Sheik (SSBU): Difference between revisions

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→‎Moveset: added translated names for moves from the japanese strategy guide. note: mozu means shrike, which is a bird commonly known as butcher birds
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(→‎Moveset: added translated names for moves from the japanese strategy guide. note: mozu means shrike, which is a bird commonly known as butcher birds)
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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname= 
|neutralname=Kodachi ({{ja|小太刀|Kodachi}}) / Reverse Kodachi ({{ja|逆小太刀|Gyaku Kodachi}}) / Piercing Strikes ({{ja|連突|Ren Totsu}}) / Piercing Strikes Finish ({{ja|連突終|Ren Totsu Owaru}})
|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 {{iw|wikipedia|knifehand strike}}, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes followed by a palm thrust. It has very minimal start-up (frame 2) and, despite having a very meager overall damage output, it is nevertheless decent for damage racking, especially if the opponent fails to [[SDI]].
|neutraldesc=An inward {{iw|wikipedia|knifehand strike}}, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes followed by a palm thrust. It has very minimal start-up (frame 2) and, despite having a very meager overall damage output, it is nevertheless decent for damage racking, especially if the opponent fails to [[SDI]].
|ftiltname=Cycle Kick
|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 a up aerial at high percentages for a potential KO confirm.
|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= 
|utiltname=True Bow ({{ja|真弓|Shin Yumi}})
|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 minimal start-up (frame 5) and decent ending lag (FAF 33). As a result, it is a respectable combo option.
|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 minimal start-up (frame 5) and decent ending lag (FAF 33). As a result, it is a respectable combo option.
|dtiltname= 
|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 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.
|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= 
|dashname=Gale ({{ja|疾風|Shippū}})
|dashdmg=7% (clean), 5% (late)
|dashdmg=7% (clean), 5% (late)
|dashdesc=Lunges to perform outward fanning knifehand strikes with both hands. While situational, its minimal start-up (frame 5) and decent base knockback make it serviceable at punishing or catching landings.
|dashdesc=Lunges to perform outward fanning knifehand strikes with both hands. While situational, its minimal start-up (frame 5) and decent base knockback make it serviceable at punishing or catching landings.
|fsmashname= 
|fsmashname=Twin Snake ({{ja|双蛇|Futa Hebi}})
|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 options, although its power compared to other forward smashes is below-average. Crosses up shields if performed close enough.
|fsmashdesc=A roundhouse kick followed by a jumping spinning sidekick. Both attacks cause Sheik to move forward. One of Sheik's best KOing options, although its power compared to other forward smashes is below-average. Crosses up shields if performed close enough.
|usmashname=Razor Wing
|usmashname=Razor Wing ({{ja|割符|Warifu}}, ''Razor Symbol'')
|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 knifehand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hits opponents above her. If performed 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 fails to KO at reasonable percentages.
|usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hits opponents above her. If performed 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 fails to KO at reasonable percentages.
|dsmashname= 
|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 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.
|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= 
|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)
|nairdesc=A flying kick. It has very minimal start-up (frame 3) and [[sex kick]] properties, which collectively make it a great combo breaker and out of shield option. It is also useful for edge-guarding due to its somewhat powerful sweetspot and its long-lasting sourspot. The late hitbox, upon landing onstage, also combos into Bouncing Fish at around 100% for a KO confirm. Auto-cancels in a short hop, but requires strict timing to do so.
|nairdesc=A flying kick. It has very minimal start-up (frame 3) and [[sex kick]] properties, which collectively make it a great combo breaker and out of shield option. It is also useful for edge-guarding due to its somewhat powerful sweetspot and its long-lasting sourspot. The late hitbox, upon landing onstage, also combos into Bouncing Fish at around 100% for a KO confirm. Auto-cancels in a short hop, but requires strict timing to do so.
