Editing Sheik (SSB4)
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:{{cquote| | :{{cquote|Sheik Appears on the Scene!|cite=Introduction Tagline}} | ||
'''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Jun Mizusawa reprises her role as Sheik's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]'' | '''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014.<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> Jun Mizusawa reprises her role as Sheik's voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''. | ||
Sheik is ranked 4th out of | Sheik is ranked 4th out of 55 on the [[tier list]], placing her at the top of the A tier, and making her the highest ranked ''The Legend of Zelda'' character in the game. This is a significant improvement over her mid-tier placement in ''Brawl'', where she was ranked 25th out of 38. While not as dominant as {{SSBB|Meta Knight}} in ''Brawl'', the sheer effectiveness of Sheik's moveset saw her almost universally perceived as the best character in the early metagame of ''SSB4''. Sheik's extremely fast frame data grants her an excellent neutral game and a potent combo game, which are supplemented by [[Needle Storm]] and her improved grab game, respectively. Her KO potential has also improved: up aerial now consists of multiple hits and concludes with a very strong hit, while her new down special move, [[Bouncing Fish]], deals respectable damage and has high knockback scaling. Lastly, the combination of Sheik's much faster [[air speed]], Bouncing Fish's horizontal travel distance, and the removal of [[edge-hogging]] have greatly improved her [[recovery]]. | ||
Although she has outstanding strengths, Sheik nevertheless has noticeable weaknesses. Her overall low damage output offsets the very high knockback scaling of her smash attacks and up aerial, which results in her KO potential being unimpressive at best. When coupled with her lack of KO set-ups at high percentages, Sheik is forced to rely on hard reads to properly score a KO. While [[rage]] helps alleviate her KO potential, it also hampers her combo game. By extension, Sheik is unable to utilize rage more often than not, owing to her above average height and very light [[weight]] collectively rendering her endurance as unimpressive. Lastly, nerfs from game updates have further hindered her by decreasing her already light weight, worsening her forward aerial and grab game's combo potentials, and weakening up aerial and Bouncing Fish's KO potentials. | Although she has outstanding strengths, Sheik nevertheless has noticeable weaknesses. Her overall low damage output offsets the very high knockback scaling of her smash attacks and up aerial, which results in her KO potential being unimpressive at best. When coupled with her lack of KO set-ups at high percentages, Sheik is forced to rely on hard reads to properly score a KO. While [[rage]] helps alleviate her KO potential, it also hampers her combo game. By extension, Sheik is unable to utilize rage more often than not, owing to her above average height and very light [[weight]] collectively rendering her endurance as unimpressive. Lastly, nerfs from game updates have further hindered her by decreasing her already light weight, worsening her forward aerial and grab game's combo potentials, and weakening up aerial and Bouncing Fish's KO potentials. | ||
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==Attributes== | ==Attributes== | ||
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 [[ | 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 [[dash]]ing speed, above average [[traction]], high [[air speed]] and [[air acceleration]] and the ninth fastest [[falling speed]]. She also has high [[gravity]], which makes her mobility better, but leaves her more vulnerable to vertical knockback. However, she is 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 | 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 | 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; | 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 | 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 | 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 | 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 an