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:''This article is about Sheik's appearance in [[Super Smash Bros. Brawl]]. For other uses, see [[Sheik]]. Also, for information about Sheik's alter-ego, see [[Princess Zelda (SSBB)]].''
{{disambig2|Sheik's appearance in [[Super Smash Bros. Brawl]]|other uses, see|Sheik}}{{for|information about Sheik's alter-ego|Zelda (SSBB)}}
{{Infobox Character
{{Infobox Character
|name         = Sheik
|name = Sheik
|image       = [[File:Sheik SSBB.jpg|250px|Sheik]]
|image = [[File:Sheik SSBB.jpg|250px|Sheik]]
|game         = Brawl
|game = Brawl
|ssbgame1     = Melee
|ssbgame1 = Melee
|ssbgame2     = SSB4
|ssbgame2 = SSB4
|ssbgame3     = Ultimate
|ssbgame3 = Ultimate
|altform      = Zelda
|shareslot = {{SSBB|Zelda}}
|firstgame   = ''[[The Legend of Zelda: Ocarina of Time]]'' (1998)
|firstgame = ''[[The Legend of Zelda: Ocarina of Time]]'' (1998)
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = D
|tier = D
|ranking     = 25
|ranking = 25
}}
}}
{{cquote|''Zelda's alternate form. Graceful, swift attacks make her a close-range threat.''|cite=''Brawl'' manual description}}
'''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a character in ''[[Super Smash Bros. Brawl]]''. Sheik was originally hinted to return as a playable character when Eiji Aonuma, director of ''The Legend of Zelda'' stated he had sent the ''Twilight Princess'' designs of her, [[Link]] and [[Ganondorf]] to [[Masahiro Sakurai|Sakurai]].<ref>[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml "Eiji Aonuma on the DS, Phantom Hourglass, and Smash Bros"]</ref> She was officially revealed on January 16, 2008.  
'''Sheik''' ({{ja|シーク|Shīku}}, ''Sheik'') is a character in ''[[Super Smash Bros. Brawl]]''. Sheik was originally hinted to return as a playable character when Eiji Aonuma, director of ''The Legend of Zelda'' stated he had sent the Twilight Princess designs of her, [[Link]] and [[Ganondorf]] to [[Masahiro Sakurai|Sakurai]] [https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml]. She was ultimately revealed on January 16, 2008.


Sheik saw a large drop in her tier position, from being rank 4th in the top tier of ''Melee'', to being currently ranked 25th in the Middle tier of ''Brawl'', her worst placement in the series. Sheik retains her blinding attack speed from ''Melee'', possessing some of the fastest movement, and frame data only rivaled by {{SSBB|Meta Knight}}. Additionally, Sheik possesses a [[transcendent]] and fast projectile with high damage potential in her [[Needles]], as well as great [[combo]] ability, and a [[lock]] in her [[forward tilt]] that can rack up over 50% in [[damage]] on most characters. Her power was significantly nerfed from ''Melee'' however. She possesses few attacks that can KO under 150% outside [[edge guarding]], and of those few potential finishers, only two can be considered reliable in KOing (her sweetspotted [[up smash]] and the explosion in [[Vanish]]), both of which are difficult to land. Sheik also has very poor endurance; suffering from the combination of being tall and [[weight|light]], causing her to sustain high [[knockback]] while being rather easy to hit, which is exacerbated by her poor [[momentum cancelling]], and her short distanced and easily [[edge hog]]ged recovery. Additional problems Sheik has include her fast [[falling speed]] leaving her vulnerable to some [[juggle]]s and [[chain throw]]s, as well as short reach in the majority of her attacks. This has resulted in average [[matchup]]s and below average [[tournament]] results for Sheik. Despite ranking significantly higher than Zelda, who rests at 37th on the tier list (second to dead last), her Zelda/Sheik form is considered a better character and is ranked slightly higher than Sheik alone (currently 24th), mainly as transforming into Zelda can help alleviate the very severe KO problems Sheik has in some matchups (such as against {{SSBB|King Dedede}}).
Jun Mizusawa is the voice of Sheik in all regions of ''Brawl'', reprising her role from ''The Legend of Zelda: Ocarina of Time'' and ''Super Smash Bros. Melee''; similar to Zelda, her portrayal is comprised of re-purposed voice clips leftover from the recording sessions for ''Melee'', using returning and previously unused ones.
 
Sheik has experienced a significant drop in her tier position, from being ranked 5th in the top tier of ''Melee'', to being ranked 25th in the middle tier of ''Brawl'', her worst placement in the series. Sheik retains her blinding attack speed from ''Melee'', possessing some of the fastest movement, and frame data only rivaled by {{SSBB|Meta Knight}}. Additionally, Sheik possesses a [[transcendent]] and fast projectile with high damage potential in her [[Needles]], as well as great [[combo]] ability, most notably with her [[forward tilt]] that can rack up over 50% in [[damage]] on most characters. Her power was significantly nerfed from ''Melee'' however. She possesses few attacks that can KO under 150% outside [[edge guarding]], and of those few potential finishers, only two can be considered reliable in KOing (her sweetspotted [[up smash]] and the explosion in [[Vanish]]), both of which are difficult to land. Sheik also has very poor endurance; suffering from the combination of being tall and [[weight|light]], causing her to sustain high [[knockback]] while being rather easy to hit, which is exacerbated by her poor [[momentum cancelling]], and her short distanced and easily [[edge hog]]ged recovery. Additional problems Sheik has include her fast [[falling speed]] leaving her vulnerable to some [[juggle]]s and [[chain throw]]s, as well as short reach in the majority of her attacks. This has resulted in average [[matchup]]s and below average [[tournament]] results for Sheik. Despite ranking significantly higher than Zelda, who rests at 37th on the tier list (second to dead last), her Zelda/Sheik form is considered a better character and is ranked slightly higher than Sheik alone (currently 24th), mainly as transforming into Zelda can help alleviate the very severe KO problems Sheik has in some matchups (such as against {{SSBB|King Dedede}}).


==Attributes==
==Attributes==
Sheik is one of the fastest characters in the game, having the fourth fastest running speed, high attack speed, and a quick, long and deadly [[DACUS]]. She has one of the best comboing abilities, as her attacks have very little start up and ending lag, with overall low knockback, allowing them to chain effectively. The best example of this is Sheik's forward tilt. As in Melee, the forward tilt can smoothly follow after her up tilt, down tilt, neutral aerial, forward aerial, back aerial, down smash, and jab cancel; it can also repeatedly link into itself to easily rack up 50% or more, especially on fast-fallers or heavy characters, such as {{SSBB|Fox}}. Sheik's up tilt can combo into itself very low percentages, and at slightly higher percentages, it leads well into a forward tilt. It has a very large hitbox in terms of size and duration, making it a powerful defensive move.
Sheik is one of the fastest characters in the game, having the 5th fastest running speed, high attack speed, and a quick, long and deadly [[DACUS]]. She has one of the best comboing abilities, as her attacks have very little start up and ending lag, with overall low knockback, allowing them to chain effectively. The best example of this is Sheik's forward tilt. As in Melee, the forward tilt can smoothly follow after her up tilt, down tilt, neutral aerial, forward aerial, back aerial, down smash, and jab cancel; it can also repeatedly link into itself to easily rack up 50% or more, especially on fast-fallers or heavy characters, such as {{SSBB|Fox}}. Sheik's up tilt can combo into itself very low percentages, and at slightly higher percentages, it leads well into a forward tilt. It has a very large hitbox in terms of size and duration, making it a powerful defensive move.


As for stronger moves with greater KO potential, Sheik's down smash has multiple hits and has long range. Her up smash can KO easily at around 100%, but only when it is sweetspotted, which is not always easy. Her forward smash isn't very powerful, but it is a two hit combo and has fairly good range.  
Sheik has rather poor smash attacks overall, Sheik's down smash has multiple hits and has long range, but has very low knockback for an attack of its type. Her up smash can KO easily at around 100%, but only when it is sweetspotted, which is not always easy. Her forward smash is among the weakest in ''Brawl'', but it is a two hit combo and has fairly good range.


