Editing Sheik (SSBU)
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|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = A- | ||
|ranking = | |ranking = 35 | ||
}} | }} | ||
'''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]]. | ||
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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 | Sheik is currently ranked 35th out of 82 characters placing her in A- tier. This is a large drop from her previous ranking in ''[[Super Smash Bros. 4]]'', where she was ranked 4th out of 54. Sheik maintains many of her positive traits from the previous game, including her amazing [[neutral game]], strong edgeguarding game, strong advantage state, unrivaled frame data, and highly useful projectile in [[Needle Storm]]. ''Ultimate''{{'}}s engine would bestow further benefits, as she is able to abuse her edgeguarding game much more thanks to the buffs given to her back aerial as well as her fantastic lingering hitboxes and projectiles. This, along with the nerfs to air dodging and multiple buffs she would receive via patches would make her ability to kill much more reliably than in ''Smash 4''. | ||
However, Sheik | However, Sheik would receive many nerfs to offset these buffs. Sheik's already low damage output was reduced even more, making it much harder for her to rack up damage on her opponent efficiently. This, in turn, would reduce her overall hitstun, further worsening her already low shield pressure. Despite Sheik's improved ability to kill, she still has issues closing out stocks if her kill confirms don't work, or if her opponent is able to get around Sheik's edgeguarding. Lastly, while her neutral and advantage state are both very strong, many characters are able to match or exceed Sheik's abilities, all while possessing higher damage output and KO power, leading to her being somewhat outclassed by a good portion of the roster. | ||
While Sheik was initially deemed as a low or bottom tier, various buffs from patch updates allowed her to gain a more favorable perception in the metagame, and is considered to be a viable character with great representation and results from players like {{Sm|Eim}}, {{Sm|Mr.R}} and {{Sm|VoiD}}. Some players feel like Sheik is underrated, with {{Sm|Tweek}} and {{Sm|Zackray}} labeling her as one of the best in the game, though she is agreed to be inferior to her ''Smash 4'' incarnation. | |||
==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, the combination of Sheik's mobility, projectiles, range and frame data 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, the combination of Sheik's mobility, projectiles, range and frame data 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. | ||
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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. | 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 extensive combo game, Sheik also struggles to securely score KOs due to her handful of KO options and each of them being difficult to land precisely. Her up smash has a powerful first hit on her arms as she raises them, but it is difficult 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 disappearing hitbox 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 KOing considerably later center-stage compared to the edge | While the low damage and power on her moves grant her an extensive combo game, Sheik also struggles to securely score KOs due to her handful of KO options and each of them being difficult to land precisely. Her up smash has a powerful first hit on her arms as she raises them, but it is difficult 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 disappearing hitbox 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 KOing considerably later center-stage compared to the edge. | ||
Furthermore, Sheik's 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 aerials' respective combo potentials. 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. Sheik's grab game is also below-average overall: she lacks throws that can KO at realistic percents, and while her aforementioned forward and down throws are useful combo starters, they have too much knockback for truly reliable KO set-ups. | Furthermore, Sheik's 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 aerials' respective combo potentials. 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. Sheik's grab game is also below-average overall: she lacks throws that can KO at realistic percents, and while her aforementioned forward and down throws are useful combo starters, they have too much knockback for truly reliable KO set-ups. | ||