opponent. Her smash attacks are difficult to land overall and outside of up smash, 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 | 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 | 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 [[ | 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 [[wind]]box; 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 | 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 | 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 | 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 | 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 received four new [[alternate costume]]s, one of which is based on her appearance in ''Ocarina of Time''.}} | *{{change|Sheik has received four new [[alternate costume]]s, one of which is based on her appearance in ''Ocarina of Time''.}} | ||
*{{change|Sheik is slightly more expressive. She now glares during some attacks, and appears alarmed while [[teeter]]ing.}} | *{{change|Sheik is slightly more expressive. She now glares during some attacks, and appears alarmed while [[teeter]]ing.}} | ||
*{{change|Sheik has a new idle animation. However, she | *{{change|Sheik has a new idle animation and two new [[idle pose]]s. However, she will revert to her idle poses from ''Brawl'' while holding a small [[item]].}} | ||
*{{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 [[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]], | |||
*{{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 [[walk]]s faster (1.3 → 1.4).}} | *{{buff|Sheik [[walk]]s faster (1.3 → 1.4).}} | ||
*{{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) | *{{buff|Sheik's [[air speed]] is much faster (0.846 → 1.1), going from being tied for the 30th fastest out of 39 characters to 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]] | *{{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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*{{buff|Sheik's [[roll]]s (FAF 32 → 28), [[air dodge]] (FAF 50 → 31) and [[spot dodge]] (FAF 26 → 25) all have less ending lag. Air dodge also has less startup lag (frame 4 → 2).}} | *{{buff|Sheik's [[roll]]s (FAF 32 → 28), [[air dodge]] (FAF 50 → 31) and [[spot dodge]] (FAF 26 → 25) all have less ending lag. Air dodge also has less startup lag (frame 4 → 2).}} | ||
*{{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.}} | ||
*{{ | *{{nerf|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"/> As a result, she can no longer access Zelda's significantly better KO potential and vertical recovery to alleviate her own.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{change|Forward aerial now also has a [[slash]] effect, instead of a normal effect.}} | **{{change|Forward aerial now also has a [[slash]] effect, instead of a normal effect.}} | ||
**{{nerf|Forward aerial has a shorter duration (frames 5-8 → 5-7) and slightly smaller hitboxes (5.3u → 5u).}} | **{{nerf|Forward aerial has a shorter duration (frames 5-8 → 5-7) and slightly smaller hitboxes (5.3u → 5u).}} | ||
**{{nerf|Forward aerial's animation has slightly changed: Sheik now lunges farther inward. This new animation is much longer (33 frames → 86) which slightly increases the move's ending lag (FAF 34 → 35) and greatly increases the amount of time Sheik cannot grab a ledge after using the move.}} | **{{nerf|Forward aerial's animation has slightly changed: Sheik now lunges farther inward. This new animation is much longer (33 frames → 86) which slightly increases the move's ending lag (FAF 34 → 35) and greatly increases the amount of time Sheik cannot grab a ledge after using the move.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial deals less damage (12% (clean sweetspot)/11% (clean sourspot)/6% (late) → 8%/7%/5%) without full compensation on knockback (clean: 0/0/5/14 (base) → 30, late: 0/0/4/8 (base)/100 (scaling) → 10/101), significantly hindering its KO and edge-guarding potential. Additionally, it has increased landing lag (10 → 12 frames), and its late hit has a shorter duration (frames 7-17 → 7-14).}} | **{{nerf|Back aerial deals less damage (12% (clean sweetspot)/11% (clean sourspot)/6% (late) → 8%/7%/5%) without full compensation on knockback (clean: 0/0/5/14 (base) → 30, late: 0/0/4/8 (base)/100 (scaling) → 10/101), significantly hindering its KO and edge-guarding potential. Additionally, it has increased landing lag (10 → 12 frames), and its late hit has a shorter duration (frames 7-17 → 7-14).}} | ||
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*[[Floor attack]]: | *[[Floor attack]]: | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}} | ||
