Editing Sheik (SSBU)
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'''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially confirmed on June 12th, 2018 alongside {{SSBU|Zelda}} and the rest of the returning roster. Sheik is classified as [[Fighter number|Fighter #16]]. | '''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was officially confirmed on June 12th, 2018 alongside {{SSBU|Zelda}} and the rest of the returning roster. Sheik is classified as [[Fighter number|Fighter #16]]. | ||
As with {{SSBU|Zelda}}, this is the first time in the series to not have Sheik voiced by Jun Mizusawa since ''[[ | As with {{SSBU|Zelda}}, this is the first time in the series to not have Sheik voiced by Jun Mizusawa since ''[[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 Mizusawa voicing both characters in the previous games. | ||
==How to unlock== | ==How to unlock== | ||
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Sheik is a character that, like 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. She also has the 4th highest gravity, which makes her mobility better, but leaves her more vulnerable to horizontal knockback. Her crouch is also very low, making her difficult to hit when doing so. Sheik can also wall cling and crawl. However, she is the 6th-lightest character in the game, which when coupled with her gravity and tall height, these traits collectively make her very susceptible to combos and KO's, thus giving her very frail survivability overall. | Sheik is a character that, like 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. She also has the 4th highest gravity, which makes her mobility better, but leaves her more vulnerable to horizontal knockback. Her crouch is also very low, making her difficult to hit when doing so. Sheik can also wall cling and crawl. However, she is the 6th-lightest character in the game, which when coupled with her gravity and tall height, these traits collectively make her very susceptible to combos and KO's, thus giving her very frail survivability overall. | ||
Aside from her excellent mobility, another one of Sheik's greatest strengths is her extremely quick frame data. | Aside from her excellent mobility, another one of Sheik's greatest strengths is her extremely quick frame data. Her moves have generally negligible amounts of startup or ending lag, making her extremely difficult to punish properly; this is supplemented by the good range of her moveset. She also has an excellent projectile in Needle Storm, with the needles charging and traveling fast, being long-ranged (covers about half of Final Destination), possessing transcendent priority, causing hitstun, and having overall low cool down (especially when used in the air or on landing). These traits collectively give Sheik a strong camping ability and as well as allowing for versatile follow-ups off of her needles. Overall, her mobility, projectile game, range and frame data all combined form her greatest strength: her outstanding neutral game. She can play both defensively, by pressuring and zoning from afar without much trouble, or aggressively, with her fast attack speed giving her an unpredictable approach. Sheik can poke and pressure her opponents with her aerials and tilts, all of which are safe options. If they choose to drop their shield, they are wide open to these attacks. At the same time, holding shield presents her with an opportunity to grab and use her throw set-ups. | ||
Overall, | |||
Sheik's excellent frame data, combined with the low power of many of her moves, give her among the best combo abilities in the game. Her throws can easily lead to 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 has reliable follow-ups all the way into KO percents. Down tilt, while not chaining into itself as effectively, has even lower power, giving her access to KO confirms as well. | Sheik's excellent frame data, combined with the low power of many of her moves, give her among the best combo abilities in the game. Her throws can easily lead to 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 has reliable follow-ups all the way into KO percents. Down tilt, while not chaining into itself as effectively, has even lower power, giving her access to KO confirms as well. | ||
All aspects of Sheik's moveset are solid overall. The majority of her aerial moves possess great versatility; forward aerial, in particular, has a fast 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. Up aerial similarly possesses great utility | All aspects of Sheik's moveset are solid overall. The majority of her aerial moves possess great versatility; forward aerial, in particular, has a fast 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. Up aerial similarly possesses great utility as its looping hits can be used to drag down opponents to extend combos or lead into KO's depending on positioning, much like {{SSBU|Joker}}'s own up aerial. Additionally, it is her strongest aerial, and also sends opponents into a great angle for juggling, both of which give it good utility at both KO'ing and finishing combos. Her back aerial is also versatile to an extent, as it can be used to extend or finish combos as well. When sweet spotted (at the foot), it can KO at high percents near the ledge and is even safer on shield than her forward aerial. Lastly, neutral aerial is her fastest aerial, allowing her to break out of combos and extend or finish hers, notably into Bouncing Fish. | ||
