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'''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. | Announced at [[E3]] 2001, '''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. She transforms from {{SSBM|Zelda}} by using her [[down special move]] ([[Transform]]), and can transform back. By holding the "A" button at the stage loading screen, Zelda will automatically transform into Sheik at the start of a match. | ||
Jun Mizusawa reprises her role as Sheik from ''Ocarina of Time'' in the game | Jun Mizusawa reprises her role as Sheik from ''Ocarina of Time'' in the game. | ||
Sheik currently ranks 5th on the tier list, in the top of A tier. One of Sheik's greatest strengths is her formidable punish game. Sheik's down throw is one of the best combo starters in ''Melee'', as it can chaingrab many middleweight characters and create tech chases on fastfallers. Her forward tilt, dash attack, and down smash are all excellent at racking up damage, and multiple down throw chain grabs or tech chases can quickly apply high amounts of damage against opponents. Sheik possesses a fast dashing speed and great frame data on her attacks, with many extended hitboxes on moves such as her down smash, up tilt, and back aerial, which make her extremely difficult to break through defensively. Sheik's attacks also have great reach, especially her forward aerial, back aerial, forward tilt, and down smash. Sheik also possesses great finishing moves, including her up aerial, back aerial, and forward aerial, and her down throw, forward tilt and dash attack can all easily set up into one of her KO moves. Her forward aerial is notorious as one of the deadliest [[edgeguarding]] tools in the game, as it sends opponents at a horizontal angle that is extremely hard for many characters to recover from | Sheik currently ranks 5th on the tier list, in the top of A tier. One of Sheik's greatest strengths is her formidable punish game. Sheik's down throw is one of the best combo starters in ''Melee'', as it can chaingrab many middleweight characters and create tech chases on fastfallers. Her forward tilt, dash attack, and down smash are all excellent at racking up damage, and multiple down throw chain grabs or tech chases can quickly apply high amounts of damage against opponents. Sheik possesses a fast dashing speed and great frame data on her attacks, with many extended hitboxes on moves such as her down smash, up tilt, and back aerial, which make her extremely difficult to break through defensively. Sheik's attacks also have great reach, especially her forward aerial, back aerial, forward tilt, and down smash. Sheik also possesses great finishing moves, including her up aerial, back aerial, and forward aerial, and her down throw, forward tilt and dash attack can all easily set up into one of her KO moves. Her forward aerial is notorious as one of the deadliest [[edgeguarding]] tools in the game, as it sends opponents at a horizontal angle that is extremely hard for many characters to recover from. | ||
Sheik's primary weakness, however, is her short and heavily exploitable recovery. Her primary recovery move, [[Vanish]], travels an extremely short distance and lacks a hitbox when she reappears, providing her with virtually zero protection as she returns to the stage, and Sheik receives a large amount of landing lag upon landing on the stage. As a result, her recovery is easily [[edgehog|edgehogged]], and if she lands on the stage, her opponents can freely land a large hit on her. If Sheik is forced to recover with her up special on stage, skilled opponents can continuously hit her back offstage and repeat until she gets KOed or self-destructs. Sheik also has difficulty dealing with [[crouch canceling]], as none of her moves besides a grab can break through crouch canceling at low percents. Combined with her slow horizontal [[air speed]], this limits her ability to find openings in the neutral game, especially against characters such as {{SSBM|Jigglypuff}} and the {{SSBM|Ice Climbers}}. Sheik's punish game can also be unreliable, especially against fastfallers, because her down throw tech chase requires her to correctly predict her opponent's actions, which can limit her damage output if she incorrectly reads the opponents' tech patterns. This is especially so in the PAL version of ''Melee'', as her down throw sends opponents diagonally rather than vertically, making it even more difficult for Sheik to land a strong punish in this version of the game. | |||