|fairname=Hatchet
|fairname=Hatchet ({{ja|鉈|Hata}})
|fairdmg={{ShortHopDmgSSBU|4.5}} (sweetspot), {{ShortHopDmgSSBU|3.8}} (sourspot)
|fairdmg={{ShortHopDmgSSBU|4.5}} (sweetspot), {{ShortHopDmgSSBU|3.8}} (sourspot)
|fairdesc=A lunging, downward arcing knifehand 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 auto-cancel window, being able to do so after 11 frames.
|fairdesc=A lunging, downward arcing knifehand 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 auto-cancel window, being able to do so after 11 frames.
|bairname= 
|bairname=Flying Swallow ({{ja|飛燕|Hien}})
|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 side kick. While its power is slightly below-average for a back aerial, it can easily gimp characters with lackluster recoveries or KO outright while offstage starting at around 90%. Like up aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. Auto-cancels in a short hop.
|bairdesc=A side kick. While its power is slightly below-average for a back aerial, it can easily gimp characters with lackluster recoveries or KO outright while offstage starting at around 90%. Like up aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. Auto-cancels in a short hop.
|uairname= 
|uairname=Drill ({{ja|錐|Kiri}})
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|uairdmg={{ShortHopDmgSSBU|1}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|uairdesc=An upward corkscrew flying kick followed by a thrust 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. Like back aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. It does not auto-cancel in a short hop.
|uairdesc=An upward corkscrew flying kick followed by a thrust 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. Like back aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. It does not auto-cancel in a short hop.
|dairname= 
|dairname=Butcher Bird ({{ja|百舌改|Mozu Kai}})
|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 frames. 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.
|dairdesc=A downward flying kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning frames. 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=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Sheik has one of the shortest overall grab ranges among the cast.
|grabdesc=Reaches out. Sheik has one of the shortest overall grab ranges among the cast.
|pummelname= 
|pummelname=Knee Strike ({{ja|膝打|Hizada}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A knee strike. Fast but weak.
|pummeldesc=A knee strike. Fast but weak.
|fthrowname=
|fthrowname=Shoulder Strike ({{ja|肩打|Katada}})
|fthrowdmg=5% (hit), 2% (throw)
|fthrowdmg=5% (hit), 2% (throw)
|fthrowdesc=Performs the tie shan kao{{ref|a}} (a technique used in {{iw|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 mobility and frame data.
|fthrowdesc=Performs the tie shan kao{{ref|a}} (a technique used in {{iw|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 mobility and frame data.
|bthrowname=
|bthrowname=Heel Strike ({{ja|踵打|Kakotoda}})
|bthrowdmg=5% (hit), 2% (throw)
|bthrowdmg=5% (hit), 2% (throw)
|bthrowdesc=Throws the opponent behind herself and then performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percentages. It can also combo into Bouncing Fish at medium to high percentages, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI.
|bthrowdesc=Throws the opponent behind herself and then performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percentages. It can also combo into Bouncing Fish at medium to high percentages, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI.
|uthrowname=
|uthrowname=Handstand Strike ({{ja|倒立打|Tōritsuda}})
|uthrowdmg=3% (hit and throw)
|uthrowdmg=3% (hit and throw)
|uthrowdesc=Heaves the opponent up and then performs a handstand kick. It is one Sheik's least useful moves in general, due to its consistency as a read-dependent set-up into Vanish being worsened significantly since ''SSB4'', as well as its meager damage output and inability to KO at reasonable percentages (it fails to KO middleweights until around 288% on Final Destination).
|uthrowdesc=Heaves the opponent up and then performs a handstand kick. It is one Sheik's least useful moves in general, due to its consistency as a read-dependent set-up into Vanish being worsened significantly since ''SSB4'', as well as its meager damage output and inability to KO at reasonable percentages (it fails to KO middleweights until around 288% on Final Destination).
|dthrowname=
|dthrowname=Guillotine ({{ja|断頭|Dantōda}})
|dthrowdmg=3% (hit and throw)
|dthrowdmg=3% (hit and throw)
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. It can combo into neutral and forward aerials at low percents, and up aerial at low to medium percents.
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. It can combo into neutral and forward aerials at low percents, and up aerial at low to medium percents.
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