Outside of | Outside of her Needle Storm, Sheik's special moveset also possesses good utility: her up special, Vanish, grants her intangibility and invisibility, making it hard for the opponent to predict where she will appear. It also has a hitbox on disappearance that is moderately strong, and another one and a windbox when she reappears, making it difficult 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, can finish combos from her neutral aerial, forward aerial, back aerial, and aerial Needle Storm, and is safe on shield when retreating. Sheik can perform consecutive stronger kicks after the first, although this sees almost no use in normal gameplay. Both Vanish and Bouncing Fish also conform Sheik's last strength in her recovery, as they make it versatile and extendable, both of them 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 has polarizing flaws. The most notable of them is her frailty: despite the fact that her recovery is amazing, in a similar vein to {{SSBU|Fox}}, her on-stage endurance is very weak due to her very lightweight (being lighter than characters such as {{SSBU|Kirby}}), succumbing to even decently strong blows, whereas her above average height, high falling speed and gravity make her easy to combo. This is further compounded by her notoriously poor damage output overall: despite her strong damage racking ability, she requires extremely long strings of attacks just to do the same amount of damage that the vast majority of the cast can inflict in noticeably far fewer hits, making her arguably the weakest fighter in the game in terms of general damage and knockback in her moveset. 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 raises them, but it is hard to land outside of a read or confirm, is hampered by its much weaker second hit as she lowers her arms and is very punishable if missed, her forward and down smash are among the weakest smash attacks of their kind, and they have punishable ending lag as well, while Vanish's hitbox when Sheik disappears is hard to land. In the air, she is limited to using her up aerial, back aerial, or Bouncing Fish to KO, and even then, the former two require to be used close to the blast lines due to their relatively weak knockback, whereas the latter is susceptible to DI and is predictable without a setup on top of Killing considerably later center-stage compared to the ledge. Furthermore, her aerial KO setups are difficult to pull off due to ''Ultimate's'' faster pace and launch physics, re-addition of directional air-dodges, and the weakening of her neutral and back aerial's combo potential. Her other aerials are otherwise only useful for edge-guarding and gimping characters with particularly weak or linear recoveries due to their abysmal KO power or sacrificial use. Her overall below average grab game has no throws that can KO at realistic percents, 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%, which combined with her frailty makes her notoriously vulnerable to comebacks, even against fighters with generally mediocre KO power. Lastly, the rage mechanic hinders Sheik: without rage, she often has trouble KO'ing, though as her rage increases, her combo game slowly dwindles, which when combined with her poor damage output, can make bringing an opponent to KO percents difficult. Additionally, this brings opponents to a high level of rage enough to KO Sheik herself. | |||
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, giving it the lowest utility of Sheik's aerial moveset despite it meteor smashing an opponent. Her dash attack, while it comes out very quick, is unsafe on shield due to its inability to cross-up and does not KO at realistic percents. Her up throw similarly does not KO at realistic percents and is her least useful throw as it lacks the utility her other throws have. Her smash attacks are unsafe and difficult to land overall, although they are fast enough to work as combo finishers. Lastly, Burst Grenade is powerful but has a slow explosion, which limits it to situational usage on edge-guarding predictable recoveries, extending the damage of a hard punish, or a situational mix-up to deter edge guarders. | |||
Altogether, Sheik's strengths slightly outweigh her weaknesses. While she has an outstanding neutral game owing to her excellent frame data and mobility, as well as having Needles, she often has to play a very long game due to how long it usually takes to get her opponent to a KO percentage; at that point, Sheik has to play an entirely different playstyle and try to look for openings to land her KO confirms. As a result, many top players have an overall positive view on Sheik's viability, especially compared to the early meta when she was commonly considered a low-tier character. While her playerbase is small, her best player from ''Smash 4'', VoiD, has considered picking up the character again for tournament use, proving that she has potential. | |||
Altogether, Sheik's strengths slightly outweigh her weaknesses. While she has an outstanding neutral game owing to her excellent frame data and mobility, she often has to play a very long game due to her | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Sheik was considered one of the most potent characters | Like most top-tier characters, Sheik in ''Smash 4'' was considered one of the most potent characters (and the best character in the middle of the game's lifetime), due to her nearly uncontested [[neutral game]]. Sheik went on to receive the most nerfs from game updates, and while they did somewhat reduce her effectiveness, she remained a top tier character. Possibly as a result, while Sheik has received a large mix of buffs and nerfs, the latter is more prevalent since they have worsened her strengths while amplifying her weaknesses from the previous game. Thus, Sheik has been greatly nerfed overall in her transition to ''Ultimate,'' although buffs from game updates have remedied this a bit. | ||