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Other weaknesses include a few moves that have very low utility, despite Sheik's moveset versatility. These include her down aerial, which is her overall slowest aerial, 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, although 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. Sheik's 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. | Other weaknesses include a few moves that have very low utility, despite Sheik's moveset versatility. These include her down aerial, which is her overall slowest aerial, 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, although 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. Sheik's 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, she often has to play a very long game due to her slow damage output. At that point, Sheik has to play an entirely different playstyle and try to look for openings to land her KO confirms. Nevertheless, Sheik's strengths and the myriad of buffs she received from game updates have resulted in many top players having an overall positive view on her viability, especially compared to the early meta when she was commonly considered a low-tier character. | 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 slow damage output. At that point, Sheik has to play an entirely different playstyle and try to look for openings to land her KO confirms. Nevertheless, Sheik's strengths and the myriad of buffs she received from game updates have resulted in many top players having an overall positive view on her viability, especially compared to the early meta when she was commonly considered a low-tier character. On a related note, Sheik's best player from ''Super Smash Bros. 4'', VoiD, has readopted her as his main and has achieved respectable tournament results, which has further reinforced her viability in spite of her playerbase being drastically smaller than it was in ''SSB4''. | ||
==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 ''SSB4'' 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 to a degree. | ||
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 endurance and, most importantly, her combo consistency, this is counterbalanced by 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 endurance and, most importantly, her combo consistency, this is counterbalanced by her weight lowering to the point of being the sixth lightest character in the game (which makes her lighter than small characters such as {{SSBU|Kirby}} and {{SSBU|Pikachu}}) while also worsening her already lackluster KO potential. As a result, Sheik is unable to take significant advantage of rage, much like in ''SSB4''. | ||
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 set-ups. 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 ''SSB4'', 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 dashing speed has increased even further, and is now among the top 5 fastest among the cast. Her [[neutral infinite]] connects more reliably and has less ending lag, making it more consistent for damage racking despite its individual hits dealing less damage. Her up tilt, down tilt and Needle Storm (especially the aerial version) also have less ending lag, improving their combo potential. | ||
Sheik's generally least useful moves in ''SSB4'', such as her dash attack, down smash, down aerial and up throw, each deal more damage and/or knockback. Her smash attacks as a whole have also been buffed, with forward smash and down smash's hits connecting more reliably, and up smash's first hit having more power and slightly more range. [[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 | Sheik's generally least useful moves in ''SSB4'', such as her dash attack, down smash, down aerial and up throw, each deal more damage and/or knockback. Her smash attacks as a whole have also been buffed, with forward smash and down smash's hits connecting more reliably, and up smash's first hit having more power and slightly more range. [[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. | 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, Sheik's 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 KO 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}} (who readopted her as a main after relegating {{SSBU|Pichu}} to secondary status), {{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 either mid or high tier, in contrast to her top tier performance in ''SSB4''. | |||
{{SSB4 to SSBU changelist|char=Sheik}} | {{SSB4 to SSBU changelist|char=Sheik}} | ||
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|ftiltname=Cycle Kick ({{ja|円弧|Enko}}, ''Circular Arc'') | |ftiltname=Cycle Kick ({{ja|円弧|Enko}}, ''Circular Arc'') | ||
|ftiltdmg=3% | |ftiltdmg=3% | ||
|ftiltdesc=A roundhouse kick. Deals very poor damage, but its minimal start-up (frame 5) and ending lag (FAF 25) compensates for this. As a result, it boasts excellent combo potential from low to high percentages, including | |ftiltdesc=A roundhouse kick. Deals very poor damage, but its minimal start-up (frame 5) and ending lag (FAF 25) compensates for this. As a result, it boasts excellent combo potential from low to high percentages, including a up aerial at high percentages for a potential KO confirm. | ||
|utiltname=Spindle Tree ({{ja|真弓|Mayumi}}) | |utiltname=Spindle Tree ({{ja|真弓|Mayumi}}) | ||
|utiltdmg=3% (hit 1), 4% (hit 2) | |utiltdmg=3% (hit 1), 4% (hit 2) | ||
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|dtiltname=Whirlwind ({{ja|旋風|Tsumuji}}) | |dtiltname=Whirlwind ({{ja|旋風|Tsumuji}}) | ||
|dtiltdmg=4.5% | |dtiltdmg=4.5% | ||