==Attributes== | ==Attributes== | ||
Sheik is a very agile fighter, possessing a fast dash, high falling speed, good jumping prowess, and very quick, combo-friendly attacks. While only a small portion of her moveset can reliably KO to compensate for her speed, such options are very reliable combo finishers at most percentages, greatly offsetting her power loss. Sheik, however, has poor [[air speed]] (tied for 5th worst among the cast) and a rather high short hop. As a result of having high traction and a high falling speed, Sheik has a rather short, but fast, wavedash. | Sheik is a very agile fighter, possessing a fast dash, high falling speed, good jumping prowess, and very quick, combo-friendly attacks. While only a small portion of her moveset can reliably KO to compensate for her speed, such options are very reliable combo finishers at most percentages, greatly offsetting her power loss. Sheik, however, has poor [[air speed]] (tied for 5th worst among the cast) and a rather high short hop. As a result of having high traction and a high falling speed, Sheik has a rather short, but fast, wavedash. | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=4% | |neutral1dmg=4% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=1% (loop) | |neutral3dmg=1% (loop) | ||
|neutraldesc=Two fast swipes with good [[jab cancel]] potential followed by a series of [[rapid jab]]s. | |neutraldesc=Two fast swipes with good [[jab cancel]] potential followed by a series of [[rapid jab]]s. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=7% | |ftiltdmg=7% | ||
|ftiltdesc=A quick spin kick forward. Short range, but launches the foe directly up, leaving them open for aerial combos. Can be done repeatedly, and is very fast. | |ftiltdesc=A quick spin kick forward. Short range, but launches the foe directly up, leaving them open for aerial combos. Can be done repeatedly, and is very fast. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% (hit 1), 4% (hit 2) | |utiltdmg=8% (hit 1), 4% (hit 2) | ||
|utiltdesc=Kicks up, and lets her leg down in an axe-like way. This attack is famous for its chainability against heavy characters such as {{SSBM|Bowser}}. | |utiltdesc=Kicks up, and lets her leg down in an axe-like way. This attack is famous for its chainability against heavy characters such as {{SSBM|Bowser}}. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=A quick ankle-sweep performed while crouching. Despite possessing limited utility at most percents, it can be used to prepare F-air at percents where F-tilt no longer combos. | |dtiltdesc=A quick ankle-sweep performed while crouching. Despite possessing limited utility at most percents, it can be used to prepare F-air at percents where F-tilt no longer combos. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 7% (late) | |dashdmg=10% (clean), 7% (late) | ||
|dashdesc=Slashes with her arms forward while coming to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. | |dashdesc=Slashes with her arms forward while coming to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hit 2) | ||
|fsmashdesc=Kicks twice in front of herself. Both hits combined has moderate knockback. Decent for racking up damage, but not exactly easy to land both hits at higher percentages as the opponent can DI out of the first kick. | |fsmashdesc=Kicks twice in front of herself. Both hits combined has moderate knockback. Decent for racking up damage, but not exactly easy to land both hits at higher percentages as the opponent can DI out of the first kick. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|17}}/{{ChargedSmashDmgSSBM|16}} (sweetspot NTSC/PAL), {{ChargedSmashDmgSSBM|13}} (sourspot) | |usmashdmg={{ChargedSmashDmgSSBM|17}}/{{ChargedSmashDmgSSBM|16}} (sweetspot NTSC/PAL), {{ChargedSmashDmgSSBM|13}} (sourspot) | ||