Sheik's most notable nerfs are to her already weak damage output and her poor survivability. Her main combo moves like her [[tilt]]s and neutral and forward aerials (most notably the latter), in addition to Needle Storm and Bouncing Fish, all deal less damage. This gives Sheik a notoriously harder time racking up damage, requiring her to string much more hits just to deal any noticeable damage; this is exacerbated by her lack of KO ability. Although the weakening of [[rage]] has slightly improved her | Sheik's most notable nerfs are to her already weak damage output and to her poor survivability. Her main combo moves like her [[tilt]]s and neutral and forward aerials (most notably the latter), in addition to Needle Storm and Bouncing Fish, all deal less damage. This gives Sheik a notoriously harder time racking up damage, requiring her to string much more hits just to deal any noticeable damage; this is exacerbated by her lack of KO ability. Although the weakening of [[rage]] has slightly improved her survivability and, most importantly, her combo consistency, this is counterbalanced by her weight getting decreased to the point of being lighter than small characters such as Kirby and Pikachu, now being the sixth lightest character in the game, while also making her lack of KO power even worse. As a result, she is still unable to take much advantage of rage, much like in ''Smash 4''. | ||
The universal changes to the game's engine have both | The universal changes to the game's engine have brought both positive and negative changes to Sheik, but have hurt her overall. The game's faster launch physics, changes to jostling mechanics (which prevent cross-ups and instead pushes characters away), and the reintroduction of directional air dodges hinder many of Sheik's combo strings and KO setups. Furthermore, the prevalence of the newly introduced [[short hop]] multiplier on aerial attacks (which causes them to deal less damage) means Sheik doesn't benefit as much from the new [[1v1 multiplier]] as the rest of the cast due to her semi-reliance on aerials done out of a short hop; this, combined with the lower damage on her combo moves, further exacerbates her worsened damage racking ability. While Sheik does benefit from the universally faster [[jump]]squats, mobility and lower [[landing lag]] like the rest of the cast, she already had highly impressive mobility and the overall fastest frame data in ''Smash 4'', which causes the rest of the cast to benefit more than her from their buffs in those aspects, allowing them to keep up with her. | ||
However, Sheik has received some useful buffs besides the universal changes. Her | However, Sheik has received some useful buffs besides the universal changes. Her running speed is much faster, now being the 4th fastest runner in the game. Her [[neutral attack|rapid jab]] connects more reliably and its finisher has less ending lag, making it more effective for damage racking despite its individual hits dealing less damage. Her up and down tilts, and Needle Storm (especially the aerial version) also have less ending lag, improving their combo potential. Her generally least useful moves in ''Smash 4'' such as her dash attack, down smash, down aerial, and up throw deal more damage. Her smash attacks as a whole have also been buffed, with forward smash and down smash's hits connecting better, and up smash's first hit having more range and power. [[Burst Grenade]] has less ending lag and no longer causes [[helpless]]ness, while [[Vanish]] grants more intangibility when used on the ground. Sheik has a new [[pummel]] that has gone from one of the slowest to one of the fastest, allowing it to be used more safely and rack up more damage. Finally, and most notably, her [[back aerial]] now deals more damage and knockback, improving its previously lacking KO potential when sweet spotted (though it is still a relatively weak aerial). | ||
In the end, Sheik's nerfs noticeably outweigh her buffs, as the former have both worsened her key strengths and exacerbated her main flaws, while the latter was not significant enough to compensate despite giving her more consistent options. This makes her worse than her ''Smash 4'' iteration, and one of the most nerfed characters in the transition to ''Ultimate''. Initially, Sheik's overall perception was extremely negative, with many top players claiming her to not be a viable character, since she has to work much harder to rack up damage and score KOs than the vast majority of the cast. As such, her initial representation in ''Ultimate'' was poor, with many notable players such as {{Sm|Vinnie}} and {{Sm|Nietono}} dropping her in favor of other characters, and others like {{Sm|Mr. R}} and {{Sm|k9sbruce}} reducing her to a secondary. Game updates gave her improvements, including more consistent options alongside new combos and kill confirms; while they have done little to address her minimal damage output, she has received better representation (although it remains rather mediocre) and results since then from players such as {{Sm|VoiD}} (using her as a co-main to {{SSBU|Pichu}}), {{Sm|Kameme}}, {{Sm|Kirihara}} (both using her as a secondary), {{Sm|Shachi}} and {{Sm|Sylph}}; combined with advancements to her metagame, this has caused some top players to reassess opinions on her to a much more favorable one. For now, Sheik's viability remains questionable, with the general consensus being that she is a high tier, in contrast to her top tier performance in ''Smash 4''. | |||
In the end, Sheik's nerfs noticeably outweigh her buffs, as the former have both worsened her key strengths and exacerbated her main flaws, while the latter was not significant enough to compensate despite giving her more consistent options. | |||
{{SSB4 to SSBU changelist|char=Sheik}} | {{SSB4 to SSBU changelist|char=Sheik}} | ||
==Update history== | ==Update history== | ||
