179
edits
m (Choice of words (very minor)) Tag: Mobile edit |
|||
(12 intermediate revisions by 5 users not shown) | |||
Line 73: | Line 73: | ||
*{{change|Sheik falls faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}} | *{{change|Sheik falls faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}} | ||
*{{change|Sheik's gravity is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her endurance, makes her more susceptible to combos and reduces the height of her jumps.}} | *{{change|Sheik's gravity is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her endurance, makes her more susceptible to combos and reduces the height of her jumps.}} | ||
*{{buff|Sheik's full hop is higher.}} | |||
*{{nerf|[[Item throw]] is weaker (0.896 → 0.866).}} | *{{nerf|[[Item throw]] is weaker (0.896 → 0.866).}} | ||
*{{buff|Sheik's [[roll]]s (FAF 32 → 28), [[air dodge]] (FAF 50 → 31) and [[spot dodge]] (FAF 26 → 25) all have less ending lag. Air dodge also has less startup lag (frame 4 → 2).}} | *{{buff|Sheik's [[roll]]s (FAF 32 → 28), [[air dodge]] (FAF 50 → 31) and [[spot dodge]] (FAF 26 → 25) all have less ending lag. Air dodge also has less startup lag (frame 4 → 2).}} | ||
Line 168: | Line 168: | ||
**{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}} | **{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}} | ||
**{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}} Burst Grenade replaces Chain. | **{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}} Burst Grenade replaces Chain. | ||
**{{Bugfix|Due to her chain being removed, the [[Chain Jacket glitch]] is no longer possible.}} | |||
*[[Vanish]]: | *[[Vanish]]: | ||
**{{nerf|Vanish's disappearing hitbox deals less damage (15% → 12%), although its knockback scaling was compensated (80 → 102). Its explosion is now also absorbable.}} | **{{nerf|Vanish's disappearing hitbox deals less damage (15% → 12%), although its knockback scaling was compensated (80 → 102). Its explosion is now also absorbable.}} | ||
Line 219: | Line 220: | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Kodachi ({{ja|小太刀|Kodachi}}) | |neutralname=Kodachi ({{ja|小太刀|Kodachi}})<br>Inverted Kodachi ({{ja|逆小太刀|Gyaku Kodachi}})<br>Piercing Strikes ({{ja|連突|Rentotsu}}, ''Chain Thrusts'')<br>Piercing Strikes Finish ({{ja|連突終|Rentotsu Owaru}}, ''Chain Thrusts End'') | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutralinfdmg=0.8% (near loop), 0.6% (far loop), 3% (last) | |neutralinfdmg=0.8% (near loop), 0.6% (far loop), 3% (last) | ||
|neutraldesc=An inward {{s|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 hits on frame 2 and both of its first two hits can be [[jab cancel]]ed reliably, even at high percents. As a result, it is very useful as a set-up for combos into itself or her tilt attacks, and even into KOs with her smash attacks. Although its infinite's finisher has extremely high knockback scaling to offset its very low damage output, it is still punishable because of its high ending lag. | |neutraldesc=An inward {{s|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 hits on frame 2 and both of its first two hits can be [[jab cancel]]ed reliably, even at high percents. As a result, it is very useful as a set-up for combos into itself or her tilt attacks, and even into KOs with her smash attacks. Although its infinite's finisher has extremely high knockback scaling to offset its very low damage output, it is still punishable because of its high ending lag. | ||
|ftiltname=Cycle Kick ({{ja|円弧|Enko}}, '' | |ftiltname=Cycle Kick ({{ja|円弧|Enko}}, ''Circle Arc'') | ||
|ftiltdmg=4% | |ftiltdmg=4% | ||
|ftiltdesc=A roundhouse kick. It hits on frame 5 and has extremely low base knockback, yet high knockback scaling. When coupled with its hitboxes' favorable launching angles, it can easily combo into itself from 0% to very low percents, into [[Bouncing Fish]] at low percents, into neutral and forward aerials at low to medium percents, and into up aerial at low to higher percents. | |ftiltdesc=A roundhouse kick. It hits on frame 5 and has extremely low base knockback, yet high knockback scaling. When coupled with its hitboxes' favorable launching angles, it can easily combo into itself from 0% to very low percents, into [[Bouncing Fish]] at low percents, into neutral and forward aerials at low to medium percents, and into up aerial at low to higher percents. | ||
|utiltname=Spindle Tree ({{ja|真弓|Mayumi}}) | |utiltname=Spindle Tree ({{ja|真弓|Mayumi}}, ''Spindle Tree/True Bow'') | ||