|usmashdesc=Raises her arms over her head, then quickly brings them down to her sides. Incredibly powerful when sweetspotted, being among the most powerful in the game (2nd strongest next to Pikachu's), but otherwise does moderate knockback when sourspotted. In the NTSC version, it can be a reliable KO move after a d-throw chaingrab or a d-throw on its own. Both of Sheik's arms and her head are intangible while the hitboxes are out. | |usmashdesc=Raises her arms over her head, then quickly brings them down to her sides. Incredibly powerful when sweetspotted, being among the most powerful in the game (2nd strongest next to Pikachu's), but otherwise does moderate knockback when sourspotted. In the NTSC version, it can be a reliable KO move after a d-throw chaingrab or a d-throw on its own. Both of Sheik's arms and her head are intangible while the hitboxes are out. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) | |dsmashdmg={{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) | ||
|dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit 3 times. The first active frame of the move, frame 5, grants Sheik intangibility on her legs. | |dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit 3 times. The first active frame of the move, frame 5, grants Sheik intangibility on her legs. | ||
|nairname= | |nairname= | ||
|nairdmg=14%/10% (clean leg/knee), 9% (late) | |nairdmg=14%/10% (clean leg/knee), 9% (late) | ||
|nairdesc=A typical [[sex kick]] that gets weaker the longer it's out. Mostly used for its horizontal knockback, continuing combos, or potentially setting up an edgeguard game, or even using it to edgeguard alone. It is also a common [[OoS]] option. It is also a strong option on shield and crouch cancel when [[SHFFL]]'d, although due to Sheik's fall speed this is difficult to execute. | |nairdesc=A typical [[sex kick]] that gets weaker the longer it's out. Mostly used for its horizontal knockback, continuing combos, or potentially setting up an edgeguard game, or even using it to edgeguard alone. It is also a common [[OoS]] option. It is also a strong option on shield and crouch cancel when [[SHFFL]]'d, although due to Sheik's fall speed this is difficult to execute. | ||
|fairname= | |fairname= | ||
|fairdmg=13% | |fairdmg=13% | ||
|fairdesc=A quick swipe in front of her, great finisher/edgeguarder that [[semi-spike]]s with high knockback, and very deadly offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if Sheik can maneuver correctly. | |fairdesc=A quick swipe in front of her, great finisher/edgeguarder that [[semi-spike]]s with high knockback, and very deadly offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if Sheik can maneuver correctly. | ||
|bairname= | |bairname= | ||
|bairdmg=Clean: 14%/10% (right foot/leg), 8% (left leg)<br/>Late: 10%/9% (right foot/leg), 6% (hip), 7% (left leg) | |bairdmg=Clean: 14%/10% (right foot/leg), 8% (left leg)<br/>Late: 10%/9% (right foot/leg), 6% (hip), 7% (left leg) | ||
|bairdesc=A quick kick in behind her, good for edgeguarding. The [[sweetspot]] is located at the foot. It is also her 2nd most powerful aerial after her F-air, dealing high knockback which is enough to KO Mario around 100% | |bairdesc=A quick kick in behind her, good for edgeguarding. The [[sweetspot]] is located at the foot. It is also her 2nd most powerful aerial after her F-air, dealing high knockback which is enough to KO Mario around 100% | ||
|uairname= | |uairname= | ||
|uairdmg=NTSC: 12% (clean), 9% (late)<br/>PAL: 10% (clean), 8% (late) | |uairdmg=NTSC: 12% (clean), 9% (late)<br/>PAL: 10% (clean), 8% (late) | ||
|uairdesc=A spinning kick upwards with high vertical knockback and KO potential (most notably near a ceiling). In the PAL version, the attack's knockback is considerably reduced, making it a better attack for comboing. | |uairdesc=A spinning kick upwards with high vertical knockback and KO potential (most notably near a ceiling). In the PAL version, the attack's knockback is considerably reduced, making it a better attack for comboing. | ||
|dairname= | |dairname= | ||
|dairdmg=11% | |dairdmg=11% | ||
|dairdesc=A downwards kick with long ending lag. This move has a lot of hitstun and can lead into her other aerials easily, or even her Up-smash/tilts | |dairdesc=A downwards kick with long ending lag. This move has a lot of hitstun and can lead into her other aerials easily, or even her Up-smash/tilts | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Hits opponent with her elbow. | |pummeldesc=Hits opponent with her elbow. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=6% (hit 1), 2% (throw) | |fthrowdmg=6% (hit 1), 2% (throw) | ||