Sheik | Sheik has been buffed via game updates. Update 2.0.0 made her KO potential slightly more consistent by enlarging up smash's first hit, allowing it to catch landings better and hit a larger number of tall and/or large characters when they are standing right next to Sheik. In addition to these changes, [[Burst Grenade]] had its ending lag decreased, which slightly improved its safety as an edgeguarding option, while down smash's hits were modified to connect more reliably. Update 3.0.0 brought a few more noteworthy buffs, increasing the range of down tilt's tipper hitbox and slightly improving her neutral game, as forward aerial gained the ability to hit smaller characters beneath her, while [[Needle Storm]] [[charge]]s slightly faster. | ||
Update 7.0.0 further buffed Sheik in a number of ways. Most notably, Needle Storm has less landing lag, improving its safety and combo potential. A handful of her untoned moves have also been noticeably improved. Down smash has less startup and connects even better than before, while [[Vanish]]'s explosion KOs noticeably earlier. Burst Grenade's ending lag was decreased even further, its explosion has a longer duration, and it can no longer be cancelled out by attacks; altogether, these buffs addressed the move's primary flaws that have plagued it since ''SSB4''. Lastly, standing grab has more range, which somewhat restored one of her former out of shield options, and her shield itself was enlarged as part of a near-universal buff to shield sizes. Update 8.0.0 makes her forward smash connects better and the move's second hit has more range. | |||
Update 7.0.0 further buffed Sheik in a number of ways, | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.6% | |neutral2dmg=1.6% | ||
|neutralinfdmg=0.3% (loop), 2% (last) | |neutralinfdmg=0.3% (loop), 2% (last) | ||
|neutraldesc=An inward {{ | |neutraldesc=An inward {{s|wikipedia|knifehand strike}}, followed by an upward knife hand strike. When button mashed, Sheik performs a barrage of knife hand strikes, followed by a palm thrust. It has very fast startup (frame 2) and is decent for damage racking, especially if the opponent fails to [[SDI]]. The finisher can KO on certain platforms, such as one of the platforms on Town and City. | ||
|ftiltname=Cycle Kick | |ftiltname=Cycle Kick | ||
|ftiltdmg=3% | |ftiltdmg=3% | ||
|ftiltdesc= | |ftiltdesc=Does a roundhouse kick. Deals very poor damage, but can string into itself and its low vertical knockback grants it excellent combo potential. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=3% (hit 1), 4% (hit 2) | |utiltdmg=3% (hit 1), 4% (hit 2) | ||
|utiltdesc=A stretch kick followed by an axe kick. The first hit is hard to land on grounded opponents. Like forward tilt, its low damage output is compensated by its | |utiltdesc=A stretch kick followed by an axe kick. The first hit is hard to land on grounded opponents. Like forward tilt, its low damage output is compensated by its great combo ability. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=4.5% | |dtiltdmg=4.5% | ||
|dtiltdesc= | |dtiltdesc=Does a leg sweep. Sheik's foot has a hitbox that launches the opponent straight up, while the rest of her leg launches at 45°. The sweetspot combos into forward tilt, up smash, and all aerials besides down aerial. The tip leads into an up smash for a KO at around 90%, though the timing is very strict. | ||
|dashname= | |dashname= | ||
|dashdmg=7% (clean), 5% (late) | |dashdmg=7% (clean), 5% (late) | ||
|dashdesc=Lunges to perform outward fanning | |dashdesc=Lunges to perform outward fanning knife hand strikes with both hands. While situational, its fast startup (frame 5) and decent base knockback make it a decent punishment tool. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|8}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|8}} (hit 2) | ||
|fsmashdesc=A roundhouse kick followed by a jumping spinning sidekick. Both attacks cause Sheik to move forward. One of Sheik's best KOing | |fsmashdesc=A roundhouse kick followed by a jumping spinning sidekick. Both attacks cause Sheik to move forward. One of Sheik's best KOing moves, although its power compared to other forward smashes is weak. Crosses up shields if done close enough. | ||
|usmashname=Razor Wing | |usmashname=Razor Wing | ||
|usmashdmg={{ChargedSmashDmgSSBU|15}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|15}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2) | ||
|usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning | |usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knife hand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hits opponents above her. If close enough to a tall character, it is possible to land both hits of the move, but this is difficult to achieve. When sweetspotted, it is Sheik's strongest move overall and one of her best KOing options. However, it has high ending lag and the second hit lacks KO potential. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|6}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|6}} (hit 2) | ||
|dsmashdesc=A modified butterfly kick performed from the {{iw|wikipedia|windmill|b-boy move}} (a breakdancing move). | |dsmashdesc=A modified butterfly kick performed from the {{iw|wikipedia|windmill|b-boy move}} (a breakdancing move). Has a poor damage output and below-average knockback for a smash attack, but has respectable startup (frame 8). | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|6}} (clean sweetspot), {{ShortHopDmgSSBU|5}} (clean sourspot), {{ShortHopDmgSSBU|4}} (late sweetspot), {{ShortHopDmgSSBU|3}} (late sour spot) | |nairdmg={{ShortHopDmgSSBU|6}} (clean sweetspot), {{ShortHopDmgSSBU|5}} (clean sourspot), {{ShortHopDmgSSBU|4}} (late sweetspot), {{ShortHopDmgSSBU|3}} (late sour spot) | ||
|nairdesc= | |nairdesc=Does a sex kick. Very fast startup (frame 3), and a great combo breaking or out of shield option. Great for edgeguarding due to its somewhat powerful sweetspot and its long-lasting sourspot. The late hitbox on landing combos into Bouncing Fish at around 100% for a KO confirm. Autocancels in a short hop, but with strict timing. | ||