|utiltdmg=5% (hit 1), 6% (hit 2) | |utiltdmg=5% (hit 1), 6% (hit 2) | ||
|utiltdesc=A stretch kick transitioned into an axe kick. Its first hit has low set knockback, which enables it to be reliably combo into its second hit. Due to its low ending lag, it can be used to either start or continue combos. | |utiltdesc=A stretch kick transitioned into an axe kick. Its first hit has low set knockback, which enables it to be reliably combo into its second hit. Due to its low ending lag, it can be used to either start or continue combos. | ||
Line 233: | Line 234: | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtiltdesc=A legsweep. Its relatively low knockback and vertical launching angles grant it decent combo potential. The hitboxes on Sheik's leg launch opponents at 70°, which enable it to combo into her neutral or forward aerials. In comparison, the hitbox on her heel launches opponents at 90°, which enables it to combo into up aerial. | |dtiltdesc=A legsweep. Its relatively low knockback and vertical launching angles grant it decent combo potential. The hitboxes on Sheik's leg launch opponents at 70°, which enable it to combo into her neutral or forward aerials. In comparison, the hitbox on her heel launches opponents at 90°, which enables it to combo into up aerial. | ||
|dashname=Gale ({{ja|疾風|Shippū}}) | |dashname=Gale ({{ja|疾風|Shippū}}, ''Hurricane'') | ||
|dashdmg=6.5% (clean), 4.5% (late) | |dashdmg=6.5% (clean), 4.5% (late) | ||
|dashdesc=Lunges to perform two outward fanning knifehand strikes. It hits on frame 5, which ties it with {{SSB4|Sonic}}'s dash attack as the fourth fastest in the game. It also has high base knockback and decent knockback scaling. However, its 32 frames of ending lag make it punishable. | |dashdesc=Lunges to perform two outward fanning knifehand strikes. It hits on frame 5, which ties it with {{SSB4|Sonic}}'s dash attack as the fourth fastest in the game. It also has high base knockback and decent knockback scaling. However, its 32 frames of ending lag make it punishable. | ||
|fsmashname=Twin | |fsmashname=Twin Snakes ({{ja|双蛇|Sōja}}) | ||
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|8}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|8}} (hit 2) | ||
|fsmashdesc=A roundhouse kick followed by a spinning side kick. Each hit moves her forward, while its first hit's low weight-based knockback enables it to combo reliably into the second hit. Although its second hit has an average damage output, its high knockback scaling nevertheless enables it to KO middleweights at 140% from the center of {{SSB4|Final Destination}}. It also has the lowest amount of ending lag out of Sheik's smash attacks. However, its first hit only lasts for 1 frame and can be punished on [[shield]] before the second hit comes out, due to its minimal [[shieldstun]] and the long gap between them. | |fsmashdesc=A roundhouse kick followed by a spinning side kick. Each hit moves her forward, while its first hit's low weight-based knockback enables it to combo reliably into the second hit. Although its second hit has an average damage output, its high knockback scaling nevertheless enables it to KO middleweights at 140% from the center of {{SSB4|Final Destination}}. It also has the lowest amount of ending lag out of Sheik's smash attacks. However, its first hit only lasts for 1 frame and can be punished on [[shield]] before the second hit comes out, due to its minimal [[shieldstun]] and the long gap between them. | ||
|usmashname=Razor Wing ({{ja|割符|Warifu}}, ''Split | |usmashname=Razor Wing ({{ja|割符|Warifu}}, ''Tally/Split Sign'') | ||
|usmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | ||
|usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It has two hits, but they do not connect into each other except against tall or large targets at low percents, instead working individually as launching hits. The first hit is located on her fingertips when her hands are overhead and launches opponents at 93°, whereas the second hit is located around her torso during the downswing and launches opponents at 50°. The first hit is both powerful and safe as an anti-air: its respectable damage output enables it to KO middleweights at 104% from ground height, and it grants [[intangibility]] to her head and arms on frames 8-15. On the other hand, the second hit's lower damage output results in it KOing middleweights at 162% from center stage. It is also very punishable, owing to its 37 frames of ending