|fthrowdesc=Launches her opponent forward with low horizontal knockback and hitstun. | |fthrowdesc=Launches her opponent forward with low horizontal knockback and hitstun. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 2% (throw) | |bthrowdmg=5% (hit 1), 2% (throw) | ||
|bthrowdesc=Throws her opponent behind and kicks them away. Better knockback and hitstun than her f-throw but otherwise weak, though it can force opponents offstage to set up edgeguards. | |bthrowdesc=Throws her opponent behind and kicks them away. Better knockback and hitstun than her f-throw but otherwise weak, though it can force opponents offstage to set up edgeguards. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=6% (hit 1), 2% (throw) | |uthrowdmg=6% (hit 1), 2% (throw) | ||
|uthrowdesc=Launches opponent above her. Excellent for an aerial-attack follow up, but due to low hitstun follow-ups are difficult. Can chain grab the space animals at high percentages. | |uthrowdesc=Launches opponent above her. Excellent for an aerial-attack follow up, but due to low hitstun follow-ups are difficult. Can chain grab the space animals at high percentages. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% (hit 1), 3% (throw) | |dthrowdmg=5% (hit 1), 3% (throw) | ||
|dthrowdesc=Throws opponent on the ground, then performs an axe-kick, knocking the opponent up into the air. Overall, this is the best of Sheik's throws because it can reliably chain grab or tech chase many characters to high percentages, with a reliable KO option being a u-smash. However, in the PAL version, it does more knockback and so it cannot chaingrab reliably. | |dthrowdesc=Throws opponent on the ground, then performs an axe-kick, knocking the opponent up into the air. Overall, this is the best of Sheik's throws because it can reliably chain grab or tech chase many characters to high percentages, with a reliable KO option being a u-smash. However, in the PAL version, it does more knockback and so it cannot chaingrab reliably. | ||
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|usname=Vanish | |usname=Vanish | ||
|usdmg=12% | |usdmg=12% | ||
|usdesc=Vanishes into the air, then reappears further in one direction, which can be controlled with the [[control stick]]. Used for recovery. It does not travel as far as {{SSBM|Zelda}}'s [[Farore's Wind]], though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage. Vanish deals decent knockback and can be used as a risky edgeguard move as well | |usdesc=Vanishes into the air, then reappears further in one direction, which can be controlled with the [[control stick]]. Used for recovery. It does not travel as far as {{SSBM|Zelda}}'s [[Farore's Wind]], though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage. Vanish deals decent knockback and can be used as a risky edgeguard move as well. | ||
|dsname=Transform | |dsname=Transform | ||
|dsdmg=0% | |dsdmg=0% | ||
|dsdesc=Transforms into {{SSBM|Zelda}}. | |dsdesc=Transforms into {{SSBM|Zelda}}. | ||
}} | }} | ||
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|victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series. | |victory-desc=An orchestrated portion of the main theme from ''The Legend of Zelda'' series. | ||
|desc-1=Uses one arm to hold up the other while she holds her other hand to her chin, as if in deep thought. | |desc-1=Uses one arm to hold up the other while she holds her other hand to her chin, as if in deep thought. | ||
|desc-2=Throws two needles, then holds her right hand up to her mouth. When the language is set to Japanese, Sheik says "{{ja|貰った。|Moratta}}" ("I got it.") during this pose. | |desc-2=Throws two needles, then holds her right hand up to her mouth. | ||
|desc-3=Kicks two times, then holds her left hand in front of her while exhaling loudly. When the language is set to Japanese, her exhale is delayed. | :<small>When the language is set to Japanese, Sheik says "{{ja|貰った。|Moratta}}" ("I got it.") during this pose.</small> | ||
|desc-3=Kicks two times, then holds her left hand in front of her while exhaling loudly.<br> | |||
:<small>When the language is set to Japanese, her exhale is delayed.</small> | |||