|fairname=Hatchet | |fairname=Hatchet | ||
|fairdmg={{ShortHopDmgSSBU|4.5}} (sweetspot), {{ShortHopDmgSSBU|3.8}} (sourspot) | |fairdmg={{ShortHopDmgSSBU|4.5}} (sweetspot), {{ShortHopDmgSSBU|3.8}} (sourspot) | ||
|fairdesc=A lunging, downward | |fairdesc=A lunging, downward knife-hand strike. Its sweetspot is located on Sheik's arm, while the sourspot is on her body. It comes out on frame 5 with minimal ending lag. Low base knockback, but very high knockback scaling. Combos into itself and other moves exceptionally well, including Bouncing Fish which can lead to a KO. Safe on shield if properly spaced. Has a very generous autocancel window, being able to do so after 11 frames. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|9.5}} (clean sweetspot), {{ShortHopDmgSSBU|7.5}} (clean sourspot), {{ShortHopDmgSSBU|6}} (late) | |bairdmg={{ShortHopDmgSSBU|9.5}} (clean sweetspot), {{ShortHopDmgSSBU|7.5}} (clean sourspot), {{ShortHopDmgSSBU|6}} (late) | ||
|bairdesc=A | |bairdesc=A sidekick. While its power is slightly below average for a back aerial, it can easily gimp characters with bad recoveries or outright KO offstage starting at around 90%. Hits on frame 4, sharing its speed with up aerial and making it one of the fastest moves of its kind in the game. Autocancels in a short hop. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4) | |uairdmg={{ShortHopDmgSSBU|1}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4) | ||
|uairdesc= | |uairdesc=Does a upward corkscrew kick followed by a kick with the opposite leg. KOs reliably near the top blast zone, and can be set up into by forward tilt or down tilt, though this requires precise timing and doesn't KO until around 120%. It can be used after a forward tilt to drag the opponent down and lead into another forward tilt. It does not autocancel in a short hop. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|10}} (descent), 2% (landing) | |dairdmg={{ShortHopDmgSSBU|10}} (descent), 2% (landing) | ||
|dairdesc=A downward flying kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning | |dairdesc=A downward flying kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning. One of Sheik's least useful and most situational moves, as its lag makes it very punishable, and trying to use it offstage will most likely result in an instant self-destruct. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. | |grabdesc=Reaches out. One of the shortest grab ranges. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A knee strike. Fast but weak. | |pummeldesc=A knee strike. Fast but weak. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit), 2% (throw) | |fthrowdmg=5% (hit), 2% (throw) | ||
|fthrowdesc=Performs the tie shan kao{{ref|a}} (a technique used in {{ | |fthrowdesc=Performs the tie shan kao{{ref|a}} (a technique used in {{s|wikipedia|Bajiquan}}). Combos into aerials and Bouncing Fish at low percents. Can combo into Bouncing Fish at higher percents, though this is easily avoidable with an air dodge. However, this can be conditioned and punished with Sheik's extremely fast movement and frame data. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit), 2% (throw) | |bthrowdmg=5% (hit), 2% (throw) | ||
|bthrowdesc=Throws the opponent behind herself and | |bthrowdesc=Throws the opponent behind herself and performs a strong sidekick. The weakest [[back throw]] in terms of knockback, it KOs the opponent at roughly 565% at the edge of [[Final Destination]]. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=3% (hit and throw) | |uthrowdmg=3% (hit and throw) | ||
|uthrowdesc=Heaves the opponent up | |uthrowdesc=Heaves the opponent up then does a handstand kick. Sheik's strongest, yet least useful throw, owing to its meager damage output, lack of follow-up potential, and almost nonexistent KO potential (it fails to KO middleweights until around 288% on Final Destination). | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit and throw) | |dthrowdmg=3% (hit and throw) | ||
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. | |dthrowdesc=A collar drag takedown followed by a somersault axe kick. Can combo into up air at low percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=A {{ | |floorfdesc=A {{s|wikipedia|kip-up}} transitioned into a double-footed {{s|wikipedia|scorpion kick}}. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Squats on one leg and performs a roundhouse kick. | |floortdesc=Squats on one leg and performs a spinning roundhouse kick. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc= | |edgedesc=Performs a corkscrew {{s|wikipedia|dropkick}} while climbing up. | ||
|nsname=Needle Storm | |nsname=Needle Storm | ||
|nsdmg=1.5% (per needle, close), 0.8% (per needle, far) | |nsdmg=1.5% (per needle, close), 0.8% (per needle, far) | ||
|nsdesc=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 30° | |nsdesc=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 30°. One of Sheik's best options for [[camping]] and zoning. The needles have [[transcendent priority]], and thus cannot stop or be stopped by other attacks (including, for example, other projectiles). | ||
|ssname=Burst Grenade | |ssname=Burst Grenade | ||
|ssdmg= 1% (grenade), 1% (vortex), 12.6% (explosion) | |ssdmg= 1% (grenade), 1% (vortex), 12.6% (explosion) | ||
|ssdesc=Throws a grenade attached to a {{ | |ssdesc=Throws a grenade attached to a {{s|wikipedia|tripwire}}. On detonation, it creates a small vortex 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 detach from the tripwire and become a non-[[explosive]] [[item]] that anyone can use. | ||
|usname=Vanish | |usname=Vanish | ||
|usdmg=12% (disappearance), 5% (reappearance) | |usdmg=12% (disappearance), 5% (reappearance) | ||