Sheik has a fairly powerful air-game that really only lacks in one area: versatility. Her back and neutral aerials have very similar knockback and speed and negligible landing lag outside of auto-cancel. If hit in the initial few frames, they have decent knockback, making them useful for edgeguarding, and they have good range. Her up aerial has some landing lag and has less knockback. Her forward aerial is a quick swipe with low knockback but a great semi-spike trajectory, low lag, but sub-par range. This makes it a great move for KO'ing at higher percentages. Her down aerial is a [[stall-then-fall]], negating all vertical knockback, but unfortunately, it has high landing lag.  
Sheik also has a fairly powerful aerial game. Her back and neutral aerials have very similar knockback and speed and negligible landing lag outside of auto-cancel. If hit in the initial few frames, they have decent knockback, making them useful for edgeguarding, and they have good range. Her up aerial has some landing lag and has less knockback. Her forward aerial is a quick swipe with low knockback but a great semi-spike trajectory, low lag, but sub-par range. This makes it a great move for KO'ing at higher percentages. Her down aerial is a [[stall-then-fall]], negating all vertical knockback, but unfortunately, it has high landing lag and can cause a SD if used off-stage.


Sheik does have versatility amongst her special moves, however. Needle Storm is a fast projectile that can be very hard to dodge and can be charged for increased damage. Sheik's [[up special]] is somewhat low in terms of recovery distance, but it has the second highest knockback of any of Sheik's moves. Combined with the invulnerability it grants, this can occasionally be used against some moves as a powerful counter, but it's also one of the hardest moves to hit with unless used in this way: it can also be used to edgeguard through Vanish Gliding. Sheik's forward special is the Chain, which can be used for a [[tether recovery]] and the [[Chain Jacket glitch|Chain Jacket]], which can be used to insert the knockback of the last attack into the Chain, giving an advantage over characters without attacks that cannot outrange or clank with the Chain. It is slow coming out and returning, however, and leaves her vulnerable from behind, a problem that can be capitalized on. Sheik's down special transforms her into Zelda, which allows use of two different characters in the same match, which can help to balance some of Sheik's weaknesses. Sheik also can [[wall jump]], [[wall cling]], and [[crawl]].
Sheik does have versatility amongst her special moves. Needle Storm is a fast projectile that can be very hard to dodge and can be charged for increased damage. Sheik's [[up special]] is somewhat low in terms of recovery distance, but it has the second highest knockback of any of Sheik's moves. Combined with the invulnerability it grants, this can occasionally be used against some moves as a powerful counter, but it's also one of the hardest moves to hit with unless used in this way: it can also be used to edgeguard through Vanish Gliding. Sheik's forward special is the Chain, which can be used for a [[tether recovery]] and the [[Chain Jacket glitch|Chain Jacket]], which can be used to insert the knockback of the last attack into the Chain, giving an advantage over characters without attacks that cannot outrange or clank with the Chain. It is slow coming out and returning, however, and leaves her vulnerable from behind, a problem that can be capitalized on. Sheik's down special transforms her into Zelda, which allows use of two different characters in the same match, which can help to balance some of Sheik's weaknesses. Sheik also can [[wall jump]], [[wall cling]], and [[crawl]].


Sheik is not a character without any weaknesses, however. Above all, Sheik does not have much KO'ing power on most of her moves, as a majority of her KO'ing moves in ''Melee'' were severely nerfed. Her two most powerful KO'ing moves are her sweetspotted up smash and [[Vanish]], which are hard to connect with compared to Sheik's other moves. Sheik can use techniques such as [[DACUS]] and forward tilt to help connect her up smash, to an extent, but nothing else KO's reliably below 150%. This makes Sheik very reliant on getting numerous hits to rack up damage and edgeguarding. Additionally, Sheik's best chain of attacks (the forward tilt-lock) often stops working before the opponent reaches KO percentage (stops at about 50%, depending on the match-up of course: lasts to later percentages on fast-fallers and heavy characters like {{SSBB|Wolf}} and {{SSBB|Bowser}}, but stops sooner on light and floaty characters like {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}). Because of this, it may be best to turn back into Zelda to KO the opponent. Sheik also has poor attack range on a good number of moves. Sheik is also very light-weight and tall for her weight class, making her easier to defeat than many characters (though this is not without its advantages, as it allows Sheik to escape some chaingrabs, including Dedede's infamous Chaingrab), and her poor recovery often comes up short. Sheik is also one of the fastest-falling characters in the game, making her vulnerable to any chaingrab that is effective against fast-fallers.  
Sheik is not a character without any weaknesses, however. Above all, Sheik does not have much KO'ing power on most of her moves, as a majority of her KO'ing moves in ''Melee'' were severely nerfed. Her two most powerful KO'ing moves are her sweetspotted up smash and [[Vanish]], which are hard to connect with compared to Sheik's other moves. Sheik can use techniques such as [[DACUS]] and forward tilt to help connect her up smash, to an extent, but nothing else KO's reliably below 150%. This makes Sheik very reliant on getting numerous hits to rack up damage and edgeguarding. Additionally, Sheik's best chain of attacks (the forward tilt chain) often stops working before the opponent reaches KO percentage (stops at about 50%, depending on the match-up of course: lasts to later percentages on fast-fallers and heavy characters like {{SSBB|Wolf}} and {{SSBB|Bowser}}, but stops sooner on light and floaty characters like {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}). Because of this, it may be best to turn back into Zelda to KO the opponent. Sheik also has poor attack range on a good number of moves. Sheik is also very light-weight and tall for her weight class, making her easier to defeat than many characters (though this is not without its advantages, as it allows Sheik to escape some chaingrabs, including Dedede's infamous Chaingrab), and her poor recovery often comes up short. Sheik is also one of the fastest-falling characters in the game, making her vulnerable to any chaingrab that is effective against fast-fallers.


==Changes from ''Melee'' to ''Brawl''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Sheik has received a mix of nerfs and buffs in her transition from ''Melee'' to ''Brawl''. Her KO'ing ability is much worse though: up smash, neutral air, forward air, and up air have had their damage and knockback significantly reduced, and with the changes to [[hitstun]], they cannot be comboed into as effectively and are thus much harder to land. In addition to that, she is more vulnerable to KO's herself, as her [[weight]] and fall speed have been lowered while her gravity has been increased. Her grab game has been worsened as well: all of her throws deal less damage (except for back throw), and she has lost the ability to [[chain-grab]] and set-up other moves with her down throw, which played a major role in her success in ''Melee.'' The reduced damage on many of Sheik's moves, the removal of much of down throw's follow-up potential, and the general changes to hitstun and fall speeds have limited Sheik's ability to rack up damage, though it is still quite good relative to the rest of the cast. [[Transform]] takes longer to execute, and so transforming into Zelda to make use of her superior recovery is now impractical.
Sheik has received a mix of nerfs and buffs in her transition from ''Melee'' to ''Brawl''. Her KO'ing ability is much worse though: up smash, neutral air, forward air, and up air have had their damage and knockback significantly reduced, and with the changes to [[hitstun]], they cannot be comboed into as effectively and are thus much harder to land. In addition to that, she is more vulnerable to KO's herself, as her [[weight]] and fall speed have been lowered while her gravity has been increased. Her grab game has been worsened as well: all of her throws deal less damage (except for back throw), and she has lost the ability to [[chain-grab]] and set-up other moves with her down throw, which played a major role in her success in ''Melee'' while she herself is now one of the most vulnerable characters to chain-grabs due to her increased gravity. The reduced damage on many of Sheik's moves, the removal of much of down throw's follow-up potential, and the general changes to hitstun and fall speeds have limited Sheik's ability to rack up damage, though it is still quite good relative to the rest of the cast. [[Transform]] takes longer to execute, and so transforming into Zelda to make use of her superior recovery is now impractical.