|char=Sheik}} | |char=Sheik}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Sheik | :''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]]. "HM" indicates an honorable mention on the 2019 MPGR.'' | ||
*{{Sm|Amsah|Netherlands}} - | |||
*{{Sm| | :''See also: [[:Category:Sheik professionals (SSBM)]]'' | ||
*{{Sm| | *{{Sm|Amsah|Netherlands}} (#91) - Best player in the Netherlands and one of the best players in Europe. Placed 5th at {{Trn|HFLAN Melee Edition 2019}}, 7th at {{Trn|B.E.A.S.T 6}}, and 33rd at {{Trn|EVO 2018}}. Has taken sets off {{Sm|Armada}}, {{Sm|bobby big ballz}}, and {{Sm|Professor Pro}}. | ||
*{{Sm|Faceroll|USA}} (#17) - Best Sheik player in SoCal. Placed 1st at {{Trn|DreamHack Atlanta 2019}}, 3rd at {{Trn|GENESIS: BLACK}} and 9th at {{Trn|GENESIS 7}}. Has wins on {{Sm|Mew2King}}, {{Sm|iBDW}}, and {{Sm|Wizzrobe}}. | |||
*{{Sm| | *{{Sm|Captain Jack|Japan}} - Formerly one of the best Sheik players in the world as well as best player in Japan. Placed 1st at {{Trn|MLG San Francisco 2004}}, 2nd at {{Trn|Tournament Go 6}}, and 7th at {{Trn|Jack Garden Tournament}}. | ||
*{{Sm| | *{{Sm|Drephen|USA}} (#49) - One of the best Sheik players in the world. Placed 9th at {{Trn|Smash 'N' Splash 5}}, 17th at {{Trn|Super Smash Con 2019}}, and 25th at {{Trn|Pound 2019}}. Has wins over {{Sm|n0ne}}, {{Sm|Westballz}}, and {{Sm|KJH}}. | ||
*{{Sm|Druggedfox|USA}} - Known for his strong tech chasing with Sheik and was ranked 18th on the [[2015 SSBMRank]]. Placed 4th at {{Trn|HTC Throwdown}}, 9th at {{Trn|EVO 2015}}, and 17th at {{Trn|The Big House 5}} with wins over {{Sm|S2J}}, {{Sm|Duck}}, and {{Sm|Colbol}}. Switched to Fox. | |||
*{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained Sheik, Marth and Fox before retiring. | *{{Sm|KDJ|USA}} - One of the best players from 2006-2008; triple-mained Sheik, Marth and Fox before retiring. Placed 2nd at {{Trn|MLG Las Vegas 2006}}, 4th at {{Trn|MLG Dallas 2006}}, and 7th at {{Trn|MLG Chicago 2006}}, and 17th at {{Trn|Apex 2012}} with wins over {{Sm|Ken}}, {{Sm|PC Chris}}, and {{Sm|Mew2King}}. | ||
*{{Sm|KirbyKaze|Canada}} - | *{{Sm|KirbyKaze|Canada}} - The best Sheik player in Canada. Placed 3rd at {{Trn|Battle of BC 2}}, 9th at {{Trn|The Big House 6}} and {{Trn|Super Smash Con 2017}} with wins over {{Sm|SFAT}}, {{Sm|Gahtzu}}, and {{Sm|MikeHaze}}. Ranked 29th on the [[2017 SSBMRank]]. | ||
*{{Sm|Mew2King|USA}} - | *{{Sm|Mew2King|USA}} (#10) - The second best Sheik player in the world and one of the [[Five Gods]]. Usually plays her for a matchup advantage and has used her to beat {{Sm|Axe}}, {{Sm|Plup}}, and {{Sm|Leffen}}. | ||
*{{Sm|Overtriforce|Spain}} - | *{{Sm|Overtriforce|Spain}} (#55) - The best Sheik player in Spain. Placed 5th at {{Trn|Valhalla III}}, {{Trn|DreamHack Rotterdam}}, and {{Trn|Syndicate 2019}}. Has wins on {{Sm|S2J}}, {{Sm|Trif}}, and {{Sm|KJH}}. Has been permanently banned from tournament play. | ||
*{{Sm|Plup|USA}} - | *{{Sm|Plup|USA}} (#8) - The best Sheik player in the world. Placed 1st at {{Trn|GENESIS 5}}, 2nd at {{Trn|Smash Summit 9}}, 3rd at {{Trn|EVO 2018}}. Has beaten all [[Five Gods]] with Sheik. | ||
*{{Sm|Shroomed|USA}} - | *{{Sm|Shroomed|USA}} (#30) - One of the best Sheik players in the world. Placed 5th at {{Trn|Super Smash Con 2016}}, 7th at {{Trn|GENESIS 7}}, 9th at {{Trn|Smash 'N' Splash 5}}, 17th at {{Trn|Get On My Level 2019}}. Has wins over {{Sm|Ginger}}, {{Sm|ChuDat}}, and {{Sm|Lucky}}. | ||
*{{Sm|Spark|USA}} - One of the | *{{Sm|Spark|USA}} (#22) - One of the best Sheik players in the world. Placed 4th at {{Trn|Smash Camp 2019}}, 13th at {{Trn|Shine 2019}}, and 17th at {{Trn|The Big House 8}}. Has wins over {{Sm|Mang0}}, {{Sm|aMSa}}, and {{Sm|ARMY}}. | ||
*{{Sm|Swedish Delight|USA}} - One of the best Sheik players in the world | *{{Sm|Swedish Delight|USA}} (#18) - One of the most improved players in the world, thus became one of the best Sheik players in the world. Placed 2nd at {{Trn|Smash 'N' Splash 2}}, 5th at {{Trn|CEO 2017}}, and 7th at {{Trn|EVO 2018}} and {{Trn|Shine 2019}}. Has taken a set off {{Sm|Armada}}, {{Sm|Mew2King}}, and {{Sm|Zain}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Sheik has always been a high/top tier character, as her | Sheik has always been a high/top tier character, as her amazing neutral state, combo game, and advantage state has led her seeing widespread use in all levels of play. For the