|usdesc=After a short delay, Sheik destroys a {{ | |usdesc=After a short delay, Sheik destroys a {{s|zeldawiki|Deku Nut}} in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line. It also grants a small vertical boost when used in the air. Conversely, its reappearance hitbox deals much less damage, but also has a windbox that can [[push]] away opponents who are very close to wherever Sheik reappears. It grants intangibility on frames 19-53. Reappearing near an edge renders her helpless, though [[self-destruct]]ing with the move is difficult to do because it allows Sheik to grab the edge the moment she enters helplessness. | ||
|dsname=Bouncing Fish | |dsname=Bouncing Fish | ||
|dsdmg=11% (first kick), 13% ( | |dsdmg=11% (first kick), 13% (following kicks) | ||
|dsdesc=A 360° Tengkong Pantui Cepu{{ref|b}} (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then | |dsdesc=A 360° Tengkong Pantui Cepu{{ref|b}} (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects. Upon missing, she experiences landing lag if she lands before the move's animation is over. It can also be executed earlier by pressing the special button again and covers more distance if the control stick is held in whatever direction Sheik is facing. Its long horizontal travel distance, respectable damage output, and high knockback scaling make it one of Sheik's most viable KOing options. It KOs middleweights at 120% while near the edge. Due to its earliest input hitting on frame 17 and its landing lag, however, it is punishable if it misses. | ||
|fsname=Sheikah Dance | |fsname=Sheikah Dance | ||
|fsdmg= | |fsdmg= 3% (first hit), 2% (late first hit), 50% (entire move) | ||
|fsdesc=Sheik dashes forward and slashes with her knife. If she catches anyone, the [[zeldawiki:Eye Symbol|Sheikah eye symbol]] will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of | |fsdesc=Sheik dashes forward and slashes with her knife. If she catches anyone, the [[zeldawiki:Eye Symbol|Sheikah eye symbol]] will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit launches opponents in the opposite direction of the initial dash. Only one opponent can be trapped, although bystanders will also take damage during Sheikah Dance. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]] (a breakdancing move). | *'''Up taunt''': Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]] (a breakdancing move). | ||
*'''Side taunt''': Pulls out the {{ | *'''Side taunt''': Pulls out the {{s|wikipedia|tripwire}} she uses for [[Burst Grenade]] and stretches it out, which emits a "twang" sound. | ||
*'''Down taunt''': A modified version of the {{iw|wikipedia|age-uke}} (a blocking technique in {{ | *'''Down taunt''': A modified version of the {{iw|wikipedia|age-uke}} (a blocking technique in {{s|wikipedia|Japanese martial arts}}). | ||
<gallery> | <gallery> | ||
SSBUTauntSheik1.gif|Sheik's up taunt. | SSBUTauntSheik1.gif|Sheik's up taunt. | ||
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*Performs a modified [[wikipedia:Glossary of ballet#Passé|passé]]. | *Performs a modified [[wikipedia:Glossary of ballet#Passé|passé]]. | ||
<gallery> | <gallery> | ||
SSBUSheikIdle1.gif|Sheik's first idle pose | SSBUSheikIdle1.gif|Sheik's first idle pose | ||
SSBUSheikIdle2.gif|Sheik's second idle pose | SSBUSheikIdle2.gif|Sheik's second idle pose | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Performs her forward tilt | *'''Left:''' Performs her forward tilt and then her down smash before striking a pose with her arms crossed in front of her face. | ||
*'''Up:''' | *'''Up:''' Crouches, swipes with her hand twice, then stands up while rearing back her right hand up to her face. | ||
*'''Right:''' Performs the fumikomi geri{{ref|c}} (a stomp-style kick in karate), followed by a mid-level | *'''Right:''' Performs the fumikomi geri{{ref|c}} (a stomp-style kick in karate), followed by a mid-level sidekick, and then exhales loudly before performing the [[wikipedia:List of shotokan techniques#Blocking techniques (Uke-waza)|tate shuto uke]]{{ref|d}} (a blocking technique in {{s|wikipedia|Shotokan}}). | ||
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]] | [[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]] | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
==In [[ | ==In competitive play== | ||
During ''Ultimate's'' early meta, Sheik's representation was almost nonexistent due to the significance of her nerfs. With the reduction of her overall damage output, it was common for Sheik players to pull off a lengthy string of combos that only amounted to the equivalent of 2-3 stray hits that their opponents dealt. As a result, much of her playerbase dropped her entirely due to the sheer amount of effort required when using her compared to the vast majority of the cast (for the same or potentially even weaker result). Her weak damage output became notorious within the community, with players and commentators alike pointing it out during matches. As such, Sheik was commonly seen as a mid or even bottom-tier character by most professionals. | |||
Patch 3.0.0 gave Sheik a handful of buffs, most notably improving the effectiveness of staple moves like down tilt, forward aerial and [[Needle Storm]]. As a result, some of her former players, most notably {{Sm|VoiD}} and {{Sm|Mr.R}}, began representing her in tournaments again, and her perception within the community has improved somewhat as some players such as {{Sm|ESAM}} believe that Sheik has potential and could make a great secondary character. {{Sm|VoiD}} has been using Sheik much more often and has seen impactful success with her. Sheik was buffed once again in 7.0.0, and as such, VoiD has placed even higher with the character, most notably at {{Trn|Frostbite 2020}} and {{Trn|Smash Ultimate Summit 3}} while {{Sm|Eim}} got 2nd at {{Trn|Seibugeki 8}}, a Japanese national. While not quite as strong as her previous iteration, players have gradually began considering Sheik as an high-tier character with some such as {{Sm|Tweek}}, {{Sm|Pink Fresh}} and {{Sm|Abadango}} thinking the character is top tier. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten 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 ten 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 --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Sheik professionals (SSBU)]]'' | |||