Sheik has received some notable buffs. Her down aerial is now a [[stall-then-fall]], allowing her to make good use of vertical momentum cancelling, aiding her vertical endurance. Due to the more severe effects of [[stale-move negation]], forward tilt's combo potential has been improved, especially on fast-fallers, as Sheik can now lock them with her forward tilt for as much as 50% damage. [[Chain]] can be used as a tether recovery, and [[Vanish]] is faster and more powerful. [[Needle Storm]] has been given [[transcendent priority]], which overall improves her camping ability, and she is also one of the biggest benefactors of the [[DACUS]] technique.  
Sheik has received some notable buffs. Her already solid mobility has been improved further (especially when compared to other returning veterans). Her down aerial is now a [[stall-then-fall]], allowing her to make good use of vertical momentum cancelling, aiding her vertical endurance. Due to the more severe effects of [[stale-move negation]] as well as its decreased damage, SDI multiplier and ending lag, forward tilt's combo potential has been improved, especially on fast-fallers, as Sheik can now lock them with her forward tilt for as much as 50% damage. [[Chain]] can be used as a tether recovery, and [[Vanish]] is faster and more powerful. [[Needle Storm]] has been given [[transcendent priority]], which overall improves her camping ability, and she is also one of the biggest benefactors of the [[DACUS]] technique as her DACUS covers a large distance and her up smash (despite its decrease in power) still remains a solid KO option. Lastly, while Transform is a lot slower, it now resets stale-move negation improving Zelda's KO power if Transform is used.


However, such buffs do not compensate for the nerfs to her damage output and KO'ing ability, resulting in her being considered a below-average character relative to the cast, a far cry from her top-tier status in ''Melee,'' in a similar line to {{SSBB|Jigglypuff}}.  
However, such buffs do not compensate for the nerfs to her damage output and KO'ing ability and the changes to the game's mechanics hinder her far more than they help her, resulting in her being considered a below-average character relative to the cast, a far cry from her top-tier status in ''Melee,'' in a similar line to {{SSBB|Jigglypuff}}.


===Aesthetics===
===Aesthetics===
*{{change|Sheik now uses a design based on a concept artwork from ''The Legend of Zelda: Twilight Princess'', which includes a braid and a small dagger. She also now looks more feminine, has a lighter skin tone, and smaller eyes. The boost in graphics also giver her outfit much more detail.}}
*{{change|Sheik now uses a design based on a concept artwork from ''The Legend of Zelda: Twilight Princess'', which includes a braid and a small dagger. She also now looks more feminine, has a lighter skin tone, and smaller eyes. The boost in graphics also giver her outfit much more detail.}}
*{{change|Sheik can now be chosen instead of Zelda at the character selection screen by selecting Zelda and then clicking on Sheik's portrait, rather than holding the [[A button]] while selecting Zelda.}}
*{{change|Sheik has a new alternate costume.}}
*{{change|Sheik can now be chosen instead of Zelda at the character selection screen by selecting Zelda and then clicking on Sheik's portrait, rather than holding the [[A button]] while selecting Zelda. As players couldn't make [[AI]] Zelda start as Sheik in Melee, it's now possible to do so.}}
*{{change|Sheik's previous [[taunt]] has been moved to her down taunt and it now uses a different voice clip which was previously used for her smash attacks.}}
*{{change|As on-screen appearances were not present in ''Melee'', Sheik now receives one}}.
*{{change|Sheik no longer uses her [[stun]] voice clip when waking out of [[asleep|sleep]] status.}}


===Attributes===
===Attributes===
*{{buff|Sheik [[walk]]s faster (1.2 → 1.3).}}
*{{buff|Sheik [[walk]]s faster (1.2 → 1.3).}}
*{{buff|Sheik [[dash]]es faster (1.8 → 1.92).}}
*{{buff|Sheik [[dash]]es faster (1.8 → 1.92), especially relative to returning veterans, going from being tied with Marth and Pikachu for the 3rd fastest out of 26 fighters in Melee to the 5th fastest out of 39 in Brawl.}}
*{{buff|Sheik's air speed is slightly faster (0.8 → 0.846).}}
*{{nerf|Sheik's initial dash is slower (1.8 → 1.7).}}
*{{nerf|Sheik's traction is lower (0.8 → 0.6).}}
*{{buff|Sheik's [[air speed]] is slightly faster (0.8 → 0.846).}}
*{{buff|Sheik's [[air acceleration]] is higher (0.06 → 0.09).}}
*{{nerf|Sheik's [[traction]] is lower (0.8 → 0.6).}}
*{{change|As with the returning veterans, Sheik's [[falling speed]] is slower (2.13 → 1.58). Compared to the returning veterans, however, Sheik falls faster.}}
*{{change|As with the returning veterans, Sheik's [[falling speed]] is slower (2.13 → 1.58). Compared to the returning veterans, however, Sheik falls faster.}}
*{{nerf|Sheik's [[gravity]] is higher (0.12 → 0.1409).}}
**{{nerf|Her [[Fast-fall|fast-falling speed]] is drastically slower (3 → 2.212). This significantly worsens her aerial mobility and makes her substantially more vulnerable to juggling.}}
*{{nerf|Unlike all other returning veterans, Sheik's [[gravity]] is higher (0.12 → 0.1409) now being the second highest in the game. This makes her more vulnerable to [[chain grab]]s.}}
*{{nerf|Sheik is lighter (90 → 85), which when combined with the previous two changes, worsens her endurance, only slightly outlasting {{SSBB|Zelda}} vertically, and being outlasted by Zelda when knocked back horizontally, despite Zelda's already poor endurance also made worse in the transition.}}
*{{nerf|Sheik is lighter (90 → 85), which when combined with the previous two changes, worsens her endurance, only slightly outlasting {{SSBB|Zelda}} vertically, and being outlasted by Zelda when knocked back horizontally, despite Zelda's already poor endurance also made worse in the transition.}}
**{{buff|However, her lower weight prevents her from being chain grabbed by {{SSBB|King Dedede}}'s down throw.}}
*{{nerf|[[jump|Jumpsquat]] is longer (3 frames → 4).}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{nerf|Spot dodge has more ending lag (FAF 23 → 26).}}
*{{buff|Sheik now has the ability to [[crawl]], giving her the ability to duck under moves or shrink her hurtbox.}}
*{{buff|Sheik now has the ability to [[wall cling]].}}
*{{change|As with {{SSBB|Captain Falcon}}, Sheik is now able to swing the [[Home-Run Bat]] like other characters can. Because of this, she can now properly use a Home-Run Bat for the [[Home-Run Contest]] without having to transform into Zelda.}}