|dtiltdesc=A legsweep. Sheik's foot has a hitbox that launches the opponent at 90°, whereas the rest of her leg launches at 45°. The sweetspot combos into forward tilt, neutral/forward/up/back aerials, and up smash, the latter of which is a KO confirm (albeit one that requires strict timing) at around 90%. The sourspots, however, have | |dtiltdesc=A legsweep. Sheik's foot has a hitbox that launches the opponent at 90°, whereas the rest of her leg launches at 45°. The sweetspot combos into forward tilt, neutral/forward/up/back aerials, and up smash, the latter of which is a KO confirm (albeit one that requires strict timing) at around 90%. The sourspots, however, have signifcantly less combo potential in comparison. Although update 3.0.0 shrunk and repositioned the leg hitboxes in order to make the foot hitbox easier to land, proper spacing is nevertheless pivotal in order to use down tilt to its fullest. | ||
|dashname=Gale ({{ja|疾風|Shippū}}) | |dashname=Gale ({{ja|疾風|Shippū}}) | ||
|dashdmg=7% (clean), 5% (late) | |dashdmg=7% (clean), 5% (late) | ||
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|dsmashname=Windmill ({{ja|大車輪|Daisharin}}, ''Large Wheel'') | |dsmashname=Windmill ({{ja|大車輪|Daisharin}}, ''Large Wheel'') | ||
|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). Despite having a slightly below-average overall damage output for a smash attack, it is very unreliable for KOing due to | |dsmashdesc=A modified butterfly kick performed from the {{iw|wikipedia|windmill|b-boy move}} (a breakdancing move). Despite having a slightly below-average overall damage output for a smash attack, it is very unreliable for KOing due to it second hit's meager damage output. As of update 7.0.0, it has respectable start-up (frame 8) for a smash attack, which makes it decent at punishing rolls and setting up edge-guards. | ||
|nairname=Falling Leaves ({{ja|落葉|Rakuyō}}) | |nairname=Falling Leaves ({{ja|落葉|Rakuyō}}) | ||
|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) | ||
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|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° ang;e. 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) | ||
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|dsname=Bouncing Fish | |dsname=Bouncing Fish | ||
|dsdmg=11% (first kick), 13% (subsequent kicks) | |dsdmg=11% (first kick), 13% (subsequent 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 perform subsequent kicks 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 | |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 perform subsequent kicks 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 noticeable landing lag, however, it is punishable if it misses. | ||
|fsname=Sheikah Dance | |fsname=Sheikah Dance | ||
|fsdmg=1% (dashing hit), 2% (first hit), 3% (hits 1, 2, 4-6, 8-10, 12, 13), 2% (hits 3, 7, 11, 14), 12% (final) | |fsdmg=1% (dashing hit), 2% (first hit), 3% (hits 1, 2, 4-6, 8-10, 12, 13), 2% (hits 3, 7, 11, 14), 12% (final) | ||
|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 punches, kicks and slashes from multiple directions before finally launching the trapped opponent with an upward 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. | |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 punches, kicks and slashes from multiple directions before finally launching the trapped opponent with an upward 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. | ||
}} | }} | ||
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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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*'''Left:''' Performs her forward tilt (Cycle Kick) and then her down smash (Windmill) before striking a pose with her arms crossed in front of her face. | *'''Left:''' Performs her forward tilt (Cycle Kick) and then her down smash (Windmill) before striking a pose with her arms crossed in front of her face. | ||
*'''Up:''' Performs the first two hits of her neutral attack (Kodachi + Reverse Kodachi), then stands up while rearing back her right hand up to her face. | *'''Up:''' Performs the first two hits of her neutral attack (Kodachi + Reverse Kodachi), 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 side kick, and then | *'''Right:''' Performs the fumikomi geri{{ref|c}} (a stomp-style kick in karate), followed by a mid-level side kick, 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 {{iw|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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
During ''Ultimate''{{'}}s early metagame, 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 tier character at best or even a bottom tier character at worst by most professionals. | |||
Update 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. Sheik's perception within the community would also improve somewhat as some players, such as {{Sm|ESAM}}, believe that Sheik has potential and could make a great secondary character. In the wake of {{SSBU|Pichu}}'s nerfs from update 3.1.0, VoiD relegated it to secondary status in favor of readopting Sheik as his main, and has seen impactful success with her. Sheik was buffed once again in update 7.0.0, which enabled VoiD to achieve even better placings with her, most notably at {{Trn|Frostbite 2020}} and {{Trn|Smash Ultimate Summit 3}}. {{Sm|Eim}} also achieved similar success in the wake of her buffs by placing 2nd at {{Trn|Seibugeki 8}}, a Japanese national. | |||