*{{Sm|Eim|Japan}} (#51) - The best Sheik in Japan and one of the best in the world. Originally co-mained with {{SSBU|Joker}} but has now gone solo Sheik. Placed 2nd at {{Trn|Seibugeki 8}}, 3rd at {{Trn|Seibugeki 9}}, 7th at {{Trn|Mēsuma}}, 9th at {{Trn|Kagaribi 3}}, and 17th at {{Trn|Kagaribi 4}} with wins over {{Sm|Gackt}}, {{Sm|Umeki}}, {{Sm|Huto}}, {{Sm|Harasen}}, {{Sm|Levi}}, {{Sm|Manzoku}} and {{Sm|Repo}}. | |||
*{{Sm|kameme|Japan}} (#11) - Co-mains Sheik with {{SSBU|Mega Man}}. Placed 1st at both {{Trn|The Mang0 Kickoff}}, 3rd at {{Trn|Umebura SP 4}}, 5th at both {{Trn|Umebura SP 5}} and {{Trn|Kagaribi}}, and 9th at {{Trn|Maesuma TOP 4}} using Sheik as one of his characters. Has wins over {{Sm|Tsu}}, {{Sm|kept}}, and {{Sm|Jagaimo}}. | |||
*{{Sm|naitosharp|USA}} - One of the best Sheik players in the United States but has since dropped the character. Placed 4th at {{Trn|New England Three Houses Invitational}}, 13th at {{Trn|Overclocked Ultimate IV}}, 17th at {{Trn|Overclocked Ultimate III}}, and 49th at {{Trn|Let's Make Big Moves}}. Ranked 10th on the [[New England Power Rankings]]. | |||
*{{Sm|Shachi|Japan}} - Placed 7th at {{Trn|Sumabato SP 15}}, 9th at {{Trn|Maesuma TOP 5}}, and 25th at, {{Trn|Sumabato SP 7}}, {{Trn|Sumabato SP 11}}, and {{Trn|Maesuma TOP 2}}. Has wins over {{Sm|Atelier}}, {{Sm|Rizeasu}}, and {{Sm|tk3}}. | |||
*{{Sm|Sylph|Japan}} - Placed 9th at {{Trn|Sumabato SP 4}} and {{Trn|Sumabato SP 20}}, and 13th at both {{Trn|Sumabato SP 3}} and {{Trn|Sumabato SP 17}} with wins over {{Sm|tatsutsuyo}}, {{Sm|tk3}}, and {{Sm|Tsumusuto}}. | |||
*{{Sm|VoiD|USA}} (#38) - The best Sheik player in the United States and one of the best in the world. Placed 5th at both {{Trn|Mainstage}} and {{Trn|Smash Ultimate Summit 3}}, 9th at {{Trn|Glitch 7 - Minus World}}, and 13th at {{Trn|2GG: SwitchFest 2019}} and {{Trn|Frostbite 2020}} with wins over {{Sm|Zackray}}, {{Sm|Raffi-X}}, and {{Sm|Salem}}. | |||
=={{SSBU|Classic Mode}}: Masquerade== | =={{SSBU|Classic Mode}}: Masquerade== | ||
[[File:SSBU Congratulations Sheik.png|thumb|Sheik's congratulations screen.]] | [[File:SSBU Congratulations Sheik.png|thumb|Sheik's congratulations screen.]] | ||
Sheik's opponents | Sheik's opponents are characters who wear masks or other forms of headwear to conceal their identity. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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|5||{{CharHead|Little Mac|SSBU|hsize=20px|color=Green}}||[[Boxing Ring]]||''{{SSBUMusicLink|Other|Tunnel Scene - X-Scape}}''|| | |5||{{CharHead|Little Mac|SSBU|hsize=20px|color=Green}}||[[Boxing Ring]]||''{{SSBUMusicLink|Other|Tunnel Scene - X-Scape}}''|| | ||
|- | |- | ||
|6||{{CharHead|Mii Brawler|SSBU|hsize=20px}} ( | |6||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x2) {{CharHead|Mii Gunner|SSBU|hsize=20px}} (x2) {{CharHead|Mii Swordfighter|SSBU|hsize=20px}} (x2)||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Meta Crystal}}''||Horde Battle. Items do not appear. | ||
*Mii Brawler costume combinations: [[Majora's Mask]] and [[Skull Kid]]'s Outfit, Hockey Mask and SSB T-Shirt. | *Mii Brawler costume combinations: [[Majora's Mask]] and [[Skull Kid]]'s Outfit, Hockey Mask and SSB T-Shirt. | ||
*Mii Gunner costumes: Shy Guy Mask and Butler Outfit, [[Ray Mk III]] Helmet and Ray Mk III Outfit. | *Mii Gunner costumes: Shy Guy Mask and Butler Outfit, [[Ray Mk III]] Helmet and Ray Mk III Outfit. | ||
Line 348: | Line 293: | ||
Although Sheik does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | Although Sheik does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | ||
During the mode itself, Sheik can be unlocked early on shortly after rescuing {{SSBU|Mario}}, where the player arrives at a | During the mode itself, Sheik can be unlocked early on shortly after rescuing {{SSBU|Mario}}, where the player arrives at a crossroads and has the choice to rescue her, {{SSBU|Marth}} or {{SSBU|Villager}}. If one of the others is rescued first, Sheik's path will be blocked by a force field created by {{SSBU|Master Hand}}, which will disappear upon defeating a boss or can be circumvented by looping back to the other side. | ||
Sheik has a separate awakening battle from {{SSBU|Zelda}}, who appears in the opening cutscene. | Sheik has a separate awakening battle from {{SSBU|Zelda}}, who appears in the opening cutscene. | ||
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|''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}'' | |''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]] | |•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]] | ||
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | |{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | ||
|Sylvando | |{{s|dragonquestwiki|Sylvando}} | ||
|- | |- | ||
|1,378 | |1,378 | ||
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|- | |- | ||
|rowspan="2"|1,494 | |rowspan="2"|1,494 | ||
|{{SpiritTableName|Travis Touchdown|size=64|link=y|dlcalt=y}} | |{{SpiritTableName|Travis Touchdown|size=64|link=y|dlcalt=y|ext=jpg}} | ||
|rowspan="2"|''No More Heroes'' Series | |rowspan="2"|''No More Heroes'' Series | ||
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Reversal Slash|2]], Captain Falcon Helmet, Black SSB T-Shirt)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}} | |•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Reversal Slash|2]], Captain Falcon Helmet, Black SSB T-Shirt)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}} | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