===Ground attacks===
===Ground attacks===
*{{nerf|First hit of [[neutral attack]] deals 1% less damage (4% → 3%).}}
*[[Neutral attack]]:
*{{nerf|[[Forward tilt]] deals 2% less damage (7% → 5%).}}
**{{nerf|The first hit of neutral attack deals less damage (4% → 3%).}}
*{{buff|The previous change gives it more combo utility and allows it to lock most characters.}}
**{{nerf|Both first and second hits have more ending lag (FAF 16 (hit 1)/17 (hit 2) → 18 (both)).}}
*{{buff|[[Up tilt]] deals 1% more damage (12% → 13%).}}
*[[Forward tilt]]:
*{{change|Up tilt has different damage timings (8%/4% → 6%/7%).}}
**{{buff|Forward tilt has less ending lag (FAF 27 → 22).}}
*{{nerf|Up tilt has increased end lag and knocks the opponent away, removing most of its followup potential.}}
**{{buff|It has larger hitboxes (3.6u/2u/3.92u → 4.3u/2.8u/4.8u).}}
*{{nerf|[[Dash attack]] is much weaker, dealing less damage (10%/7% → 7%/5%) with decreased knockback.}}
**{{buff|Its angles has been altered (74° → 90°/108°) allowing it to chain into itself more reliably.}}
*{{nerf|[[Forward smash]] deals 1% less damage (15% → 14%).}}
**{{nerf|It deals less damage (7% → 5%) and base knockback (40 → 20) hindering its followup potential at lower percents.}}
*{{buff|Second hit of forward smash has increased knockback, making it slightly stronger despite its lower damage.}}
***{{buff|However, this significantly improves its followup potential beyond low percents (particularly at mid percents).}}
*{{buff|Introduction of [[DACUS]] gives Sheik an additional approach and KO option in her [[up smash]].}}
**{{buff|It now has below average hitlag and SDI multipliers (1.0x → 0.5x) making it extremely difficult to escape if Sheik chains multiple forward tilts.}}
*{{nerf|Up smash is much weaker, especially the sourspot, whose hitbox also has a less favourable diagonal trajectory rather than a vertical trajectory, and deals less damage (16% → 12%).}}
***{{buff|Altogether, these changes combined with the removal of DI against moves which do not put opponents into [[tumble]] and the changes to [[stale move negation]] significantly improve the move's combo potential; with the move now being able to repeatedly chain into itself against various characters in order to build up a high amount of damage.}}
*{{buff|[[Down smash]] can now hit twice, allowing it to deal up to 23% uncharged. The second hit also has greater knockback.}}
*[[Up tilt]]:
**{{change|Both hits had their damage values altered (8% (hit 1)/4% (hit 2) → 6%/7%), with the first hit being weaker than the second.}}
***{{buff|Overall, its damage output has been increased (11% → 13%).}}
***{{buff|This also makes the second hit stronger despite its decreased knockback (10 (base) → 140 (scaling) → 20/122).}}
**{{buff|The first hit has a reduced SDI multiplier (1.0x → 0.5x) and deals set knockback (10 (base) → 0, 0 (set) → 10/100/100). These changes allows it to connect more reliably into the second hit.}}
***{{nerf|However, this gives it much less utility due to its set knockback.}}
**{{nerf|It has increased ending lag (FAF 26 → 36).}}
*[[Down tilt]]:
**{{nerf|Down tilt has more ending lag (FAF 28 → 30).}}
**{{change|It has gained a 40% [[trip]] rate but due to its knockback angle, it will not trip opponents.}}
*[[Dash attack]]:
**{{buff|Dash attack has less startup lag (frame 6 → 5).}}
**{{nerf|It deals less damage (10%/7% → 7%/5%) without full compensation on its base knockback (34 → 50 (clean), 15 → 20 (late)) significantly hindering its KO potential.}}
**{{nerf|It has more ending lag (FAF 36 → 41).}}
**{{change|Its clean hit sends opponents at a less vertical angle (80° → 60°).}}
*[[Forward smash]]:
**{{buff|Forward smash's first hit has a reduced SDI multiplier (1.0x → 0.5x), allowing it to connect better into the second hit.}}
**{{buff|The second hit has less startup lag (frame 27 → 26).}}
**{{nerf|The second hit deals less damage (10% → 9%).}}
***{{buff|Its knockback scaling has been increased (70 → 100), making it stronger despite its lower damage.}}
**{{nerf|It has more ending lag (FAF 46 → 51).}}
**{{change|The first hit no longer has consistent set knockback (60 → 69/50/45).}}
*[[Up smash]]:
**{{buff|The introduction of [[DACUS]] has significantly improved up smash's approach potential.}}
**{{buff|It has less startup lag (frame 12 (clean)/14 (late) → 11/13).}}
**{{buff|It has larger hitboxes especially the clean hit (3.6u/3.6u → 5.5u/5.5u (clean), 3.2u/3.2u/4u/4u → 4u/4u/4.8u/4.8u (late)). This makes it much easier to land the clean hit against grounded opponents.}}
**{{change|The late hit launches opponents at a lower angle (88°/78° → 50°). While this significantly hinders it vertical KO potential, it does grant it horizontal KO potential.}}
**{{nerf|It starts charging sooner (frame 10 → 7).}}
**{{nerf|The clean hit has reduced knockback scaling (105 → 82).}}
**{{nerf|The clean hit has a higher SDI multiplier (1.0x → 1.5x), increasing the opponent's chance to escape the second hit.}}
**{{nerf|The late hit deals less damage (13% → 12%).}}
**{{nerf|It has more ending lag (FAF 40 → 53).}}
*[[Down smash]]:
**{{buff|Down smash has less startup lag on all hits(5-9/16-19/22-24 → 4-8/15-18/21-23).}}
***{{buff|When combined with Sheik's superior mobility, this allows the move to hit twice slightly more reliably.}}
**{{nerf|It has more ending lag (FAF 46 → 49).}}
**{{change|It has gained a 40% trip rate but due to its knockback angle, it will not trip opponents.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All of her aerials deal less damage and are weaker, especially her [[neutral aerial|neutral]], [[forward aerial|forward]], and [[up aerial|up]] aerials (14%/10%/9% (neutral) → 13%/10%/5%/4%, 13% (forward) → 9% , 14%/10%/8%/10%/9%/7%/6% (back) → 12%/11%/6%, 12%/9% (up) → 11%/6%, 11% (down) → 10%.}}
*{{change|Excluding down aerial, all aerials have less landing lag (16 frames → 10 (neutral/forward/back), 24 frames → 21 (up)) although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*{{nerf|Forward aerial launches opponents at a higher angle (25° 30°), making it less effective as a [[semi-spike]].}}
*[[Neutral aerial]]:
*{{change|[[Down aerial]] is now a [[stall-then-fall]].}}
**{{nerf|Neutral aerial deals less damage (14%/10% → 13%/10% (clean), 9% → 5%/4% (late)). Additionally, one of the clean hit's sweetspots is now a sourspot.}}
*{{buff|The introduction of [[momentum cancelling]] allows her down aerial to cancel all knockback, slightly compensating for her poorer vertical endurance.}}
**{{nerf|It has more ending lag (FAF 42 → 49).}}
*{{nerf|Down aerial has more ending lag, poorer hitbox placement, and can no longer set up aerial follow-ups properly due to it being a stall-then-fall.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has a longer duration (frames 5-7 → 5-8).}}
***{{nerf|However, this makes the move [[auto-cancel]] one frame later (frame 11 → 12).}}
**{{nerf|It deals less damage (13% → 9%) without full compensation on its knockback scaling (100 → 108).}}
**{{nerf|It launches opponents at a higher angle (25° → 30°), making it less effective as a [[semi-spike]].}}
**{{nerf|It has a smaller hitbox (5.6u 5.3u).}}
**{{change|It is now [[interruptible]] on frame 35 instead of frame 40 but due to its 33 frame animation remaining unchanged, this has no effect.}}
*[[Back aerial]]:
**{{buff|Back aerial's clean sourspot deals more damage (8%/10% → 11%).}}
**{{nerf|The clean sweetspot deals less damage (14% → 12%) and knockback (12 (base), 100 (scaling) → 14/98).}}
**{{nerf|Its late hit now deals consistent damage (6%/7%/9%/10% 6%).}}
**{{nerf|It has a slightly shorter duration (frames 4-19 → 4-17) and auto-cancels later (frame 25 31).}}
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag (frame 5 → 4).}}
**{{nerf|It deals less damage (12% (clean)/9% (late) → 11%/6%) and has less knockback scaling (120 → 100).}}
**{{nerf|It has a shorter duration (frames 5-20 → 4-15) and more ending lag (FAF 37 40).}}
**{{nerf|It sends opponents at a less vertical angle (80° (clean)/70° (late) 70°/60°).}}
*[[Down aerial]]:
**{{change|Down aerial is now a [[stall-then-fall]].}}
***{{buff|This combined with the introduction of [[momentum cancelling]] allows it to improve Sheik's vertical endurance more than it otherwise would have.}}
**{{nerf|It deals less damage (11% → 10%), and has decreased knockback scaling (90 → 80).}}
**{{nerf|It has less range (5.28u/6.132u → 5.5u).}}
**{{nerf|It has more ending lag (FAF 49 → 54), and it auto-cancels later (frame 49 → 53).}}
**{{nerf|It has more landing lag (20 frames → 26).}}
***{{nerf|Altogether, these changes remove its ability to set up aerial follow-ups properly.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All throws (except [[back throw]]) deal less damage ([[forward throw]]: 8% 7%, [[up throw]]: 8% → 5%, [[down throw]]: 8% → 6%).}}
*[[Grab]]s:
*{{nerf|Due to the lower falling speeds, [[down throw]] is no longer capable of chain throwing or tech chasing.}}
**{{buff|All grabs have less startup lag (frame 7 (standing), frame 8 (dash) → 6/7) and ending lag (FAF 31 (standing)/41 (dash) → 30/40).}}
*Throws:
**{{buff|Sheik releases opponents earlier from all throws (frame 24 → 21 (forward), frame 20 → 16 (back), frame 23 → 21 (up), frame 36 → 31 (down)) and they all have decreased ending lag (FAF 48 (forward/back) → 40 (forward)/36 (back), FAF 58 (up/down) → 50 (up)/54 (down)) making them harder to DI and for forward/back/up throws cases, gives Sheik more time to follow up or defend herself.}}
***{{nerf|However unlike her other throws, down throw's decreased ending lag does not fully compensate for the throw occurring earlier giving it 1 frame of extra cooldown.}}
**{{nerf|The changes to hitstun heavily reduces forward and back throw's combo ability despite having reduced ending lag.}}
*[[Forward throw]]:
**{{nerf|Forward throw deals less damage (8% → 7%).}}
**{{change|Forward throw's angle (45° → 70) and base knockback (40 → 80) have been altered.}}
*[[Back throw]]:
**{{change|Back throw's angle (135° → 120°) and base knockback (40 90) have been altered.}}
*[[Up throw]]:
**{{nerf|Up throw deals less damage (8% → 5%).}}
**{{nerf|Up throw has even less combo potential due to lower falling speeds and the changes to hitstun despite its decreased ending lag.}}
**{{change|Up throw's angle (88° → 85°) and knockback (90 (base), 30 (scaling) → 80/60) have been altered.}}
*[[Down throw]]:
**{{nerf|Down throw deals less damage (8% → 6%).}}
**{{nerf|Due to its increased knockback (70 (base), 50 (scaling) → 80/75) combined with the changes to ''Brawl'''s mechanics, [[down throw]] is no longer capable of chain grabbing or tech chasing and the changes to hitstun greatly hinders its combo potential.}}