While Sheik is not quite as capable as she was in ''SSB4'', players have gradually began considering her as either mid or high tier; some players, such as {{Sm|Tweek}}, and {{Sm|Pink Fresh}}, have even thought of her becoming a top tier character like in ''SSB4''. Thanks to her having much higher representation overseas, Sheik's perception is much more positive in Japan: {{Sm|Abadango}} believes that she is one of the best characters in the game, whereas {{Sm|Zackray}} and {{Sm|ProtoBanham}} consider her to be the absolute best character in the game. Regardless, she is ranked 35th on the first and current tier list. | |||
===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 --> | ||
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''See also: [[:Category:Sheik players (SSBU)]]'' | ''See also: [[:Category:Sheik players (SSBU)]]'' | ||
*{{Sm|Eim|Japan}} - | *{{Sm|Eim|Japan}} - The current best Sheik player in the world. Placed 2nd at {{Trn|Seibugeki 8}}, 3rd at {{Trn|Seibugeki 9}}, 7th at {{Trn|Mēsuma}}, and 9th at both {{Trn|Kagaribi 3}} and {{Trn|Kagaribi 7}} with wins over players such as {{Sm|Gackt}}, {{Sm|Umeki}}, and {{Sm|Huto}}. | ||
*{{Sm| | *{{Sm|kameme|Japan}} - Co-mains Sheik with {{SSBU|Sora}} but has since relegated the character to a secondary. Placed 1st at {{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 with wins over players such as {{Sm|Tsu}}, {{Sm|kept}}, and {{Sm|Jagaimo}}. | ||
*{{Sm| | *{{Sm|Mr.R|Netherlands}} - The best Sheik player in Europe. Placed 2nd at {{Trn|Tech Republic VI}}, 5th at {{Trn|Glory 2.0}}, 7th at {{Trn|COLOSSEL 2022}}, 9th at {{Trn|Ultimate WANTED 4}}, and 17th at {{Trn|VCA 2022}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Leon}}, and {{Sm|Supahsemmie}}. Ranked 7th on the [[PGRU v3 EU]]. | ||
*{{Sm| | *{{Sm|naitosharp|USA}} - One of the best Sheik players in the United States. Placed 4th at {{Trn|New England Three Houses Invitational}}, 13th at both {{Trn|Overclocked Ultimate IV}} and {{Trn|Shine 2022}}, and 17th at {{Trn|Overclocked Ultimate III}}. Ranked 10th on the [[New England Power Rankings]]. | ||
*{{Sm| | *{{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| | *{{Sm|Sylph|Japan}} - Placed 7th at {{Trn|Kagaribi 6}}, 9th at both {{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}} - The best Sheik player in the world during the early metagame. Placed 5th at both {{Trn|Mainstage}} and {{Trn|Smash Ultimate Summit 3}}, 9th at {{Trn|Glitch 7 - Minus World}}, and 13th at both {{Trn|2GG: SwitchFest 2019}} and {{Trn|Frostbite 2020}} with wins over {{Sm|Zackray}}, {{Sm|Raffi-X}}, and {{Sm|Salem}}. Ranked 38th on the [[Fall 2019 PGRU]]. | |||
=={{SSBU|Classic Mode}}: Masquerade== | =={{SSBU|Classic Mode}}: Masquerade== | ||
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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. | ||
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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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|- | |- | ||
|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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==Trivia== | ==Trivia== | ||
*Sheik is | *Sheik is 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 on a different ''The Legend of Zelda'' game than her alter-ego, {{SSBU|Zelda}}. | *''Ultimate'' is the first ''Smash'' game where Sheik's design is based on 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. | **''Ultimate'' is also the first installment in the series that gives Sheik a [[Final Smash]] different from Zelda's. | ||
*Sheik is the only ''The Legend of Zelda'' character: | *Sheik is the only ''The Legend of Zelda'' character: | ||
**Who doesn't fight characters from her own series | **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. | ||
**Who doesn't appear on the [[:File:SSBU Key Art.png|full group artwork version of the box cover]]. | **Who doesn't appear on the [[:File:SSBU Key Art.png|full group artwork version of the box cover]]. | ||
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**Coincidentally, both Sheik and Joker have similar playstyles (fast characters with weak, damage-racking attacks). | **Coincidentally, both Sheik and Joker have similar playstyles (fast characters with weak, damage-racking attacks). | ||
*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 ''The Legend of 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 ''SSB4'', in which her design was created for ''Brawl'' as a hypothetical transformation of the ''Twilight Princess'' incarnation 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 ''The Legend of 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 ''SSB4'', in which her design was created for ''Brawl'' as a hypothetical transformation of the ''Twilight Princess'' incarnation of Zelda. | ||