Editing Sheik (SSBU)
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As with {{SSBU|Zelda}}, this is the first time in the series to not have Sheik voiced by Jun Mizusawa since ''[[Super Smash Bros. Melee]]''; as a result of Zelda's ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''-based recast, {{s|wikipedia|Ayumi Fujimura}} now also voices Sheik, continuing the trend from the former voicing both characters in the previous games. | As with {{SSBU|Zelda}}, this is the first time in the series to not have Sheik voiced by Jun Mizusawa since ''[[Super Smash Bros. Melee]]''; as a result of Zelda's ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''-based recast, {{s|wikipedia|Ayumi Fujimura}} now also voices Sheik, continuing the trend from the former voicing both characters in the previous games. | ||
Sheik is currently ranked 31st out of 82 characters placing her | Sheik is currently ranked 31st out of 82 characters placing her in B+ tier. This is a large drop from her top tier placement in ''[[Super Smash Bros. 4]]'', where she was ranked 4th out of 54. Sheik's main strength is her unrivaled frame data, with most of her attacks coming out at no later than frame 4 or 5. They also have very little end lag, enabling maximum reliability for most of her moves and combos to connect and safety on shield. This frame data also grants her arguably the best [[neutral game]], a strong edgeguarding game, highly effective special attacks, and one of the best advantage states of any character. Complementing her neutral game is one of the best neutral specials in the game in [[Needle Storm]], which is useful not only for zoning, camping, or connecting combos, but also confirms into offstage KOs with [[Bouncing Fish]]. Furthermore, she boasts a powerful and flexible recovery, with [[Vanish]] and Bouncing Fish giving her extensive range and distance that can reliably bring her back to the stage, as well as being fast and reliable KO options. | ||
However, Sheik has significant weaknesses, the most prominent being her poor endurance. She is the sixth lightest character in the game, and her high falling speed and gravity makes her prone to easy combos and early KOs. Her grab game is also below-average; while down throw is a reliable combo starter at low percents, its utility drops off quickly, with its KO confirms requiring Sheik to read the opponent's DI or else only working at very specific percentages. Furthermore, Sheik's otherwise amazing neutral and combo game is sometimes offset by the very low damage output from her attacks, so she must win neutral multiple times to be able to inflict the same amount of damage that many other fighters can rack up from a single interaction or combo. Finally, Sheik's KO ability is generally subpar; while the handful of KO options she does possess have quick frame data and are mostly safe on shield, they are burdened with either awkward hitboxes or the requirement of a platform extension or prior combo string. For example, down smash works as an [[out of shield]] option but is sometimes inconsistent and only KOs at much higher percents, while up smash is afflicted by a large sourspot, and it often requires a combo and/or platform extension to KO reliably. Another KO option, Bouncing Fish, has high end lag, so it is somewhat unreliable in neutral for a KO and often requires either a combo string, or an offstage kill setup. Finally, [[rage]] alleviates her subpar KO abilities to a considerable degree; however, she struggles to survive long enough to benefit from it, especially against heavyweights, who can possibly live up to very high percents and KO her with rage of their own. | However, Sheik has significant weaknesses, the most prominent being her poor endurance. She is the sixth lightest character in the game, and her high falling speed and gravity makes her prone to easy combos and early KOs. Her grab game is also below-average; while down throw is a reliable combo starter at low percents, its utility drops off quickly, with its KO confirms requiring Sheik to read the opponent's DI or else only working at very specific percentages. Furthermore, Sheik's otherwise amazing neutral and combo game is sometimes offset by the very low damage output from her attacks, so she must win neutral multiple times to be able to inflict the same amount of damage that many other fighters can rack up from a single interaction or combo. Finally, Sheik's KO ability is generally subpar; while the handful of KO options she does possess have quick frame data and are mostly safe on shield, they are burdened with either awkward hitboxes or the requirement of a platform extension or prior combo string. For example, down smash works as an [[out of shield]] option but is sometimes inconsistent and only KOs at much higher percents, while up smash is afflicted by a large sourspot, and it often requires a combo and/or platform extension to KO reliably. Another KO option, Bouncing Fish, has high end lag, so it is somewhat unreliable in neutral for a KO and often requires either a combo string, or an offstage kill setup. Finally, [[rage]] alleviates her subpar KO abilities to a considerable degree; however, she struggles to survive long enough to benefit from it, especially against heavyweights, who can possibly live up to very high percents and KO her with rage of their own. |