===Special moves===
===Special moves===
*{{change|Needles from [[Needle Storm]] now have [[transcendent priority]], making them more useful to disrupt any [[approach]]. However, they can no longer cancel out other projectiles.}}
*[[Needle Storm]]:
*{{change|Needles can now be charged without pressing the special attack button, and can be still [[charge cancel]]led, allowing her to resume the charge when needed. However, they are now fired by pressing the special attack button twice instead of once regardless of charge.}}
**{{nerf|Needles now deal 1% less damage (3% → 2%) at long range.}}
*{{nerf|Needles now deal 1% less damage (3% → 2%) at long range.}}
**{{change|The needles now have [[transcendent priority]], making them more useful to disrupt any [[approach]]. However, they can no longer cancel out other projectiles.}}
*{{buff|[[Chain]] moves more freely and can be used as a tether recovery, giving Sheik an additional recovery option.}}
**{{buff|Needles can now be charged without pressing the special attack button, and can be still [[charge cancel]]led, allowing her to resume the charge when needed. However, they are now fired by pressing the special attack button twice instead of once regardless of charge.}}
*{{buff|[[Vanish]] has less start-up lag, and the hitbox from its explosion deals 3% more damage (12% → 15%) with stronger knockback.}}
**{{nerf|Fully charging Needle Storm, transforming into Zelda and being KO'd now removes stored needles, meaning Sheik must charge them up again}}
*{{nerf|Due to the game disc no longer automatically loading Sheik and Zelda's data at the same time rather than having it loaded at all times as in ''Melee'', [[Transform]] takes much longer to complete. This allows the opponent to set up a punish on Zelda for simply performing the move, and renders Sheik's ability to transform into Zelda for a longer recovery infeasible.}}
*[[Chain]]:
*{{change|Sheik now has a [[Final Smash]], [[Light Arrow]]. Sheik pulls out the Bow of Light and shoots a Light Arrow from it. It has immense damage and knockback, and can usually [[one-hit KO]] anyone who gets hit by it. She shares this Final Smash with Zelda, though Sheik's version does more slightly more damage and sends opponents at a [[semi-spike]] angle.}}
**{{buff|Chain moves more freely and can be used as a tether recovery, giving Sheik an additional recovery option.}}
**{{change|Sheik now has access to the [[Chain Jacket glitch]].}}
*[[Vanish]]:
**{{buff|Vanish has less start-up lag, and the hitbox from its explosion deals 3% more damage (12% → 15%) with stronger knockback. It's also possible to land with no landing lag if Sheik lands at the correct time before she is rendered helpless.}}
**{{buff|It now has a [[push]] effect upon reappearing.}}
**{{nerf|It now has more landing lag after Sheik is rendered helpless.}}
*[[Transform]]:
**{{buff|Stale move negation now resets when Transform is used meaning that if Sheik transforms, all of Zelda's moves will be fresh rather than carrying over the staleness from Sheik's moves. This is especially beneficial as stale move negation now effects knockback.}}
**{{nerf|Due to the game disc no longer automatically loading Sheik and Zelda's data at the same time rather than having it loaded at all times as in ''Melee'', [[Transform]] takes much longer to complete. This allows the opponent to set up a punish on Zelda for simply performing the move, and renders Sheik's ability to transform into Zelda for a longer recovery infeasible. Its intangibility also has more startup lag (frame 27 → 41).}}
*[[Final Smash]]:
**{{change|Sheik now has a [[Final Smash]], [[Light Arrow]]. Sheik pulls out the Bow of Light and shoots a Light Arrow from it. It has immense damage and knockback, and can usually [[one-hit KO]] anyone who gets hit by it. She shares this Final Smash with Zelda, though Sheik's version does more slightly more damage and sends opponents at a [[semi-spike]] angle.}}