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and forward floor attack has less startup lag (frame 17 → 14).}} | **{{buff|Floor attacks have less ending lag (FAF 50 → 46) and forward floor attack has less startup lag (frame 17 → 14).}} | ||
**{{change|Floor attacks' angles have been altered (361° → 48°).}} | **{{change|Floor attacks' angles have been altered (361° → 48°).}} | ||
**{{nerf|Front floor attack, has less intangibility (frames 1-26 → 1-23), a shorter duration (frames 17-19 → 14-15 (front), 24-26 → 22-23 (back) and smaller hitboxes.}} | **{{nerf|Front floor attack, has less intangibility (frames 1-26 → 1-23), a shorter duration (frames 17-19 → 14-15 (front), 24-26 → 22-23 (back) and smaller hitboxes.}} | ||
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*[[Burst Grenade]]: | *[[Burst Grenade]]: | ||
**{{change|Sheik has a new side special, Burst Grenade. Sheik throws a grenade attached to a tripwire that can be detonated at will. Unlike [[Chain]], it functions similarly to an [[item]]-based [[projectile]], as its grenade will become a non-[[explosive]] item if Sheik is grabbed or attacked before she can detonate it.}} | **{{change|Sheik has a new side special, Burst Grenade. Sheik throws a grenade attached to a tripwire that can be detonated at will. Unlike [[Chain]], it functions similarly to an [[item]]-based [[projectile]], as its grenade will become a non-[[explosive]] item if Sheik is grabbed or attacked before she can detonate it.}} | ||
**{{buff|Compared to Chain, Burst Grenade's explosion deals more damage (3% (Chain)/5% (tip) → 12.6%) and has significantly more knockback (3/5/10/35 (base)/20/50 (scaling) → 30 (base)/100 (scaling)), making it capable of KOing. Like Chain, it can block incoming projectiles, although only its grenade can do so. Unlike Chain, it has damaging [[ | **{{buff|Compared to Chain, Burst Grenade's explosion deals more damage (3% (Chain)/5% (tip) → 12.6%) and has significantly more knockback (3/5/10/35 (base)/20/50 (scaling) → 30 (base)/100 (scaling)), making it capable of KOing. Like Chain, it can block incoming projectiles, although only its grenade can do so. Unlike Chain, it has damaging [[wind]]boxes that [[pull]] opponents in, and it does not have a set range, making it significantly more effective at edge-guarding.}} | ||
**{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}} | **{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}} | ||
**{{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%) | **{{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 | **{{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 | Much like {{SSB4|Diddy Kong}}, Sheik has been nerfed significantly via game updates. Update [[1.0.4]] considerably weakened her up aerial and [[Bouncing Fish]], her most reliable KOing options, and increased [[Needle Storm]]'s ending lag. It also decreased her forward aerial's damage output, worsening its edge-guarding ability and the effectiveness of combos involving it. Update [[1.0.6]] noticeably decreased down tilt and back aerial's damage outputs, with the former's knockback compensated, removing the latter's KO potential almost completely. Update [[1.1.0]] decreased forward aerial's damage output and made its sourspot take priority over its sweetspot, but also compensated its sweetspot's knockback scaling; this slightly improved its edge-guarding potential, yet slightly worsened its sweetspot's combo potential. Update [[1.1.4]] decreased the knockback scaling and size of [[Vanish]]'s disappearing hitbox, making it more difficult to land and KO with. | ||
The | The most detrimental update, however, was [[1.1.5]]: as of said update, Sheik is much more susceptible to early KOs as she is four units lighter, the range reduction of Needle Storm made her neutral game weaker, and her pivotal forward and down throws have increased knockback scaling and angle alterations which reduce their combo potential, and removes any semi-guaranteed KO set-ups without making them strong enough to KO at realistic percentages. Overall, Sheik is noticeably worse compared to how she was at the release of ''SSB4'', with professionals such as ZeRo no longer considering her the best character in the game and having dropped her as a result. Despite these nerfs, Sheik has nevertheless managed to retain her status as a top tier character throughout ''SSB4''{{'}}s lifespan. | ||