The Legend of Zelda artwork.png|Artwork of all | The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account. | ||
SSBU Sheik Number.png|Sheik's fighter card. | SSBU Sheik Number.png|Sheik's fighter card. | ||
Sheik_Unlock_Notice_SSBU.jpg|Sheik's unlock notice. | Sheik_Unlock_Notice_SSBU.jpg|Sheik's unlock notice. | ||
SSBUWebsiteSheik1.jpg| | SSBUWebsiteSheik1.jpg|Sheik posing on [[Skyworld]]. | ||
SSBUWebsiteSheik2.jpg| | SSBUWebsiteSheik2.jpg|Fighting {{SSBU|Wii Fit Trainer}} on [[Coliseum]]. | ||
SSBUWebsiteSheik3.jpg|Surrounded by the | SSBUWebsiteSheik3.jpg|Surrounded by the fires on [[Kalos Pokémon League]]. | ||
SSBUWebsiteSheik4.jpg| | SSBUWebsiteSheik4.jpg|Sheik performing [[Bouncing Fish]] near a [[Goldeen]] on [[Tortimer Island]]. | ||
SSBUWebsiteSheik5.jpg| | SSBUWebsiteSheik5.jpg|Sheik and {{SSBU|Ivysaur}} [[taunting]] on [[Tomodachi Life]]. | ||
SSBUWebsiteSheik6.jpg|Sheik on [[Lylat Cruise]]. | SSBUWebsiteSheik6.jpg|Sheik on [[Lylat Cruise]]. | ||
SSBUWebsiteMrGame&Watch4.jpg|Sheik and {{SSBU|King Dedede}} | SSBUWebsiteMrGame&Watch4.jpg|Sheik and {{SSBU|King Dedede}} hit by {{SSBU|Mr. Game & Watch}}'s down smash on [[Yoshi's Story]]. | ||
SSBUWebsitePeach3.jpg|Sheik getting hit by {{b|Toad|move}}'s spores on Tortimer Island. | SSBUWebsitePeach3.jpg|Sheik getting hit by {{b|Toad|move}}'s spores on Tortimer Island. | ||
SSBUWebsiteWiiFitTrainer3.jpg|Sheik | SSBUWebsiteWiiFitTrainer3.jpg|Sheik becoming [[buried]] by the male {{SSBU|Wii Fit Trainer}}'s neutral attack on [[3D Land]]. | ||
SSBUWebsiteZeroSuitSamus6.jpg|Sheik getting hit by {{SSBU|Zero Suit Samus}}'s back aerial on [[Luigi's Mansion]]. | SSBUWebsiteZeroSuitSamus6.jpg|Sheik getting hit by {{SSBU|Zero Suit Samus}}'s back aerial on [[Luigi's Mansion]]. | ||
SSBUWebsite10.jpg| | SSBUWebsite10.jpg|Sheik charging [[Needle Storm]] on Tortimer Island. | ||
SSBUZeldaJPTwitter1.jpg| | SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the [[Great Plateau Tower]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*Sheik is | *Sheik is currently referred to with male pronouns on the Smash Blog<ref>{{cite web|url=https://www.smashbros.com/en_US/blog/index.html?category=cat02_fighter_16|title="Usage of Male Pronouns on Official SSBU Website}}</ref> despite being referred to with female pronouns in every ''Smash'' appearance thus far, as well as on various other official Nintendo social websites.<ref>{{cite web|url=http://nintendo.tumblr.com/post/178668945609/|title="Usage of Female Pronouns on Official Nintendo Tumblr}}</ref><ref>{{cite web|url=https://twitter.com/NintendoVS/status/1047018344212250625|title="Usage of Female Pronouns on Official NintendoVS Twitter}}</ref><ref>{{cite web|url=https://twitter.com/Ixbran/status/1049729171470016512|title="Usage of Female Pronouns on Official Nintendo Switch News Feed, screenshot posted on Twitter}}</ref> Likewise, the game itself uses both female and male pronouns: Sheik is referred to with female pronouns in her moveset and [[tips]], while {{SSBU|Palutena}} and [[Viridi]] refer to Sheik with male pronouns in [[Palutena's Guidance]], albeit the latter instance is done for comedic purposes as {{SSBU|Pit}} then mentions her being an alter-ego of Zelda. | ||
*''Ultimate'' is the first ''Smash'' game where Sheik's design is based | *''Ultimate'' is the first ''Smash'' game where Sheik's design is based off of a different ''The Legend of Zelda'' game than her alter-ego, {{SSBU|Zelda}}. | ||
*''Ultimate'' is also the first installment in the series that gives Sheik a [[Final Smash]] different from Zelda's. | |||
*Sheik is the only '' | *Sheik is the only ''Zelda'' character: | ||
**Who doesn't fight characters from her own series | **Who doesn't face [[Ganon]] as her final boss in Classic Mode, (excluding {{SSBU|Ganondorf}}, who transforms into Ganon). | ||
**Who doesn't fight characters from her own series. | |||
**Who does not travel to her home stages in her Classic Mode route. | **Who does not travel to her home stages in her Classic Mode route. | ||
*Sheik is the only ''Zelda'' character who debuts in ''Melee'' that is not unlocked in the [[Sacred Land]] sub-area in [[World of Light]]. | |||
*Sheik is the only '' | **Therefore Sheik is the only ''Zelda'' character who debuts in ''Melee'' that's controlled by [[Galeem]]. | ||
*In English, Sheik and {{SSBU|Joker}} are the only characters whose Classic Mode titles are each one word. | *In English, Sheik and {{SSBU|Joker}} are the only characters whose Classic Mode titles are each one word. | ||
*Like in the previous installment, Sheik will revert to her ''Brawl'' idle animation while holding a small throwable item. | *Like in the previous installment, Sheik will revert to her ''Brawl'' idle animation while holding a small throwable item. | ||
*In Palutena's Guidance, Sheik is referred to in the sense of having been present before in ''Smash'' ("Sheik appears to be wearing a traditional Sheikah outfit this time around."), despite every other newly recorded ''Zelda'' character guidance bringing up the characters having separate incarnations throughout the franchise (Ganondorf being the same person, Link being a different person than before and Zelda and Young Link being specific incarnations). This implies that she's the same version of Zelda/Sheik seen in ''Brawl'' and ''Smash 4'' in which the design was created for ''Brawl'' to represent the ''Twilight Princess'' version of Zelda. | |||
*In Palutena's Guidance, Sheik is referred to in the sense of having been present before in ''Smash'' ("Sheik appears to be wearing a traditional Sheikah outfit this time around."), despite every other newly recorded '' | |||
==Notes== | ==Notes== |