==Moveset==
==Moveset==
''For a gallery of Sheik's hitboxes, see [[Sheik (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=&nbsp;
|neutralname=Kodachi ({{ja|小太刀|Kodachi}}) / Reverse Kodachi ({{ja|逆小太刀|Gyaku Kodachi}}) / Piercing Strikes ({{ja|連突|Ren Totsu}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutralinfdmg=1-2%
|neutralinfdmg=1-2%
|neutraldesc=Two quick swipes, followed by a series of short jabs.
|neutraldesc=Two quick swipes, followed by a series of short jabs.
|ftiltname=&nbsp;
|ftiltname=Cycle Kick ({{ja|円弧|Enko}}, ''Circular Arc'')
|ftiltdmg=5%
|ftiltdmg=5%
|ftiltdesc=Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves.  
|ftiltdesc=Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves.
|utiltname=&nbsp;
|utiltname=Spindle Tree ({{ja|真弓|Mayumi}})
|utiltdmg=6% (hit 1), 7% (hit 2)
|utiltdmg=6% (hit 1), 7% (hit 2)
|utiltdesc=Sheik brings her leg up and quickly brings it down. Can hit on the upswing and downswing.  
|utiltdesc=Sheik brings her leg up and quickly brings it down. Can hit on the upswing and downswing.
|dtiltname=&nbsp;
|dtiltname=Whirlwind ({{ja|旋風|Tsumuji}})
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=Sheik quickly sweeps her leg out in front of her. Has low vertical knockback.
|dtiltdesc=Sheik quickly sweeps her leg out in front of her. Has low vertical knockback.
|dashname=&nbsp;
|dashname=Gale ({{ja|疾風|Shippū}})
|dashdmg=7% (clean), 5% (late)
|dashdmg=7% (clean), 5% (late)
|dashdesc=A quick slash in front of her. Has decent knockback with little ending lag.
|dashdesc=A quick slash in front of her. Has decent knockback with little ending lag.
|fsmashname=&nbsp;
|fsmashname=Twin Snake ({{ja|双蛇|Sōja}})
|fsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|9}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|9}} (hit 2)
|fsmashdesc=Two successive kicks that moves her forward as they are executed. The first has low knockback, while the second has significant knockback. Can KO at high percentages.  
|fsmashdesc=Two successive kicks that moves her forward as they are executed. The first has low knockback, while the second has significant knockback. Can KO at high percentages.
|usmashname=&nbsp;
|usmashname=Razor Wing ({{ja|割符|Warifu}}, ''Split Mark'')
|usmashdmg={{ChargedSmashDmgSSBB|17}} (sweetspot), {{ChargedSmashDmgSSBB|12}} (sourspot)
|usmashdmg={{ChargedSmashDmgSSBB|17}} (sweetspot), {{ChargedSmashDmgSSBB|12}} (sourspot)
|usmashdesc=Sheik raises her arms over her head and quickly brings them down to her sides. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage.
|usmashdesc=Sheik raises her arms over her head and quickly brings them down to her sides. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage.
|dsmashname=&nbsp;
|dsmashname=Windmill ({{ja|大車輪|Daisharin}}, ''Large Wheel'')
|dsmashdmg={{ChargedSmashDmgSSBB|13}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hits 2-3)
|dsmashdmg={{ChargedSmashDmgSSBB|13}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hits 2-3)
|dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit twice, but only on the late hits.
|dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit twice, but only on the late hits.
|nairname=&nbsp;
|nairname=Falling Leaves ({{ja|落葉|Rakuyō}})
|nairdmg=13% (clean sweetspot), 10% (clean sourspot), 5% (late sweetspot), 4% (late sourspot)
|nairdmg=13% (clean sweetspot), 10% (clean sourspot), 5% (late sweetspot), 4% (late sourspot)
|nairdesc=Sheik extends one leg in front with the other tucked underneath in a typical [[sex kick]] form. Poor knockback.  
|nairdesc=Sheik extends one leg in front with the other tucked underneath in a typical [[sex kick]] form. Poor knockback.
|fairname=&nbsp;
|fairname=Hatchet ({{ja|鉈|Hata}})
|fairdmg=9%
|fairdmg=9%
|fairdesc=Sheik leans forward and quickly slashes downwards. Good for [[edgeguarding]] due to its [[semi-spike]] trajectory.
|fairdesc=Sheik leans forward and quickly slashes downwards. Good for [[edgeguarding]] due to its [[semi-spike]] trajectory.
|bairname=&nbsp;
|bairname=Flying Swallow ({{ja|飛燕|Hien}})
|bairdmg=12% (clean sweetspot), 11% (clean sourspot), 6% (late)
|bairdmg=12% (clean sweetspot), 11% (clean sourspot), 6% (late)
|bairdesc=Sheik extends one leg downwards and the other backwards in a sex kick. The sweetspot is located at the foot.  
|bairdesc=Sheik extends one leg downwards and the other backwards in a sex kick. The sweetspot is located at the foot.
|uairname=&nbsp;
|uairname=Drill ({{ja|錐|Kiri}})
|uairdmg=11% (clean), 6% (late)
|uairdmg=11% (clean), 6% (late)
|uairdesc=Sheik does a quick screwdriver kick upward.  
|uairdesc=Sheik does a quick screwdriver kick upward.
|dairname=&nbsp;
|dairname=Butcher Bird Revised ({{ja|百舌改|Mozu Kai}})
|dairdmg=10%
|dairdmg=10%
|dairdesc=Sheik performs a downwards kick in a similar fashion to {{SSBB|Sonic}} and {{SSBB|Zero Suit Samus}}'s down aerials, being a [[stall-then-fall]]. Has high ending lag.
|dairdesc=Sheik performs a downwards kick in a similar fashion to {{SSBB|Sonic}} and {{SSBB|Zero Suit Samus}}'s down aerials, being a [[stall-then-fall]]. Has high ending lag.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=&nbsp;
|grabdesc=&nbsp;
|pummelname=&nbsp;
|pummelname=Grab Elbow Strike ({{ja|つかみ肘打|Tsukami Hiji-Da}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Hits opponent with her left elbow.  
|pummeldesc=Hits opponent with her left elbow.
|fthrowname=&nbsp;
|fthrowname=Shoulder Strike ({{ja|肩打|Katada}})
|fthrowdmg=5% (hit 1), 2% (throw)
|fthrowdmg=5% (hit 1), 2% (throw)
|fthrowdesc=Launches the opponent forward.
|fthrowdesc=Launches the opponent forward.
|bthrowname=&nbsp;
|bthrowname=Heel Strike ({{ja|踵打|Kakotoda}})
|bthrowdmg=5% (hit 1), 2% (throw)
|bthrowdmg=5% (hit 1), 2% (throw)
|bthrowdesc=Throws her opponent behind and kicks them away.  
|bthrowdesc=Throws her opponent behind and kicks them away.
|uthrowname=&nbsp;
|uthrowname=Handstand Strike ({{ja|倒立打|Tōritsuda}})
|uthrowdmg=3% (hit 1), 2% (throw)
|uthrowdmg=3% (hit 1), 2% (throw)
|uthrowdesc=Flips upside-down and kicks her opponent with both of her feet.
|uthrowdesc=Flips upside-down and kicks her opponent with both of her feet.
|dthrowname=&nbsp;
|dthrowname=Guillotine ({{ja|断頭|Dantōda}})
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdesc=Throws opponent on the ground, then performs an axe-kick knocking the opponent up into the air.
|dthrowdesc=Throws opponent on the ground, then performs an axe-kick knocking the opponent up into the air.
Line 164: Line 266:
|nsname=Needle Storm
|nsname=Needle Storm
|nsdmg=3% (needle close), 2% (needle far), 6 needles max
|nsdmg=3% (needle close), 2% (needle far), 6 needles max
|nsdesc=Sheik accumulates up to six needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle.  
|nsdesc=Sheik accumulates up to six needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle.
|ssname=Chain
|ssname=Chain
|ssdmg=3% (chain), 5% (tip)
|ssdmg=3% (chain), 5% (tip)
Line 176: Line 278:
|fsname=Light Arrow
|fsname=Light Arrow
|fsdmg=3% (hit 1), 45% (Light Arrow 1st opponent), 33% (2nd opponent), 25% (3rd opponent)
|fsdmg=3% (hit 1), 45% (Light Arrow 1st opponent), 33% (2nd opponent), 25% (3rd opponent)
|fsdesc=Sheik pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Launches opponents at a [[semi-spike]] angle.  
|fsdesc=Sheik pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Launches opponents at a [[semi-spike]] angle.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 85
|rweight    = 28-29
|dash      = 1.7
|rdash      = 8-11
|run        = 1.92
|rrun      = 5
|walk      = 1.3
|rwalk      = 5-6
|trac      = 0.06
|rtrac      = 11-16
|airfric    = 0.021
|rairfric  = 4
|air        = 0.846
|rair      = 30-31
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.1409
|rgravity  = 2
|fall      = 1.58
|rfall      = 10-11
|ff        = 2.212
|rff        = 10-11
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 38.63389
|rjumpheight= 5
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Sheik English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|file=Zelda Wiimote Sound.ogg|char=Sheik|desc=The Transform sound effect is heard and {{SSBB|Zelda}} shouts.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 207: Line 356:
|pitch-us=Crowd cheer
|pitch-us=Crowd cheer
|pitch-jp=Crowd cheer}}
|pitch-jp=Crowd cheer}}
===[[Wii Remote selection sound]]===
{{SelectSound|file=Zelda Wiimote Sound.ogg|char=Sheik|desc=The Transform sound effect is heard and {{SSBB|Zelda}} shouts.}}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 215: Line 361:
|victory-theme=ZeldaUniverseTheme.ogg
|victory-theme=ZeldaUniverseTheme.ogg
|victory-desc=This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in ''The Legend of Zelda''.
|victory-desc=This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in ''The Legend of Zelda''.
|desc-1=Kicks twice then holds her left hand in front of her while exhaling loudly.
|desc-up=Slashes towards the screen twice, then holds her right hand up to her mouth.
|desc-2=Slashes towards the screen twice, then holds her right hand up to her mouth.
|desc-left=Looks off into the distance, pondering, while keeping her mouth concealed.
|desc-3=Looks off into the distance, pondering, while keeping her mouth concealed.
|desc-right=Kicks twice then holds her left hand in front of her while exhaling loudly.
|char=Sheik}}
|char=Sheik}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|sheik=yes}}
Sheik's match-up spread is overall average. She hard-counters three characters, counters two, and soft-counters seven, and has one near-unloseable match-up. She goes even with eight characters, is soft-countered by eleven, is countered by two, and is hard-countered by two. She is at a general advantage against characters with poor recoveries, such as {{SSBB|Captain Falcon}} and {{SSBB|Wolf}}, as her ability to gimp them with her above average edge-guard tools partially alleviates her otherwise weak KO power. She can make good use of her frame data, mobility and camping ability against characters who have laggy attacks and/or lack safe approaches, with {{SSBB|Ganondorf}} being the most notable. Sheik is notable for hard-countering a character above her, {{SSBB|Fox}}, as she can exploit her forward tilt lock for massive damage in addition to being able to edge-guard his recovery efficiently. However, Sheik's poor KO'ing ability plays a major role in her losing match-ups, with {{SSBB|Lucario}} in particular being able to make great use of [[Aura]]. Her high falling speed leaves her susceptible to chain-grabs, giving her poor match-ups against {{SSBB|Pikachu}} and {{SSBB|Ice Climbers}}, both of whom possess reliable zero-to-death combos on her.
===Notable players===
===Notable players===
:''See also: [[:Category:Sheik professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Sheik players (SSBB)]]''
*{{Sm|Armada|Sweden}}
*{{Sm|Armada|Sweden}}
*{{Flag|USA}} [[Smasher:Bill (Georgia)|Bill]]
*{{Flag|USA}} [[Smasher:JLim|JLim]]
*{{Sm|Cross|Japan}}
*{{Sm|Cross|Japan}}
*{{Sm|Daiki|Japan}}
*{{Sm|Daiki|Japan}}
Line 235: Line 377:
*{{Sm|Judo|USA}}
*{{Sm|Judo|USA}}
*{{Sm|ScaryLB59|USA}}
*{{Sm|ScaryLB59|USA}}
===Tier placement and history===
At the start of ''Brawl'''s metagame, players immediately noticed the reduced damage output on a vast majority of Sheik's moves. Despite her improved mobility, her poor damage output and significantly nerfed combo potential hurt the character's viability. Not only that, but Sheik retained a lot of her problems from ''Melee'' such as her unimpressive survivability and terrible recovery. While Sheik still had multiple strengths, her flaws were notable which led to her having poor matchups versus characters who had amazing survivability, were small, or had amazing damage output most notably {{SSBB|Pikachu}}, {{SSBB|Ice Climbers}}, {{SSBB|Olimar}} and {{SSBB|Lucario}}.
Sheik's perception never really improved and she remained as a mid to low mid-tier character through ''Brawl'''s entire lifespan getting ranked in the 23rd-26th spots on the tier lists. Some players however such as {{Sm|Mew2King}} and {{Sm|Salem}} believed that Sheik was underrated and that she was a high-tier character. Many top Japanese ''Brawl'' players also notably used Sheik as a counterpick character to {{SSBB|Fox}} due to {{Sm|Yui}}'s dominance overseas with him. In Japan, she's considered to be a strong high tier ranking 16th on the current Japanese ''Brawl'' tier list (although she shares her spot with {{SSBB|Zelda}}).
Despite the optimism amongst top players, Sheik still isn't seen as a solo viable character and is still regarded as one of the most nerfed characters from ''Melee''.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace sheik.PNG|thumb|right|250px|Sheik in the ''[[SSE]]'']]
[[File:Subspace sheik.PNG|thumb|250px|Sheik in the ''[[SSE]]''.]]
If one chooses to rescue {{SSBB|Zelda}} from Petey Piranha in the Subspace Emissary, the player can still transform into Sheik, despite her not technically being introduced until much later. Thus, Sheik is the only character in the [[Subspace Emissary]] to be playable before she is introduced. After {{SSBB|Peach}} and Zelda are rescued by {{SSBB|Lucario}}, {{SSBB|Meta Knight}}, and {{SSBB|Snake}}, the two princesses are ordered to stay where they are until the Halberd is under their control. Zelda transforms into Sheik and walks out with Peach, opening a window to the outside of the ship. Both princesses then make their way to the front deck of the ship. There, they witness {{SSBB|Fox}}'s Arwing attacking the Halberd, and his lasers meant for the Halberd's turret nearly injures Peach. In response, Sheik leaps into the air and uses Vanish onto the [[Arwing]], striking the windshield and forcing Fox to jettison. They fall back to the ''Halberd'', and begin to fight, but Peach offers them both tea, ending any erroneous hostilities.
During the [[Midair Stadium]] ambush, the player can have {{SSBB|Zelda}} transform into Sheik despite her not technically being introduced until much later. Thus, Sheik is the only character in The Subspace Emissary to be playable before she is introduced. After {{SSBB|Peach}} and Zelda are rescued by {{SSBB|Lucario}}, {{SSBB|Meta Knight}}, and {{SSBB|Snake}}, the two princesses are ordered to stay where they are until the Halberd is under their control. Zelda transforms into Sheik and walks out with Peach, opening a window to the outside of the ship. Both princesses then make their way to the front deck of the ship. There, they witness {{SSBB|Fox}}'s Arwing attacking the Halberd, and his lasers meant for the Halberd's turret nearly injures Peach. In response, Sheik leaps into the air and uses Vanish onto the [[Arwing]], striking the windshield and forcing Fox to jettison. They fall back to the ''Halberd'', and begin to fight, but Peach offers them both tea, ending any erroneous hostilities.