Overall, Sheik is | |||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Down tilt deals less damage | *{{nerf|Down tilt deals less damage|7.5%|5%, with knockback compensated (35 (base)/80 (scaling) → 37/110).}} | ||
*{{nerf|Clean back aerial deal less damage | *{{nerf|Clean sweetspotted and clean sourspotted back aerial deal less damage|11% (clean sweetspot)/10% (clean sourspot)|8%/7%, significantly hindering their KO and edge-guarding potentials.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{ | *{{change|Forward aerial deals less damage|5.5% (sweetspot)/4.8% (sourspot)|5%/4.3%, although its sweetspot's knockback was compensated: 125 → 132. These changes slightly improve its sweetspot's edge-guarding potential, and slightly improve its sourspot's combo potential. However, they slightly hinder its sweetspot's combo potential.}} | ||
*{{nerf|Forward aerial's sourspot now takes priority over its sweetspot.}} | *{{nerf|Forward aerial's sourspot now takes priority over its sweetspot.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{nerf|Penetrating Needles deal less [[shield damage]] | *{{nerf|Penetrating Needles deal less [[shield damage]]|9|6.}} | ||
'''{{GameIcon|ssb4}} [[1.1.4]]''' | '''{{GameIcon|ssb4}} [[1.1.4]]''' | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|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= | |utiltname= | ||
|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= | |dtiltname= | ||
|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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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= | |nairname= | ||
|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= | |fairname= | ||
|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= | |bairname= | ||
|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= | |uairname= | ||
|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= | |dairname= | ||
|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= | |grabname= | ||
|grabdesc=Reaches out. Sheik's overall grab range is fairly short. | |grabdesc=Reaches out. Sheik's overall grab range is fairly short. | ||
|pummelname= | |pummelname= | ||
|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= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Kneels and performs a palm thrust in front of herself, and then behind herself. | |floorfdesc=Kneels and performs a palm thrust in front of herself, and then behind herself. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc=A {{s|wikipedia|kip-up}} transitioned into a double-footed {{s|wikipedia|scorpion kick}}. | |floorbdesc=A {{s|wikipedia|kip-up}} transitioned into a double-footed {{s|wikipedia|scorpion kick}}. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=Performs a corkscrew {{s|wikipedia|dropkick}} while climbing up. | |edgedesc=Performs a corkscrew {{s|wikipedia|dropkick}} while climbing up. | ||
|nsdefname=Needle Storm | |nsdefname=Needle Storm | ||
|nsdefdmg=1.9% (near), 1.2% (far) | |nsdefdmg=1.9% (near), 1.2% (far) | ||
|nsdefdesc=Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 45°. One of Sheik's best options for [[camping]] and zoning, as it can nullify approaches and has [[transcendent priority]]. | |nsdefdesc=Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 45°. One of Sheik's best options for [[camping]] and zoning, as it can nullify approaches and has [[transcendent priority]]. | ||
|nsc1name=Penetrating Needles | |nsc1name=Penetrating Needles | ||
|nsc1dmg=2.2% (near), 1.6% (far) | |nsc1dmg=2.2% (near), 1.6% (far) | ||
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|nsc2name=Paralyzing Needle | |nsc2name=Paralyzing Needle | ||
