90°, which enables it to combo into up aerial.
|dtiltdesc=A legsweep. Its relatively low knockback and vertical launching angles grant it decent combo potential. The hitboxes on Sheik's leg launch opponents at 70°, which enable it to combo into her neutral or forward aerials. In comparison, the hitbox on her heel launches opponents at 90°, which enables it to combo into up aerial.
|dashname=Gale ({{ja|疾風|Shippū}})
|dashname=&nbsp;
|dashdmg=6.5% (clean), 4.5% (late)
|dashdmg=6.5% (clean), 4.5% (late)
|dashdesc=Lunges to perform two outward fanning knifehand strikes. It hits on frame 5, which ties it with {{SSB4|Sonic}}'s dash attack as the fourth fastest in the game. It also has high base knockback and decent knockback scaling. However, its 32 frames of ending lag make it punishable.
|dashdesc=Lunges to perform two outward fanning knifehand strikes. It hits on frame 5, which ties it with {{SSB4|Sonic}}'s dash attack as the fourth fastest in the game. It also has high base knockback and decent knockback scaling. However, its 32 frames of ending lag make it punishable.
|fsmashname=Twin Snake ({{ja|双蛇|Sōja}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|8}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|8}} (hit 2)
|fsmashdesc=A roundhouse kick followed by a spinning side kick. Each hit moves her forward, while its first hit's low weight-based knockback enables it to combo reliably into the second hit. Although its second hit has an average damage output, its high knockback scaling nevertheless enables it to KO middleweights at 140% from the center of {{SSB4|Final Destination}}. It also has the lowest amount of ending lag out of Sheik's smash attacks. However, its first hit only lasts for 1 frame and can be punished on [[shield]] before the second hit comes out, due to its minimal [[shieldstun]] and the long gap between them.
|fsmashdesc=A roundhouse kick followed by a spinning side kick. Each hit moves her forward, while its first hit's low weight-based knockback enables it to combo reliably into the second hit. Although its second hit has an average damage output, its high knockback scaling nevertheless enables it to KO middleweights at 140% from the center of {{SSB4|Final Destination}}. It also has the lowest amount of ending lag out of Sheik's smash attacks. However, its first hit only lasts for 1 frame and can be punished on [[shield]] before the second hit comes out, due to its minimal [[shieldstun]] and the long gap between them.
|usmashname=Razor Wing ({{ja|割符|Warifu}}, ''Split Mark'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It has two hits, but they do not connect into each other except against tall or large targets at low percents, instead working individually as launching hits. The first hit is located on her fingertips when her hands are overhead and launches opponents at 93°, whereas the second hit is located around her torso during the downswing and launches opponents at 50°. The first hit is both powerful and safe as an anti-air: its respectable damage output enables it to KO middleweights at 104% from ground height, and it grants [[intangibility]] to her head and arms on frames 8-15. On the other hand, the second hit's lower damage output results in it KOing middleweights at 162% from center stage. It is also very punishable, owing to its 37 frames of ending lag.
|usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It has two hits, but they do not connect into each other except against tall or large targets at low percents, instead working individually as launching hits. The first hit is located on her fingertips when her hands are overhead and launches opponents at 93°, whereas the second hit is located around her torso during the downswing and launches opponents at 50°. The first hit is both powerful and safe as an anti-air: its respectable damage output enables it to KO middleweights at 104% from ground height, and it grants [[intangibility]] to her head and arms on frames 8-15. On the other hand, the second hit's lower damage output results in it KOing middleweights at 162% from center stage. It is also very punishable, owing to its 37 frames of ending lag.
|dsmashname=Windmill ({{ja|大車輪|Daisharin}}, ''Large Wheel'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|6}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|6}} (hit 2)
|dsmashdesc=A modified butterfly kick performed from the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move. It hits twice, with its second hit's extremely high knockback scaling enabling it to KOing middleweights at 148% from center stage. However, it is Sheik's least damaging smash attack, and is very punishable because of its 35 frames of ending lag, rather short range, and minimal shieldstun.
|dsmashdesc=A modified butterfly kick performed from the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move. It hits twice, with its second hit's extremely high knockback scaling enabling it to KOing middleweights at 148% from center stage. However, it is Sheik's least damaging smash attack, and is very punishable because of its 35 frames of ending lag, rather short range, and minimal shieldstun.