As they drink their tea, several Mr. Game and Watches fall from the bridge and turn into shadow bugs that coalesce to form the monstrous [[Duon]]. The three prepare to fight, but are joined by Lucario, Snake, and {{SSBB|Falco}}. They then proceed to defeat [[Duon]], and it turns into the trophy of {{SSBB|Mr. Game and Watch}}, who Peach revives. Then she and the other heroes journey into subspace for the final battle against [[Tabuu]]. Sometime when the Halberd was retaken, but before the Isle of Ancients was consumed by Subspace, Sheik transformed back into Zelda.
As they drink their tea, several Mr. Game & Watches fall from the bridge and turn into shadow bugs that coalesce to form the monstrous [[Duon]]. The three prepare to fight, but are joined by Lucario, Snake, and {{SSBB|Falco}}. They then proceed to defeat [[Duon]], and it turns into the trophy of {{SSBB|Mr. Game & Watch}}, who Peach revives. Then she and the other heroes journey into subspace for the final battle against [[Tabuu]]. Sometime when the Halberd was retaken, but before the Isle of Ancients was consumed by Subspace, Sheik transformed back into Zelda.


===Playable appearances===
===Playable appearances===
Line 251: Line 400:
*[[The Great Maze]] - If she's rescued in [[Subspace (Part II)]].
*[[The Great Maze]] - If she's rescued in [[Subspace (Part II)]].