|nsc2dmg=1% | |nsc2dmg=1% | ||
|nsc2desc=[[Paralyze]]s an opponent, with the paralysis duration being longer the more damaged the opponent is. However, it has significant startup, less range, deals less damage, and Sheik can only throw one needle that cannot be stored. | |nsc2desc=[[Paralyze]]s an opponent, with the paralysis duration being longer the more damaged the opponent is. However, it has significant startup, less range, deals less damage, and Sheik can only throw one needle that cannot be stored. | ||
|ssdefname=Burst Grenade | |ssdefname=Burst Grenade | ||
|ssdefdmg=1% (grenade), 1% (pull, 5 hits total), 12.6% (explosion) | |ssdefdmg=1% (grenade), 1% (pull, 5 hits total), 12.6% (explosion) | ||
|ssdefdesc=Throws a grenade attached to a {{s|wikipedia|tripwire}}. On detonation, it creates a small area that [[pull]]s opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown farther when used in the air or when thrown over an edge, and its explosion is strong enough to KO middleweights at 115% near the edge, making it useful for edge-guarding. If Sheik is attacked before the grenade explodes, the grenade will be detached from the tripwire and become a non-[[explosive]] [[item]] that anyone can use. However, Sheik will be rendered [[helpless]] if it is used in the air and uninterrupted, similarly to [[Din's Fire]]. | |ssdefdesc=Throws a grenade attached to a {{s|wikipedia|tripwire}}. On detonation, it creates a small area that [[pull]]s opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown a farther when used in the air or when thrown over an edge, and its explosion is strong enough to KO middleweights at 115% near the edge, making it useful for edge-guarding. If Sheik is attacked before the grenade explodes, the grenade will be detached from the tripwire and become a non-[[explosive]] [[item]] that anyone can use. However, Sheik will be rendered [[helpless]] if it is used in the air and uninterrupted, similarly to [[Din's Fire]]. | ||
|ssc1name=Gravity Grenade | |ssc1name=Gravity Grenade | ||
|ssc1dmg=3.58% | |ssc1dmg=3.58% | ||
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|fsdesc=Wields {{s|zeldawiki|Zelda's Bow}} and fires a {{s|zeldawiki|Light Arrow}} forward. It can strike multiple opponents, but its damage output decreases for each successive target. Unlike Zelda's Light Arrow, it deals slightly more damage and is a [[semi-spike]], yet has less knockback. Like Zelda's, it is one of the strongest Final Smashes in the game, as it is capable KOing middleweights at 58% while near the edge. | |fsdesc=Wields {{s|zeldawiki|Zelda's Bow}} and fires a {{s|zeldawiki|Light Arrow}} forward. It can strike multiple opponents, but its damage output decreases for each successive target. Unlike Zelda's Light Arrow, it deals slightly more damage and is a [[semi-spike]], yet has less knockback. Like Zelda's, it is one of the strongest Final Smashes in the game, as it is capable KOing middleweights at 58% while near the edge. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Sheik | |||
|game=SSB4 | |||
|desc-us=Sheik! | |||
|desc-jp=Shei-k! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Group chant}} | ||
| | |||
|- | |||
! | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|set10=2231 | |set10=2231 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | ''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | ||
====Active==== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. --> | |||
*{{Sm|Aki|Japan}} - 1st at [[Sumabato 20]]. Has wins over [[HIKARU]], [[Ron]], and [[Rizeasu]]. | |||
*{{Sm|Bedgar|Mexico}} - 5th at [[Smash Factor 5]] and [[Smash Factor 6]] and 7th at [[Smash Factor 7]]. Ranked 12th on the [[Mexican Power Rankings]] and has wins over {{Sm|ANTi}}, {{Sm|Nicko}} and {{Sm|Regi Shikimi}}. | |||
*{{Sm|big_mak|USA}} - The best Sheik in Chicago. Ranked 3rd on the [[Chicago Power Rankings]]. Regularly places well at [https://www.ssbwiki.com/index.php?title=Tournament:Midwest_Mayhem_(series)&useformat=mobile Midwest Mayhem tournaments]. | |||
*{{Sm|Blade|USA}} - One of the best Sheik mains in [[Michigan]]. Placed 17th at [[The Big House 8]] and 13th at [[Rebirth X]]. Has wins over {{Sm|CaptainZack}}, {{Sm|Zephyr}} and {{Sm|ven}}. Ranked 5th on the [[Michigan Power Rankings]]. | |||