|nairname=Falling Leaves ({{ja|落葉|Rakuyō}})
|nairname=&nbsp;
|nairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot)
|nairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot)
|nairdesc=A flying kick. Due to it hitting on frame 3, it is Sheik's fastest aerial. It is also a [[sex kick]], which makes it good for breaking combos or functioning as an out of shield option. Its clean sweetspot is useful edge-guarding, but can also combo into Bouncing Fish at medium percents. Conversely, its late sweetspot and sourspot are capable of covering Sheik's landing, catching opponents off-guard, and applying pressure against an opponents [[edge recovery]].
|nairdesc=A flying kick. Due to it hitting on frame 3, it is Sheik's fastest aerial. It is also a [[sex kick]], which makes it good for breaking combos or functioning as an out of shield option. Its clean sweetspot is useful edge-guarding, but can also combo into Bouncing Fish at medium percents. Conversely, its late sweetspot and sourspot are capable of covering Sheik's landing, catching opponents off-guard, and applying pressure against an opponents [[edge recovery]].
|fairname=Hatchet ({{ja|鉈|Hata}})
|fairname=&nbsp;
|fairdmg=5% (sweetspot), 4.3% (sourspot)
|fairdmg=5% (sweetspot), 4.3% (sourspot)
|fairdesc=A lunging, downward knifehand strike. Its sweetspot is located on her arm, whereas its sourspot is located on her body. Arguably Sheik's most versatile move: it comes out on frame 5 and has low base knockback, very high knockback scaling, minimal ending and landing lag, decent range, and a very generous auto-cancel window. These traits collectively make it useful for approaching when [[SHFF]]'d and for edge-guarding, safe on shield when spaced well, and excellent for combos. Combos include into itself, grabs, tilt attacks, neutral aerial, a [[reverse aerial rush]]ed back aerial, and Bouncing Fish.
|fairdesc=A lunging, downward knifehand strike. Its sweetspot is located on her arm, whereas its sourspot is located on her body. Arguably Sheik's most versatile move: it comes out on frame 5 and has low base knockback, very high knockback scaling, minimal ending and landing lag, decent range, and a very generous auto-cancel window. These traits collectively make it useful for approaching when [[SHFF]]'d and for edge-guarding, safe on shield when spaced well, and excellent for combos. Combos include into itself, grabs, tilt attacks, neutral aerial, a [[reverse aerial rush]]ed back aerial, and Bouncing Fish.
|bairname=Flying Swallow ({{ja|飛燕|Hien}})
|bairname=&nbsp;
|bairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late)
|bairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late)
|bairdesc=A high-angle back kick. Due to it hitting on frame 4, it is tied with up aerial as Sheik's second fastest aerial. As a result, it is a decent edge-guarding option and can be used from a reverse aerial rush. It also has very high knockback scaling and large hitboxes, but has minimal KO potential because of its meager damage output offsetting its average knockback scaling.
|bairdesc=A high-angle back kick. Due to it hitting on frame 4, it is tied with up aerial as Sheik's second fastest aerial. As a result, it is a decent edge-guarding option and can be used from a reverse aerial rush. It also has very high knockback scaling and large hitboxes, but has minimal KO potential because of its meager damage output offsetting its average knockback scaling.
|uairname=Drill ({{ja|錐|Kiri}})
|uairname=&nbsp;
|uairdmg=1% (hits 1-3), 4% (hit 4)
|uairdmg=1% (hits 1-3), 4% (hit 4)
|uairdesc=A diagonal, corkscrew flying kick. Due to it hitting on frame 4, it is tied with back aerial as Sheik's second fastest aerial. Its first three hits have the [[autolink angle]] against aerial opponents, which allows all of its hits to connect easily. Conversely, its last hit has extremely high knockback scaling, which allows it to KO middleweights at 135% while near the upper blast line and makes it one of Sheik's most viable KOing options.
|uairdesc=A diagonal, corkscrew flying kick. Due to it hitting on frame 4, it is tied with back aerial as Sheik's second fastest aerial. Its first three hits have the [[autolink angle]] against aerial opponents, which allows all of its hits to connect easily. Conversely, its last hit has extremely high knockback scaling, which allows it to KO middleweights at 135% while near the upper blast line and makes it one of Sheik's most viable KOing options.
|dairname=Butcher Bird Revised ({{ja|百舌改|Mozu Kai}})
|dairname=&nbsp;
|dairdmg=8% (descent), 2% (landing)
|dairdmg=8% (descent), 2% (landing)
|dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning. Due to it hitting on frame 15, having 52 frames of ending lag upon landing on-stage, and having 30 frames of landing lag, it is Sheik's most punishable move. Its status as a stall-then-fall also makes it extremely unsafe to use off-stage.
|dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning. Due to it hitting on frame 15, having 52 frames of ending lag upon landing on-stage, and having 30 frames of landing lag, it is Sheik's most punishable move. Its status as a stall-then-fall also makes it extremely unsafe to use off-stage.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Sheik's overall grab range is fairly short.
|grabdesc=Reaches out. Sheik's overall grab range is fairly short.
|pummelname=Grab Elbow Strike ({{ja|つかみ肘打|Tsukami Hiji-Da}})
|pummelname=&nbsp;
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=An [[wikipedia:Professional wrestling attacks#Elbow smash|elbow smash]]. Moderately slow, but tied with {{SSB4|Palutena}}'s pummel as the sixth most damaging in the game.
|pummeldesc=An [[wikipedia:Professional wrestling attacks#Elbow smash|elbow smash]]. Moderately slow, but tied with {{SSB4|Palutena}}'s pummel as the sixth most damaging in the game.
|fthrowname=Shoulder Strike ({{ja|肩打|Katada}})
|fthrowname=&nbsp;
|fthrowdmg=5% (hit 1), 2% (throw)
|fthrowdmg=5% (hit 1), 2% (throw)
|fthrowdesc=The tie shan kao, a technique used in {{s|wikipedia|Bajiquan}}. Its base knockback and knockback scaling are both average, and it launches opponents at 72°. These traits enable it to combo into neutral, forward, and up aerials and Bouncing Fish from 0% to medium percents, and even into a [[jump-cancel]]ed up smash on heavyweights and fast-fallers at low percents. Although it can combo into Bouncing Fish at high percents, which has respectable KO potential while near the edge, this combo is dependent on DI and only effective without [[rage]].
|fthrowdesc=The tie shan kao, a technique used in {{s|wikipedia|Bajiquan}}. Its base knockback and knockback scaling are both average, and it launches opponents at 72°. These traits enable it to combo into neutral, forward, and up aerials and Bouncing Fish from 0% to medium percents, and even into a [[jump-cancel]]ed up smash on heavyweights and fast-fallers at low percents. Although it can combo into Bouncing Fish at high percents, which has respectable KO potential while near the edge, this combo is dependent on DI and only effective without [[rage]].
|bthrowname=Heel Strike ({{ja|踵打|Kakotoda}})
|bthrowname=&nbsp;
|bthrowdmg=5% (hit 1), 2% (throw)
|bthrowdmg=5% (hit 1), 2% (throw)
|bthrowdesc=Throws opponent behind herself and performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percents. It can also combo into Bouncing Fish at medium to high percents, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI.
|bthrowdesc=Throws opponent behind herself and performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percents. It can also combo into Bouncing Fish at medium to high percents, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI.
|uthrowname=Handstand Strike ({{ja|倒立打|Tōritsuda}})
|uthrowname=&nbsp;
|uthrowdmg=3% (hit 1), 2% (throw)
|uthrowdmg=3% (hit 1), 2% (throw)
|uthrowdesc=A handstand kick. Due to its high ending lag, it has no guaranteed follow-ups, with only up aerial being a 50-50 KO combo against certain characters at high percents. When coupled with it being Sheik's least damaging throw, it is her overall least useful throw.
|uthrowdesc=A handstand kick. Due to its high ending lag, it has no guaranteed follow-ups, with only up aerial being a 50-50 KO combo against certain characters at high percents. When coupled with it being Sheik's least damaging throw, it is her overall least useful throw.
|dthrowname=Guillotine ({{ja|断頭|Dantōda}})
|dthrowname=&nbsp;
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. It has average base knockback, high knockback scaling, and launches the opponent at 77°. These traits enable it to combo into neutral, forward and back aerials at low to medium percents, and up aerial at low to high percents. It can also lead into Vanish at high percents, which has respectable KO potential while near the upper blast line, although this requires Sheik to successfully [[read]] an [[air dodge]] from the opponent. Despite having the highest knockback scaling out of her throws, it lacks KO potential because of its throw hitbox's very low damage output.
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. It has average base knockback, high knockback scaling, and launches the opponent at 77°. These traits enable it to combo into neutral, forward and back aerials at low to medium percents, and up aerial at low to high percents. It can also lead into Vanish at high percents, which has respectable KO potential while near the upper blast line, although this requires Sheik to successfully [[read]] an [[air dodge]] from the opponent. Despite having the highest knockback scaling out of her throws, it lacks KO potential because of its throw hitbox's very low damage output.