lag. | |usmashdesc=Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. It has two hits, but they do not connect into each other except against tall or large targets at low percents, instead working individually as launching hits. The first hit is located on her fingertips when her hands are overhead and launches opponents at 93°, whereas the second hit is located around her torso during the downswing and launches opponents at 50°. The first hit is both powerful and safe as an anti-air: its respectable damage output enables it to KO middleweights at 104% from ground height, and it grants [[intangibility]] to her head and arms on frames 8-15. On the other hand, the second hit's lower damage output results in it KOing middleweights at 162% from center stage. It is also very punishable, owing to its 37 frames of ending lag. | ||
|dsmashname=Windmill ({{ja|大車輪|Daisharin}}, '' | |dsmashname=Windmill ({{ja|大車輪|Daisharin}}, ''Big Wheel Ring/Giant Swing'') | ||
|dsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|6}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|6}} (hit 2) | ||
|dsmashdesc=A modified butterfly kick performed from the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move. It hits twice, with its second hit's extremely high knockback scaling enabling it to KOing middleweights at 148% from center stage. However, it is Sheik's least damaging smash attack, and is very punishable because of its 35 frames of ending lag, rather short range, and minimal shieldstun. | |dsmashdesc=A modified butterfly kick performed from the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move. It hits twice, with its second hit's extremely high knockback scaling enabling it to KOing middleweights at 148% from center stage. However, it is Sheik's least damaging smash attack, and is very punishable because of its 35 frames of ending lag, rather short range, and minimal shieldstun. | ||
Line 254: | Line 255: | ||
|bairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late) | |bairdmg=8% (clean sweetspot), 7% (clean sourspot), 5% (late) | ||
|bairdesc=A high-angle back kick. Due to it hitting on frame 4, it is tied with up aerial as Sheik's second fastest aerial. As a result, it is a decent edge-guarding option and can be used from a reverse aerial rush. It also has very high knockback scaling and large hitboxes, but has minimal KO potential because of its meager damage output offsetting its average knockback scaling. | |bairdesc=A high-angle back kick. Due to it hitting on frame 4, it is tied with up aerial as Sheik's second fastest aerial. As a result, it is a decent edge-guarding option and can be used from a reverse aerial rush. It also has very high knockback scaling and large hitboxes, but has minimal KO potential because of its meager damage output offsetting its average knockback scaling. | ||
|uairname=Drill ({{ja|錐|Kiri}}) | |uairname=Drill ({{ja|錐|Kiri}}, ''Auger'') | ||
|uairdmg=1% (hits 1-3), 4% (hit 4) | |uairdmg=1% (hits 1-3), 4% (hit 4) | ||
|uairdesc=A diagonal, corkscrew flying kick. Due to it hitting on frame 4, it is tied with back aerial as Sheik's second fastest aerial. Its first three hits have the [[autolink angle]] against aerial opponents, which allows all of its hits to connect easily. Conversely, its last hit has extremely high knockback scaling, which allows it to KO middleweights at 135% while near the upper blast line and makes it one of Sheik's most viable KOing options. | |uairdesc=A diagonal, corkscrew flying kick. Due to it hitting on frame 4, it is tied with back aerial as Sheik's second fastest aerial. Its first three hits have the [[autolink angle]] against aerial opponents, which allows all of its hits to connect easily. Conversely, its last hit has extremely high knockback scaling, which allows it to KO middleweights at 135% while near the upper blast line and makes it one of Sheik's most viable KOing options. | ||
|dairname=Butcher Bird Revised ({{ja|百舌改|Mozu Kai}}) | |dairname=Butcher Bird Revised ({{ja|百舌改|Mozu Kai}}, ''Shrike Revise'') | ||
|dairdmg=8% (descent), 2% (landing) | |dairdmg=8% (descent), 2% (landing) | ||
|dairdesc=A diagonal | |dairdesc=A diagonal falling kick. It is a [[stall-then-fall]], and its clean hitbox is a [[meteor smash]] during its beginning. Due to it hitting on frame 15, having 52 frames of ending lag upon landing on-stage, and having 30 frames of landing lag, it is Sheik's most punishable move. Its status as a stall-then-fall also makes it extremely unsafe to use off-stage. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. Sheik's overall grab range is fairly short. | |grabdesc=Reaches out. Sheik's overall grab range is fairly short. | ||