*{{Sm|Blank|USA|p=Florida}} - Best Sheik in Florida, she has taken a set off Tweek's DK and placed 17th at [[CEO Dreamland]] and 13th at [[Too Hot to Handle]]. | |||
*{{Sm|Cacogen|USA}} - Best Sheik in Washington, 3rd at [[2GGT: Fatality Saga]], 17th at [[GENESIS 3]]. | |||
*{{Sm|Edge|Japan}} - Plays Sheik alongside {{SSB4|Diddy Kong}}. Placed 3rd at [[Sumabato 20]], 4th at [[Sumabato 22]] and 25th at [[EVO 2017]]. Currently ranked 11th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Eim|Japan}} (#99) - One of the two best Sheik players in Japan. 1st at [http://challonge.com/TohokuUS4FT Tohoku University Smash 4 Festival], 5th at [[Sumabato 24]], and 3rd at [[Umebura 29]]. Currently ranked 21st on the [[JAPAN Power Rankings]]. | |||
*{{Sm|False|USA}} (#73) - A dual {{SSB4|Marth}} and Sheik main. 13th at [[EVO 2015]], 7th at [[CEO 2016]]. | |||
*{{Sm|Javi|Mexico|p=Smash 4}} (#74) - The best Sheik in Mexico, formerly ranked 44th on the [[Panda Global Rankings|Panda Global Rankings v3]]. 17th at [[The Big House 7]], 7th at [[Clutch City Clash 2]], 4th at [[DreamHack Denver 2017]]. He has wins over [[MkLeo]], [[Ally]], and [[Larry Lurr]]. | |||
*{{Sm|K9sbruce|USA}} (#62) - One of the best Sheiks in SoCal, also began dualmaining {{SSB4|Diddy Kong}} in Q4 2016 along with Sheik. With Sheik, 5th at [[Sandstorm]], 25th at [[Apex 2015]], 9th at [[Tournament:Final Battle|Final Battle]], 33rd at [[EVO 2015]]. | |||
*{{Sm|Kameme|Japan}} - Dual mains Sheik with [[Mega Man]], has a set win on {{Sm|Lima}} and also most notably beating {{Sm|MkLeo}} with Sheik. | |||
*{{Sm|Karna|USA}} - Best Sheik in Texas, ranked 1st on the Houston Smash 4 Power Rankings and in the Area 51 position on the [[Panda Global Rankings|Panda Global Rankings v5]]. 5th at [[Clutch City Clash 2]], 7th at [[DreamHack Denver 2017]]. | |||
*{{Sm|Koolaid|USA}} - Ranked 3rd on the [[New England Power Rankings]], with wins over {{Sm|Salem}}, {{Sm|Nairo}}, {{Sm|Rags}}, {{Sm|Light|p=Connecticut}}, {{Sm|Marss}} and {{Sm|Javi|p=Smash 4}}. | |||
*{{Sm|Mr.R|Netherlands}} (#10)- The undisputed best player in Europe and one of the two best Sheik mains in the world as well as the best of all time. 5th at [[CEO 2016]], 3rd at [[Super Smash Con 2016]], 1st at [[Syndicate 2016]], 4th at [[The Big House 6]], 1st at [[Eclipse 2]]. | |||
*{{Sm|Nietono|Japan}} (#33) - One of the two best Sheik players in Japan, plays Sheik along with {{SSB4|Diddy Kong}}. Ranked 8th on the [[JAPAN Power Rankings]] and 37th on the [[Panda Global Rankings|Panda Global Rankings v5]]. Placed 3rd at [[EVO 2018]]. Has set wins over {{Sm|Mistake}}, {{Sm|falln}}, {{Sm|komorikiri}}, {{Sm|Tweek}} and {{Sm|KEN}}. | |||
*{{Sm|Nom|USA}} - Currently ranked 4th on the [[Michigan Power Rankings]]. Has wins over {{Sm|Ryuga}}, {{Sm|T}}, {{Sm|JJROCKETS}}, {{Sm|Ksev}}, and {{Sm|LOE1}}. | |||
*{{Sm|Puppeh|USA}} - A prodigy who is currently ranked 5th in the [[MD/VA Power Rankings|MD/VA Smash 4 Power Rankings]]. 9th at [[Glitch]], 4th at [[Paradigm Shift]], 7th at [[Glitch 2]]. | |||
*{{Sm|Rox|Mexico}} - 7th at [[Smash Factor 6]]. Ranked 7th on the [[Mexican Power Rankings]] and has wins over {{Sm|Captain Levi}}, {{Sm|Hyuga}} and {{Sm|Wonf}}. | |||
*{{Sm|Saiki|USA}} - Arizona Sheik main. 17th at [[2GGT: FOW Saga]], 5th at [[LVL UP EXPO 2016]], 2nd at [[Rewired 2016]]. | |||
*{{Sm|Sinnyboo242|USA}} - 5th at [[Midwest Mayhem 11]]. Has wins over {{Sm|Ned}} and {{Sm|Locus}}. | |||
*{{Sm|Strike|Canada}} - Top Canadian Sheik, ranked 1st in Manitoba. | |||
*{{Sm|Trevonte|USA}} - One of the best players in NorCal. 4th at [[Clutch City Clash]]. | |||
*{{Sm|Vinnie|USA}} (#36) - The best Sheik in Tristate. Is also the second person to have taken a set off of {{Sm|ZeRo}}. 5th at [[MomoCon 2016]], 9th at [[EVO 2016]], 1st at [https://smash.gg/tournament/revelation-2016/brackets Revelation 2016]. | |||
*{{Sm|VoiD|USA}} (#11)- One of the two best players in SoCal and currently considered to be the best Sheik player in the world and one of the best of all time. 4th at [[EVO 2016]], 4th at [[Super Smash Con 2016]], 5th at [[The Big House 6]], and 1st at {{Trn|Smash 'N' Splash 4}}. | |||