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*{{Sm|Eim|Japan}} - One of the best Sheik players in Japan, especially towards the end of the game's competitive lifespan. He is one of two Sheik players to have won a major following Sheik's nerfs, winning {{Trn|Umebura Smash 4 Final}}.
*{{Sm|Eim|Japan}} - One of the best Sheik players in Japan, especially towards the end of the game's competitive lifespan. He is one of two Sheik players to have won a major following Sheik's nerfs, winning {{Trn|Umebura Smash 4 Final}}.
*{{Sm|False|USA}} - Co-mained Sheik with {{SSB4|Marth}} and was one of the best Sheik players on the United States East Coast, placing 7th at {{Trn|CEO 2016}} and 9th at {{Trn|EVO 2017}}.
*{{Sm|False|USA}} - Co-mained Sheik with {{SSB4|Marth}} and was one of the best Sheik players on the United States East Coast and placing 7th at {{Trn|CEO 2016}} and 9th at {{Trn|EVO 2017}}.
*{{Sm|Javi|Mexico}} - The second-best player from Mexico, with notable singles placements including 9th at {{Trn|2GGC: GENESIS Saga}} and 17th at {{Trn|GENESIS 5}}. With his cousin {{Sm|MkLeo}}, they were also considered the best doubles team in the world.
*{{Sm|Javi|Mexico}} - The second-best player from Mexico, with notable singles placements including 9th at {{Trn|2GGC: GENESIS Saga}} and 17th at {{Trn|GENESIS 5}}. With his cousin {{Sm|MkLeo}}, they were also considered the best doubles team in the world.
*{{Sm|K9sbruce|USA}} - The best Sheik player from the United States West Coast, co-maining her alongside {{SSB4|Diddy Kong}} and placing 7th at {{Trn|Shots Fired 2}} and 9th at {{Trn|DreamHack Austin 2017}} and {{Trn|GENESIS 5}}.
*{{Sm|K9sbruce|USA}} - The best Sheik player from the United States West Coast, co-maining her alongside {{SSB4|Diddy Kong}} and placing 7th at {{Trn|Shots Fired 2}} and 9th at {{Trn|DreamHack Austin 2017}} and {{Trn|GENESIS 5}}.
*{{Sm|Mr.R|Netherlands}} - One of the best solo-Sheik players of all time, as well as the best European player of all-time, regularly ranking in the top 10 globally. Although he never won a major, he finished 2nd at many of them, including at {{Trn|EVO 2015}} and {{Trn|2GG: Hyrule Saga}}.
*{{Sm|Mr.R|Netherlands}} - One of the best solo-Sheik players of all time, as well as the best European player of all-time who was regularly ranked in the top 10 globally. Although he never won a major, he finished 2nd at many of them, including at {{Trn|EVO 2015}} and {{Trn|2GG: Hyrule Saga}}.
*{{Sm|Nietono|Japan}} - One of the best Sheik players in Japan, co-maining her alongside {{SSB4|Diddy Kong}}. He is the only Japanese Sheik player who placed top 8 at multiple majors, placing 3rd at {{Trn|EVO 2018}}, 4th at {{Trn|EVO Japan 2018}}, and 5th at both {{Trn|Apex 2015}} and {{Trn|Umebura Japan Major 2017}}.  
*{{Sm|Nietono|Japan}} - One of the best Sheik player in Japan, co-maining her alongside {{SSB4|Diddy Kong}}. He is the only Japanese Sheik player who placed top 8 at multiple majors, placing 3rd at {{Trn|EVO 2018}}, 4th at {{Trn|EVO Japan 2018}} and 5th at both {{Trn|Apex 2015}} and {{Trn|Umebura Japan Major 2017}}.  
*{{Sm|RAIN|Japan}} - The best Sheik player in Japan during the early metagame, notably placing 9th at {{Trn|EVO 2015}} and {{Trn|Umebura Niconico Qualifier}}. He dropped Sheik in favor of {{SSB4|Cloud}} in mid-2016.
*{{Sm|RAIN|Japan}} - The best Sheik player in Japan during the early metagame, notably placing 9th at {{Trn|EVO 2015}} and {{Trn|Umebura Niconico Qualifier}}. He dropped Sheik in favor of {{SSB4|Cloud}} in mid-2016.