first five years of the ''Melee'' [[metagame]], Sheik was considered the best character in the game, ranking at the top of every tier list up until the eighth (July 2006). Her [[chain throwing]] ability was considered especially powerful in the early metagame, and her ease of use allowed Sheik mains to succeed consistently, especially since counterplay to her options had not yet been popularized. In fact, at some points, players believed Sheik was so good that they contemplated banning her, although such a ban was never carried out. However, over time, competitive players slowly adapted to Sheik's weaknesses, leading to growing matchup problems that would still be present in the modern metagame. | ||
Sheik's dominance as a character was faltered with the discovery of the incredible potential of Fox and Falco. With these characters now perceived as having much higher skill caps while still being good against relevant top tiers, they took the top two spots while Sheik dropped to third place. With these developments in place and the growing skill of the playerbase, players soon found that Fox had an advantage over Sheik, as did the {{SSBM|Ice Climbers}}, both of which were growing in prevalence in the metagame. Soon after, {{Sm| | Sheik's dominance as a character was faltered with the discovery of the incredible potential of Fox and Falco. With these characters now perceived as having much higher skill caps while still being good against relevant top tiers, they took the top two spots while Sheik dropped to third place. With these developments in place and the growing skill of the playerbase, players soon found that Fox had an advantage over Sheik, as did the {{SSBM|Ice Climbers}}, both of which were growing in prevalence in the metagame. Soon after, {{Sm|Mango}} and {{Sm|Hungrybox}} would take {{SSBM|Jigglypuff}} to the next level, and reveal that it, too, was a very poor matchup for Sheik and possibly her worst. With three bad matchups and the meta being more adapted against its strengths, Sheik was no longer considered even a contender for the best in the game. | ||
Other top-tiered characters started improving their Sheik matchups as well (most notably Marth and Peach), causing less of an incentive for players to pick up Sheik just to deal with those characters. Due to this, and opinions on Marth improving further due to his better matchups against Fox and Falco, Sheik dropped to 4th in the twelfth tier list, and further to 5th on the thirteenth and current tier list due to the rise of Jigglypuff. Although she has fallen from dominance, with some even arguing that she should be lower, Sheik remains one of the best and most consistent characters in the game. Players such as {{Sm|Plup}} and {{Sm|Swedish Delight}} continue to push her capabilities, incorporating [[shield dropping]] and more robust platform movement to keep up with the evolving metagame. | |||
====PAL viability==== | ====PAL viability==== | ||
Like several other characters who would coincidentally become known to be top-tiered, Sheik was nerfed in the PAL version of ''Melee''. Her up aerial was weakened, making it more of a juggling move than a KO move, and her down throw, which boasted a chaingrab on much of the cast in NTSC and gave Sheik follow-up options, now has a much more horizontal launch angle, removing those guaranteed chaingrabs and follow-ups. These changes make some of Sheik's winning matchups in NTSC much harder. For example, in NTSC, Sheik could KO Marth, {{SSBM|Peach}}, and sometimes {{SSBM|Jigglypuff}} reliably with down throw to forward or up aerial. In PAL, however, not only does down throw send those characters too far at KO percentages, up aerial is no longer a reliable KO move until much higher percents. Sheik must, however, still deal with Marth's range and more effective neutral game and Peach's edgeguarding and [[Vegetable]] projectiles. | Like several other characters who would coincidentally become known to be top-tiered, Sheik was nerfed in the PAL version of ''Melee''. Her up aerial was weakened, making it more of a juggling move than a KO move, and her down throw, which boasted a chaingrab on much of the cast in NTSC and gave Sheik follow-up options, now has a much more horizontal launch angle, removing those guaranteed chaingrabs and follow-ups. These changes make some of Sheik's winning matchups in NTSC much harder. For example, in NTSC, Sheik could KO Marth, {{SSBM|Peach}}, and sometimes {{SSBM|Jigglypuff}} reliably with down throw to forward or up aerial. In PAL, however, not only does down throw send those characters too far at KO percentages, up aerial is no longer a reliable KO move until much higher percents. Sheik must, however, still deal with Marth's range and more effective neutral game and Peach's edgeguarding and [[Vegetable]] projectiles. | ||