|pummelname=Grab Elbow Strike ({{ja|つかみ肘打|Tsukami | |pummelname=Grab Elbow Strike ({{ja|つかみ肘打|Tsukami Chūda}}) | ||
|pummeldmg=3.1% | |pummeldmg=3.1% | ||
|pummeldesc=An [[wikipedia:Professional wrestling attacks#Elbow smash|elbow smash]]. Moderately slow, but tied with {{SSB4|Palutena}}'s pummel as the sixth most damaging in the game. | |pummeldesc=An [[wikipedia:Professional wrestling attacks#Elbow smash|elbow smash]]. Moderately slow, but tied with {{SSB4|Palutena}}'s pummel as the sixth most damaging in the game. | ||
|fthrowname=Shoulder Strike ({{ja|肩打| | |fthrowname=Shoulder Strike ({{ja|肩打|Kenda}}) | ||
|fthrowdmg=5% (hit 1), 2% (throw) | |fthrowdmg=5% (hit 1), 2% (throw) | ||
|fthrowdesc=The tie shan kao, a technique used in {{s|wikipedia|Bajiquan}}. Its base knockback and knockback scaling are both average, and it launches opponents at 72°. These traits enable it to combo into neutral, forward, and up aerials and Bouncing Fish from 0% to medium percents, and even into a [[jump-cancel]]ed up smash on heavyweights and fast-fallers at low percents. Although it can combo into Bouncing Fish at high percents, which has respectable KO potential while near the edge, this combo is dependent on DI and only effective without [[rage]]. | |fthrowdesc=The tie shan kao, a technique used in {{s|wikipedia|Bajiquan}}. Its base knockback and knockback scaling are both average, and it launches opponents at 72°. These traits enable it to combo into neutral, forward, and up aerials and Bouncing Fish from 0% to medium percents, and even into a [[jump-cancel]]ed up smash on heavyweights and fast-fallers at low percents. Although it can combo into Bouncing Fish at high percents, which has respectable KO potential while near the edge, this combo is dependent on DI and only effective without [[rage]]. | ||
|bthrowname=Heel Strike ({{ja|踵打| | |bthrowname=Heel Strike ({{ja|踵打|Shōda}}) | ||
|bthrowdmg=5% (hit 1), 2% (throw) | |bthrowdmg=5% (hit 1), 2% (throw) | ||
|bthrowdesc=Throws opponent behind herself and performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percents. It can also combo into Bouncing Fish at medium to high percents, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI. | |bthrowdesc=Throws opponent behind herself and performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percents. It can also combo into Bouncing Fish at medium to high percents, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI. | ||
Line 274: | Line 275: | ||
|uthrowdmg=3% (hit 1), 2% (throw) | |uthrowdmg=3% (hit 1), 2% (throw) | ||
|uthrowdesc=A handstand kick. Due to its high ending lag, it has no guaranteed follow-ups, with only up aerial being a 50-50 KO combo against certain characters at high percents. When coupled with it being Sheik's least damaging throw, it is her overall least useful throw. | |uthrowdesc=A handstand kick. Due to its high ending lag, it has no guaranteed follow-ups, with only up aerial being a 50-50 KO combo against certain characters at high percents. When coupled with it being Sheik's least damaging throw, it is her overall least useful throw. | ||
|dthrowname=Guillotine ({{ja|断頭| | |dthrowname=Guillotine ({{ja|断頭|Dantō}}, ''Beheading'') | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=A collar drag takedown followed by a somersault axe kick. It has average base knockback, high knockback scaling, and launches the opponent at 77°. These traits enable it to combo into neutral, forward and back aerials at low to medium percents, and up aerial at low to high percents. It can also lead into Vanish at high percents, which has respectable KO potential while near the upper blast line, although this requires Sheik to successfully [[read]] an [[air dodge]] from the opponent. Despite having the highest knockback scaling out of her throws, it lacks KO potential because of its throw hitbox's very low damage output. | |dthrowdesc=A collar drag takedown followed by a somersault axe kick. It has average base knockback, high knockback scaling, and launches the opponent at 77°. These traits enable it to combo into neutral, forward and back aerials at low to medium percents, and up aerial at low to high percents. It can also lead into Vanish at high percents, which has respectable KO potential while near the upper blast line, although this requires Sheik to successfully [[read]] an [[air dodge]] from the opponent. Despite having the highest knockback scaling out of her throws, it lacks KO potential because of its throw hitbox's very low damage output. | ||