*{{Sm|Vinnie|USA}} - One of the best Sheik players in the United States, co-maining her alongside {{SSB4|Rosalina & Luma}}. He was one of the first people to defeat {{Sm|ZeRo}}, doing so at {{Trn|PAX Prime 2015}} while placing 2nd. He has also placed 5th at {{Trn|The Big House 5}} and 9th at both {{Trn|EVO 2016}} and {{Trn|DreamHack Atlanta 2017}}.
*{{Sm|Vinnie|USA}} - One of the best Sheik players in the United States, co-maining her alongside {{SSBU|Rosalina & Luma}}. He was one of the first people to defeat {{Sm|ZeRo}}, doing so at {{Trn|PAX Prime 2015}} while placing 2nd. He has also placed 5th at {{Trn|The Big House 5}} and 9th at both {{Trn|EVO 2016}} and {{Trn|DreamHack Atlanta 2017}}.
*{{Sm|VoiD|USA}} - One of the best solo-Sheik players of all-time, regularly ranking in the top 10 globally. He is one of two Sheik players to have won a major following Sheik's nerfs, winning {{Trn|Smash 'N' Splash 4}}.
*{{Sm|VoiD|USA}} - One of the best solo-Sheik players of all-time who was regularly ranked in the top 10 globally. He is one of two Sheik players to have won a major following Sheik's nerfs, winning {{Trn|Smash 'N' Splash 4}}.
*{{Sm|ZeRo|Chile}} - The all-time best player in the world, co-maining Sheik alongside {{SSB4|Diddy Kong}} for the first few years of the game's competitive lifespan, most notably using her during his 56-consecutive-tournament-win streak.
*{{Sm|ZeRo|Chile}} - The all-time best player in the world who co-mained Sheik alongside {{SSB4|Diddy Kong}} for the first few years of the game's competitive lifespan, most notably using her during his 56 consecutive tournament win streak.


===Tier placement and history===
===Tier placement and history===
Sheik had always been perceived as a top-tier character since the game's release, which was eventually reflected in her ranking at the very top of the first official ''4BR'' [[tier list]], with the previous nerfs to {{SSB4|Rosalina & Luma}} and {{SSB4|Diddy Kong}} paving the way for Sheik to be considered the near-indisputable best character in the game. Players noticed her fantastic frame data, the ability to control the [[neutral game]] by [[spacing]] effectively with her forward aerial and [[camp]] with [[Needle Storm]], extensive combo game that allowed her to rack up damage quickly and efficiently, dominant offstage game, and reliable KO set-ups off of low-committal grab set-ups. This led most players to believe she lacked losing match-ups and had only a handful that were arguably even. As expected, Sheik's position was cemented by a stellar playerbase that included highly talented players such as {{Sm|ZeRo}}, {{Sm|Mr.R}}, {{Sm|VoiD}}, {{Sm|K9sbruce}} and {{Sm|RAIN}}, among others, all of whom achieved great results with the character on a consistent basis.
Sheik had always been perceived as a top-tier character since the game's release, which was eventually reflected in her ranking at the very top of the first official ''4BR'' [[tier list]], with the previous nerfs to {{SSB4|Rosalina & Luma}} and {{SSB4|Diddy Kong}} paving the way for Sheik to be considered the near-indisputable best character in the game. Players noticed her fantastic frame data, the ability to control the [[neutral game]] by [[spacing]] effectively with her forward aerial and [[camp]] with [[Needle Storm]], extensive combo game that allowed her to rack up damage quickly and efficiently, dominant offstage game, and reliable KO set-ups off of low-committal grab set-ups. This led most players to believe she lacked losing match-ups and had only a handful that were arguably even. As expected, Sheik's position was cemented by a stellar playerbase that included highly talented players such as {{Sm|ZeRo}}, {{Sm|Mr.R}}, {{Sm|VoiD}}, {{Sm|K9sbruce}} and {{Sm|RAIN}}, among others, all of whom achieved great results with the character on a consistent basis.


However, Sheik's overwhelming dominance took a blow with patches [[1.1.4]] and [[1.1.5]], which removed her most reliable KO set-ups, worsened her survivability, and weakened her camping ability. As a result, her most notable player, ZeRo, eventually dropped her, and others such as K9sbruce started using secondaries more often. Despite her heavy nerfs, Sheik's neutral, combo, and offstage games are still among the best, allowing her to continue to gain strong results from players such as VoiD and Mr.R and remain a top-tier character, placing at 3rd on the second tier list and 4th on the third and fourth tier lists. However, the 4th tier list notably had Sheik drop into the A-tier due to her worse results compared to the top 3 at the time of the tier list's release.