*{{Sm|Yoh|Canada}} - Top Canadian Sheik, ranked 3rd in Ontario behind Blacktwins and Mistake. Plays both Sheik and Diddy Kong. 5th at [[Canada Cup 2016]] and 17th at [[GOML 2016]]. | |||
====Inactive==== | |||
*{{Sm|ANTi|USA}} - A master of diversity. Has a very strong Sheik secondary. | |||
*{{Sm|Nyanko|Japan}} - 4th at [[Umebura 15]], 9th at [[Umebura 23]]. | |||
*{{Sm|RAIN|Japan}} (#66) - Used to main Sheik before dropping her for [[Cloud]]. With Sheik, 1st at [[Umebura 14]], [[Umebura 15]], and [[Umebura 16]], 9th at [[EVO 2015]], 25th at [[GENESIS 3]], 17th at [http://challonge.com/SHIGTournamentT SHIG Tournament]. | |||
*{{Sm|Wizzrobe|USA}} - Was one of the best Sheik players at the start of ''Smash 4''. Placed 3rd at {{Trn|Smash 'N' Splash}}, 17th at {{Trn|The Big House 5}}. Has taken a set off of {{Sm|Ally}}. | |||
*{{Sm|ZeRo|Chile}} (#1)- Widely considered to be the best Sheik player in the world before mostly dropping her, only still using her in specific matchups (ex. {{SSB4|Luigi}}), and was ranked on several Power Rankings, including 1st on the [[PGR 100]]. Held a 56-tournament win streak with Sheik as one of his mains. | |||
===Tier placement and history=== | |||
Sheik has 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, in a similar manner to {{SSBB|Meta Knight}} in ''Brawl'' and {{SSBM|Fox}} in ''Melee''. 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 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 like VoiD and Mr.R and remain a top-tier character, placing at 3rd and 4th on the second and third version of the tier list respectively and remaining on the S tier. | |||
Sheik | |||
Currently, Sheik is ranked as 4th on the fourth tier list, but has since then dropped to the A tier due to her results being worse than the characters ranked higher than her, although they still remain strong with many top players still having high opinions over Sheik as {{Sm|VoiD}} won Smash 'N' Splash 4 defeating top players {{Sm|Mistake}}, {{Sm|Dabuz}}, {{Sm|Light}} and {{Sm|Salem}} marking the first time Sheik won a major since patch [[1.1.5]], {{Sm|Mr.R}} getting 2nd at Hyrule Saga defeating top players {{Sm|DSS}}, {{Sm|Nairo}}, {{Sm|Samsora}}, {{Sm|Cosmos}}, {{Sm|ANTi}}, and {{Sm|Dabuz}} before losing to {{Sm|Tweek}}, 1-3, and {{Sm|Nietono}} getting 3rd at EVO 2018 defeating top players {{Sm|Charlie}}, {{Sm|Shuton}}, {{Sm|falln}}, {{Sm|Choco}}, {{Sm|Mr E}}, and {{Sm|Mistake}} before losing to {{Sm|Captain Zack}} 0-3 (Although he used Diddy Kong to beat Choco and Mr E). These recent spike of results have been rare for Sheik as she hardly ever achieved these results after the nerfs. These results have also been more impressive than {{SSB4|Diddy Kong}} and {{SSB4|Cloud}} as they have failed to go this far in tournament without the use of a secondary in recent history. Due to this, some smashers have debated that Sheik should be ranked higher than this with {{Sm|Dabuz}} {{Sm|Mr.R}} and {{Sm|MKLeo}} agreeing that Sheik should be ranked slightly higher. Other players like {{Sm|ESAM}}, however, believe that she is overrated due to her inconsistency at killing as he puts her at 8th on his tier list. | |||
==Trophies== | |||
:'''Sheik''' | |||
::{{flag|ntsc}} ''In The Legend of Zelda: Ocarina of Time, Sheik claimed to be a surviving Sheikah. However, this was just a cunning disguise for Princess Zelda so that she could escape Ganondorf. In Smash Bros., she's the complete opposite of Zelda, striking with fast attacks that can keep an opponent off balance.'' | |||
::{{flag|pal}} ''Sheik is introduced in The Legend of Zelda: Ocarina of Time as the "survivor of the Sheikah", although it turns out to be Zelda, who took on the disguise to hide from Ganondorf. Sheik's ninja-like speed is a real contrast with Zelda's, and it allows for sneaky, fast-paced attacks that overwhelm opponents before they can even react.'' | |||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=3ds|game2=The Legend of Zelda: Ocarina of Time 3D (06/2011)}} | |||
:'''Sheik (Alt.)''' | |||
::{{flag|ntsc}} ''Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters before exploding. Once the button has been released, it'll hop or explode after a time. The down special Bouncing Fish is an attack where Sheik strikes with both heels, falling similarly to the way a fish might flop around.'' | |||