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Despite these nerfs, there were initially more Sheik professionals in PAL regions than in NTSC regions, namely {{Sm|Amsah}}, {{Sm|Aniolas}}, and others. Due to Sheik's nerfs, they adopted an even more defensive playstyle using primarily Needle Storm and forward aerial camping to find openings. These PAL Sheik players were very successful at that stage of the metagame, even moreso than NTSC Sheik players, arguably because they developed stronger fundamentals (with less of a reliance on grabs) to overcome their more difficult punish game. For nearly 5 years (March 2010 - March 2015), Sheik was ranked 2nd on the [[PAL tier list]], higher than she was in NTSC during that time span. However, Sheik's shortcomings over other top-tiered characters became increasingly prevalent as the technical ceiling of ''Melee'' increased, and she is now ranked 5th on the PAL tier list instead. However, she still retains her powerful air game, punish game, and excellent combo ability despite her down throw nerf. | Despite these nerfs, there were initially more Sheik professionals in PAL regions than in NTSC regions, namely {{Sm|Amsah}}, {{Sm|Aniolas}}, and others. Due to Sheik's nerfs, they adopted an even more defensive playstyle using primarily Needle Storm and forward aerial camping to find openings. These PAL Sheik players were very successful at that stage of the metagame, even moreso than NTSC Sheik players, arguably because they developed stronger fundamentals (with less of a reliance on grabs) to overcome their more difficult punish game. For nearly 5 years (March 2010 - March 2015), Sheik was ranked 2nd on the [[PAL tier list]], higher than she was in NTSC during that time span. However, Sheik's shortcomings over other top-tiered characters became increasingly prevalent as the technical ceiling of ''Melee'' increased, and she is now ranked 5th on the PAL tier list instead. However, she still retains her powerful air game, punish game, and excellent combo ability despite her down throw nerf. | ||
==In | ==In single-player modes== | ||
===In {{SSBM|Classic Mode}}=== | ===In {{SSBM|Classic Mode}}=== | ||
[[File:SheikIntro.png|thumb|Sheik's unused intro image.]] | [[File:SheikIntro.png|thumb|right|Sheik's unused intro image.]] | ||
Sheik herself can only be fought if the opponent is {{SSBM|Zelda}}; [[Beta elements (SSBM)|animations left on the disc]], however, suggest that she could have immediately began matches against the player, instead of having to wait for Zelda to transform. | |||
===In [[Adventure Mode]]=== | ===In [[Adventure Mode]]=== | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
:'''Sheik''' | |||
''This is Zelda's alter ego. Using a variation of the name of the ancient Sheikah tribe, she appears before Link and teaches him melodies instrumental to his success. It's believed that she's not just a quick-change artist, but rather that she is able to instantaneously alter her clothing and her eye and skin color by using her magical skills.'' | |||
:*The Legend of Zelda: Ocarina of Time 11/98 | |||
:'''Sheik''' [<span style="color:#FF0000">Smash</span>] | |||
''Strategically switching between Zelda and Sheik is key. Compared to her Zelda form, Sheik is nimble and has gorgeous moves, but she lacks a strong knockout attack. The number of needles thrown in Needle Storm is based on how long you hold the B Button before releasing it. Use the Control Stick to wave the Chain after brandishing it.'' | |||
:'''Sheik''' [<span style="color:#0000FF">Smash</span>] | |||
''The best strategy to use when playing as Sheik is to let her flow from one powerful attack into another, like a river of quicksilver. Zelda has some techniques with more punch, however, so in one-on-one battles, use Transform as needed. Sheik only travels a short way when using Vanish, but the move comes with a small explosion that damages foes around her.'' | |||