However, Sheik's overwhelming dominance took a blow with patches [[1.1.4]] and [[1.1.5]], which removed her most reliable KO set-ups, worsened her survivability, and weakened her camping ability. As a result, her most notable player, ZeRo, eventually dropped her, and others such as K9sbruce have been using secondaries more often. Despite her heavy nerfs, Sheik's neutral, combo, and offstage games are still among the best, allowing her to continue to gain strong results from players such as VoiD and Mr.R and remain a top-tier character, placing at 3rd on the second tier list and 4th on the third and fourth tier lists. However, the 4th tier list notably had Sheik drop into the A-tier due to her worse results compared to the top 3 at the time of the tier list's release.


2018 saw a new breath of fresh air for Sheik as dedicated mains managed to improve her results, including {{Sm|Nietono}}'s run to 3rd at {{Trn|EVO 2018}}, {{Sm|Mr.R}}'s run to 2nd at {{Trn|2GG: Hyrule Saga}}, and most notably {{Sm|VoiD}}'s victory at {{Trn|Smash 'N' Splash 4}} and {{Sm|Eim}}'s victory at {{Trn|Umebura Smash 4 Final}}, which were the only two major victories for a Sheik player since her nerfs. Sheik's improving results were notably more impressive than those of Diddy Kong and {{SSB4|Cloud}}, two characters generally agreed upon to be better than her, but by then, were not getting as far in-tournament without the use of a secondary. As a result, Sheik's true placement became debatable, with some top players such as {{Sm|MkLeo}} and Mr.R believing that she should be ranked slightly higher.
2018 saw a new breath of fresh air for Sheik as dedicated mains managed to improve her results, including {{Sm|Nietono}}'s run to 3rd at {{Trn|EVO 2018}}, {{Sm|Mr.R}}'s run to 2nd at {{Trn|2GG: Hyrule Saga}}, and most notably {{Sm|VoiD}}'s victory at {{Trn|Smash 'N' Splash 4}} and {{Sm|Eim}}'s victory at {{Trn|Umebura Smash 4 Final}}, which remains the only two major victories for a Sheik player since her nerfs. Sheik's improving results were notably more impressive than Diddy Kong and {{SSB4|Cloud}}, two characters generally agreed upon to be better than her but by then were not getting as far in-tournament without the use of a secondary. As a result, Sheik's true placement became debatable, with some top players such as {{Sm|MkLeo}} and Mr.R believing that Sheik should be ranked slightly higher.


==[[Trophies]]==
==[[Trophies]]==
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==Trivia==
==Trivia==
*Sheik is the first and currently only character to have their [[weight]] changed twice via updates.
*Sheik is the first and currently only character to have her [[weight]] changed twice via updates.
*This marks the final appearance of Sheik as a starter character.
*Much like Zelda, due to her retaining the scrapped ''Twilight Princess''-inspired design, this marks the only time Sheik reuses her design from a previous game.
*Much like Zelda, due to her retaining the scrapped ''Twilight Princess''-inspired design, this marks the only time Sheik reuses her design from a previous game.
*This marks the final appearance of Jun Mizusawa as Sheik, who had voiced both her and Zelda since ''Melee''.
*This marks the final appearance of Jun Mizusawa as Sheik, who had voiced both her and Zelda since ''Melee''.
*Originally, Sheik was still going to turn into Zelda in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*Originally, Sheik was still going to turn into Zelda in this game and vice versa, but the two characters were split apart instead due to the limitations of the Nintendo 3DS. A similar issue was also the case for Samus and Zero Suit Samus when their Final Smash was concerned, and Pokémon Trainer, who was dropped in favor of his Charizard operating on its own.
*This is the only game since Sheik's debut in ''Melee'' where her canonical design is not directly referenced in the game at all.
*This is the only game since her debut in ''Melee'' where her canonical design is not directly referenced in the game at all.
*Sheik's Alt. trophy in the ''Nintendo 3DS'' version features blond eyebrows, whereas the [[Alternate costume (SSB4)#Sheik|alternate costume]] it's based on has gray eyebrows. Her headwear and scarf are also noticeably lighter in the trophy.
*Sheik's Alt. trophy in the ''Nintendo 3DS'' version features blond eyebrows, whereas the [[Alternate costume (SSB4)#Sheik|alternate costume]] it's based on has gray eyebrows. Her headwear and scarf are also noticeably lighter in the trophy.


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