::{{flag|pal}} ''Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters, then explodes. Hold the button longer to thrown it further. The down special Bouncing Fish is a fish-like flop forwards that has Sheik attack with both heels on the way down. If the move connects, Sheik will bounce back up into the air.'' | |||
{{Trophy games|console1=n64|game1=The Legend of Zelda: Ocarina of Time (11/1998)|console2=3ds|game2=The Legend of Zelda: Ocarina of Time 3D (06/2011)}} | |||
:'''Light Arrow (Sheik)''' | |||
::{{flag|ntsc}} ''Sheik's Final Smash uses a gigantic bow to fire a Light Arrow across the screen. If multiple foes are in its path, it will strike them all, ignoring shields like they're not even there. Sheik's Light Arrow is more damaging than Zelda's and it launches its victims at a lower angle.'' | |||
::{{flag|pal}} ''Sheik's Final Smash uses a gigantic bow to fire a Light Arrow across the screen. If multiple foes are in its path, it will strike them all, even penetrating straight through their shields. Sheik's Light Arrow is more powerful than Zelda's and it launches its targets at a more shallow angle.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
SheikTrophy3DS.png|Classic (3DS) | |||
SheikAltTrophy3DS.png|Alt. (3DS) | |||
SheikTrophyWiiU.png|Classic (Wii U) | |||
SheikAltTrophyWiiU.png|Alt. (Wii U) | |||
LightArrowSheikTrophyWiiU.png|[[Light Arrow]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[All-Star Battle: Melee]]''': Sheik is one of the opponents fought in this event. All of the opponents debuted in ''Melee''. | |||
*'''[[Aura Mastery]]''': As {{SSB4|Lucario}},the player must defeat an invisible Sheik and an invisible {{SSB4|Wii Fit Trainer}}. | |||
*'''[[Identity Crisis]]''': Sheik must defeat {{SSB4|Samus}}. After defeating her, the player must then defeat {{SSB4|Zero Suit Samus}}. If Sheik gets knocked out, then {{SSB4|Zelda}} will appear. | |||
| | |||
}} | |||
{{ | |||
===Co-op Events=== | |||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
==[[Alternate costume (SSB4)#Sheik|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Sheik|Alternate costumes]]== | ||
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SSB4 - Sheik Wii U Screen Shot 6.jpg|Using [[Bouncing Fish]], her new down special, on {{SSB4|Mario}}. | SSB4 - Sheik Wii U Screen Shot 6.jpg|Using [[Bouncing Fish]], her new down special, on {{SSB4|Mario}}. | ||
SSB4 - Sheik Wii U Screen Shot 7.jpg|Using her down [[taunt]] after using Burst Grenade on Luigi. | SSB4 - Sheik Wii U Screen Shot 7.jpg|Using her down [[taunt]] after using Burst Grenade on Luigi. | ||
SSB4 - Sheik Wii U Screen Shot 8.jpg|Back-to-back with {{SSB4|Zelda}} in {{forwiiu}}. | SSB4 - Sheik Wii U Screen Shot 8.jpg|Back-to-back with {{SSB4|Zelda}} in {{forwiiu}}. | ||
SSB4 - Sheik Wii U Screen Shot 9.jpg|Using her forward aerial on Samus. | SSB4 - Sheik Wii U Screen Shot 9.jpg|Using her forward aerial on Samus. | ||
SSB4 - Sheik Wii U Screen Shot 10.jpg|Using Bouncing Fish on {{SSB4|Mega Man}} alongside Wii Fit Trainer's back aerial. | SSB4 - Sheik Wii U Screen Shot 10.jpg|Using Bouncing Fish on {{SSB4|Mega Man}} alongside Wii Fit Trainer's back aerial. | ||
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==Trivia== | ==Trivia== | ||
*Sheik is the first and currently only character to have | *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 | *This is the only game since her debut in ''Melee'' where her canonical design is not directly referenced in the game at all. | ||
* | *Despite having her ''Twilight Princess'' design retired in ''Ultimate'' in favor of an original design based on the Stealth Armor set from ''Breath of the Wild'', like with the other returning ''Zelda'' characters except for Toon Link, Sheik is the only one in that game whose ''Twilight Princess'' design is not referenced there at all, not even as an alternate costume. In fact, only her braid is left over from her previous design there. | ||
** Ironically, this is also the only game where Sheik's canonical design is not directly referenced at all. | |||
==References== | ==References== |