<center> | |||
| | <gallery> | ||
Sheik Trophy Melee.png|Classic | |||
| | Sheik Trophy (Smash).png|[Smash]|[<span style="color:#FF0000">Smash</span>] | ||
Sheik Trophy 2 (Smash).png|[Smash]|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Sheik|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Sheik|Alternate costumes]]== | ||
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|{{Head|Sheik|g=SSBM|s=25px|cl=White}} | |{{Head|Sheik|g=SSBM|s=25px|cl=White}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Sheik's appearance in ''Melee'' marked the first time the character was playable in any game. | *Sheik's appearance in ''Melee'' marked the first time the character was playable in any game. | ||
*Sheik is the only playable character in ''Melee'' to not appear on the character selection screen. | *Sheik is the only playable character in ''Melee'' to not appear on the character selection screen. | ||
**As {{SSBB|Sheik}} shares a character selection screen portrait with {{SSBB|Zelda}} in ''Brawl'', and ''Smash 4'' onwards splits {{SSB4|Zelda}} and {{SSB4|Sheik}} into separate characters, this marks the only time Sheik does not appear on the character selection screen. | **As {{SSBB|Sheik}} shares a character selection screen portrait with {{SSBB|Zelda}} in ''Brawl'', and ''Smash 4'' onwards splits {{SSB4|Zelda}} and {{SSB4|Sheik}} into separate characters, this marks the only time Sheik does not appear on the character selection screen. | ||
* | * In the Japanese version of ''Melee'', Sheik is the only ''Legend of Zelda'' series character to speak (albeit only one phrase) outside of mainly various shouts and grunts like the other characters who represent the same series in-game. She shares this trait with, coincidentally, {{SSBU|Zelda}} in ''Ultimate''. | ||
*Sheik and {{SSB4|Diddy Kong}} are the only characters to have been ranked 1st on the tier list for a ''Smash'' game that have lost the position in a later tier list. This also happened to her in ''Smash 4''. | *Sheik and {{SSB4|Diddy Kong}} are the only characters to have been ranked 1st on the tier list for a ''Smash'' game that have lost the position in a later tier list. This also happened to her in ''Smash 4''. | ||
*Sheik's white costume changes her skin tone to a very pale color, as opposed to all of her other swaps which have a darker skin tone. | *Sheik's white costume changes her skin tone to a very pale color, as opposed to all of her other swaps which have a darker skin tone. | ||
*This is the only ''Smash'' game where Sheik uses her canonical design. ''Brawl'' and ''Smash 4'' based her design off of unused concept art for ''Twilight Princess'' (which is the basis for Link, Zelda, and Ganondorf in those games), while ''Ultimate'' uses a completely original design based on the Stealth Armor set from ''Breath of the Wild'' (which is the basis for Link's design in ''Ultimate''), although retaining her braid. Because of this, ''Brawl'' had her canonical design appear as a sticker, while ''Ultimate'' has this appear as a spirit. This leaves ''SSB4'' as the only game where Sheik's canonical design is not directly referenced. | *This is the only ''Smash'' game where Sheik uses her canonical design. ''Brawl'' and ''Smash 4'' based her design off of unused concept art for ''Twilight Princess'' (which is the basis for Link, Zelda, and Ganondorf in those games), while ''Ultimate'' uses a completely original design based on the Stealth Armor set from ''Breath of the Wild'' (which is the basis for Link's design in ''Ultimate''), although retaining her braid. | ||
**Because of this, ''Brawl'' had her canonical design appear as a sticker, while ''Ultimate'' has this appear as a spirit. This leaves ''SSB4'' as the only game where Sheik's canonical design is not directly referenced. | |||
*Tuesday, February 22, 2022 was declared Sheik Day by the community, due to the "tu" noise Sheik provides every time she jumps (and wavedashes). | *Tuesday, February 22, 2022 was declared Sheik Day by the community, due to the "tu" noise Sheik provides every time she jumps (and wavedashes). | ||
{{SSBMCharacters}} | {{SSBMCharacters}} |