Line 365: | Line 366: | ||
|djump = 40 | |djump = 40 | ||
|rdjump = 9-10 | |rdjump = 9-10 | ||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | }} | ||
Line 394: | Line 397: | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Sheik Cheer English SSB4 SSBU.ogg|center]]||[[File:Sheik Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Sheik Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Sheik Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Sheik! || Sheik! || Sheeeee - ik! | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Sheik Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Sheik Cheer French PAL SSB4.ogg|center]]||[[File:Sheik Cheer German SSB4.ogg|center]]||[[File:Sheik Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Sheik ! || Shiek! || Sheik! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 448: | Line 468: | ||
2018 saw a new breath of fresh air for Sheik as dedicated mains managed to improve her results, including {{Sm|Nietono}}'s run to 3rd at {{Trn|EVO 2018}}, {{Sm|Mr.R}}'s run to 2nd at {{Trn|2GG: Hyrule Saga}}, and most notably {{Sm|VoiD}}'s victory at {{Trn|Smash 'N' Splash 4}} and {{Sm|Eim}}'s victory at {{Trn|Umebura Smash 4 Final}}, which were the only two major victories for a Sheik player since her nerfs. Sheik's improving results were notably more impressive than those of Diddy Kong and {{SSB4|Cloud}}, two characters generally agreed upon to be better than her, but by then, were not getting as far in-tournament without the use of a secondary. As a result, Sheik's true placement became debatable, with some top players such as {{Sm|MkLeo}} and Mr.R believing that she should be ranked slightly higher. | 2018 saw a new breath of fresh air for Sheik as dedicated mains managed to improve her results, including {{Sm|Nietono}}'s run to 3rd at {{Trn|EVO 2018}}, {{Sm|Mr.R}}'s run to 2nd at {{Trn|2GG: Hyrule Saga}}, and most notably {{Sm|VoiD}}'s victory at {{Trn|Smash 'N' Splash 4}} and {{Sm|Eim}}'s victory at {{Trn|Umebura Smash 4 Final}}, which were the only two major victories for a Sheik player since her nerfs. Sheik's improving results were notably more impressive than those of Diddy Kong and {{SSB4|Cloud}}, two characters generally agreed upon to be better than her, but by then, were not getting as far in-tournament without the use of a secondary. As a result, Sheik's true placement became debatable, with some top players such as {{Sm|MkLeo}} and Mr.R believing that she should be ranked slightly higher. | ||
==In Solo Modes== | |||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Sheik is fought in Stage 5 in the 3DS version or Stage 3 in the Wii U version alongside {{SSB4|Pikachu}}, {{SSB4|Ness}}, {{SSB4|Jigglypuff}}, {{SSB4|Ganondorf}}, {{SSB4|Mewtwo}}, {{SSB4|Charizard}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}. | |||
==={{GameIcon|SSB4-U}}[[Event Match]]es=== | |||
====Solo Events==== | |||
*'''[[All-Star Battle: Melee]]''': Sheik is one of the opponents fought in this event. All of the opponents debuted in ''Melee''. | |||
*'''[[Aura Mastery]]''': As {{SSB4|Lucario}},the player must defeat an invisible Sheik and an invisible {{SSB4|Wii Fit Trainer}}. | |||
*'''[[Identity Crisis]]''': Sheik must defeat {{SSB4|Samus}}. After defeating her, the player must then defeat {{SSB4|Zero Suit Samus}}. If Sheik gets knocked out, then {{SSB4|Zelda}} will appear. | |||
====Co-op Events==== | |||
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic Sheik.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Sheik.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Sheik.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Sheik.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Sheik's default trophy is obtained by clearing Classic Mode as Sheik. Her alternate trophy is obtained by clearing All-Star Mode as Sheik in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Sheik). The Light Arrow (Sheik) trophy is obtained only in the Wii U version by clearing All-Star Mode as Sheik. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Sheik | |name=Sheik | ||
Line 484: | Line 531: | ||
}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#Sheik|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Sheik|Alternate costumes]]== |
edits