==In [[Event Matches]]==
==In Solo Modes==
===Solo Events===
==={{SSBB|Classic Mode}}===
*'''[[Event 2: Landmaster Ignition]]''': As {{SSBB|Fox}} with a [[Smash Ball]], the player must survive against {{SSBB|Meta Knight}} and Sheik. Fox must rely on his [[Landmaster]] as his opponents take less knockback from his regular attacks.
In Classic Mode, {{SSBB|Zelda}}/Sheik can appear as an opponent or ally in Stage 1 along with {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Zelda/Sheik can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 1.
*'''[[Event 17: Super Waterfall Climb]]''': As {{SSBB|Zelda}}, the player must survive until the background changes into a waterfall. Two pairs of {{SSBB|Ice Climbers}} with unlimited stock will try to hinder the player's progress. The player can transform into Sheik to complete this event.
*'''[[Event 22: Monkeys Unite]]''': As {{SSBB|Diddy Kong}} helped by a giant {{SSBB|Donkey Kong}}, the player must defeat Sheik and {{SSBB|Lucario}}.
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} starting at 182% damage, the player must defeat {{SSBB|Ness}} and Sheik.
*'''[[Event 31: The Ultimate Bodyguard]]''': {{SSBB|Marth}} must defend {{SSBB|Zelda}} and defeat two {{SSBB|Ganondorf}}s on [[Castle Siege]]. Zelda remains in her crouching position until the third background change, where she'll transform into Sheik and assist Marth.
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, {{SSBB|Zelda}}, and {{SSBB|Pit}} on [[Temple]]. Zelda may transform into Sheik on harder difficulties.
*'''[[Event 34: All-Star Battle Melee]]''': {{SSBB|Zelda}} is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros Melee]]''. On harder difficulties, Zelda may transform into Sheik.
 
===Co-op Events===
*'''[[Co-Op Event 6: Unwanted Suitors]]''': As {{SSBB|Zelda}} and {{SSBB|Zero Suit Samus}}, both players must defeat an invisible {{SSBB|Captain Falcon}} and an invisible {{SSBB|Luigi}} on [[Port Town Aero Dive]]. The player may transform into Sheik if he/she wishes.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]. Note that Sheik may take Zelda's spot in the lineup.


==Trophies==
===[[All-Star Mode]]===
Sheik's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Sheik.
In All-Star Mode, {{SSBB|Zelda}}/Sheik is fought in Stage 6 alongside {{SSBB|Link}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].


===Trophy descriptions===
===[[Event Match]]es===
:'''Sheik'''
====Solo Events====
::''The persona Zelda adopted to escape from Ganondorf. She completely hid all traces of her Zelda identity and appeared to Link as the last member of the Sheikah tribe. She taught Link essential ocarina melodies and then vanished in an instant. She didn't appear very often—rather, she would show up to support Link in crucial situations.''
*'''[[Event 2: Landmaster Ignition]]''': As {{SSBB|Fox}} with a [[Smash Ball]], the player must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents take less knockback from his regular attacks. Sheik may transform into Zelda on harder difficulties.
*'''[[Event 17: Super Waterfall Climb]]''': As Zelda, the player must survive on [[Rumble Falls]] until the background changes into a waterfall. Two pairs of {{SSBB|Ice Climbers}} with unlimited stock will try to hinder the player's progress.
*'''[[Event 22: Monkeys Unite]]''': {{SSBB|Diddy Kong}} allied with a giant {{SSBB|Donkey Kong}} must defeat {{SSBB|Sheik}} and {{SSBB|Lucario}}. Sheik may transform into Zelda on harder difficulties.
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} at 182% damage, the player must defeat both {{SSBB|Sheik}} and {{SSBB|Ness}}. Sheik may transform into Zelda on harder difficulties.
*'''[[Event 31: The Ultimate Bodyguard]]''': {{SSBB|Marth}} must defend Zelda and defeat two {{SSBB|Ganondorf}}s on [[Castle Siege]]. Zelda remains in her crouching position until the third background change, where she'll transform into {{SSBB|Sheik}} and assist Marth.
*'''[[Event 33: Advent of the Evil King]]''': As Ganondorf, the player must defeat {{SSBB|Link}}, Zelda, and {{SSBB|Pit}} on [[Temple]].
*'''[[Event 34: All-Star Battle Melee]]''': Zelda is one of the opponents fought in this event. All opponents are newcomers from ''[[Super Smash Bros. Melee]]''.


{{Trophy games|console1=N64|game1=[[The Legend of Zelda: Ocarina of Time]]}}
====Co-Op Events====
 
*'''[[Co-Op Event 6: Unwanted Suitors]]''': As Zelda and {{SSBB|Zero Suit Samus}}, both players must defeat an invisible {{SSBB|Captain Falcon}} and an invisible {{SSBB|Luigi}} on [[Port Town Aero Dive]].
:'''Light Arrow (Sheik)
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
::''Sheik's Final Smash. After grabbing a Smash Ball, Sheik will be able to wield a bow of light. The arrow fired from this bow has the power to pass through multiple targets, so it will damage all enemies in the direction it flies. This, coupled with its shield-breaking power, makes it even more terrible. Even in Sheik form, Zelda's ability as an archer is undiminished.''
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<center>
<gallery>
<gallery>
Sheik - Brawl Trophy.png|Classic Mode trophy
ZeldaSheik Classic Mode Congratulations Screen Brawl.png|Classic Mode
Light Arrow (Sheik) - Brawl Trophy.png|[[Light Arrow]] trophy
Zelda Sheik Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Sheik's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Sheik.
{{Trophy/Fighter
|name=Sheik
|image=Sheik - Brawl Trophy.png
|mode=Classic
|desc=The persona Zelda adopted to escape from Ganondorf. She completely hid all traces of her Zelda identity and appeared to Link as the last member of the Sheikah tribe. She taught Link essential ocarina melodies and then vanished in an instant. She didn't appear very often--rather, she would show up to support Link in crucial situations.
|gamelist={{Trophy games|console1=N64|game1=The Legend of Zelda: Ocarina of Time}}
|game=Brawl
}}
{{clrl}}
{{Trophy/Fighter
|name=Light Arrow (Sheik)
|image=Light Arrow (Sheik) - Brawl Trophy.png
|desc=Sheik's Final Smash. After grabbing a Smash Ball, Sheik will be able to wield a bow of light. The arrow fired from this bow has the power to pass through multiple targets, so it will damage all enemies in the direction it flies. This, coupled with its shield-breaking power, makes it even more terrible. Even in Sheik form, Zelda's ability as an archer is undiminished.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Zelda/Sheik|Alternate costumes]]==
==[[Alternate costume (SSBB)#Zelda/Sheik|Alternate costumes]]==
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|{{Head|Sheik|g=SSBB|s=25px|cl=Black}}
|{{Head|Sheik|g=SSBB|s=25px|cl=Black}}
|}
|}
==Gallery==
<gallery>
Sheik needle.jpg|Using [[Needle Storm]] on [[Lylat Cruise]].
SSBBDojoSheik2.jpg|Posing on [[Bridge of Eldin]].
SSBBDojoSheik3.jpg|[[Jump]]ing over {{SSBB|Diddy Kong}} on [[Halberd]].
SSBBDojoSheik4.jpg|Using her [[forward tilt]] on {{SSBB|Link}} on [[Distant Planet]].
</gallery>


==Trivia==
==Trivia==
 
*Unlike in ''Melee'', where completing 1 player modes with either Zelda or Sheik would get both of their trophies, only one of their trophies at a time can be received in ''Brawl'', with the trophy earned depending on the character used.
*Unlike in ''Melee'', where completing Classic mode with either Zelda or Sheik would get both Zelda and Sheik trophies, ''Brawl'' makes one play both characters separately to retrieve their trophies.
**The also applies to {{SSBB|Samus}}/{{SSBB|Zero Suit Samus}} and {{SSBB|Pokemon Trainer}} (all three of his Pokémon; {{SSBB|Squirtle}}, {{SSBB|Ivysaur}}, and {{SSBB|Charizard}}), where all of them have separate trophies upon completing {{SSBB|Classic Mode}}. This also applies for [[All-Star Mode]], although unlike Zelda/Sheik and Samus/Zero Suit Samus, Pokémon Trainer only has one Final Smash trophy, which features all three of his Pokémon.
*Along with {{SSBB|Sonic}}, {{SSBB|Squirtle}}, and {{SSBB|Zero Suit Samus}}, Sheik is one of the only characters to not be seen in trophy form during [[The Subspace Emissary]]. Coincidentally, all these characters' names begin with the letter "S", and all have a blue-colored default palette.
*Along with {{SSBB|Sonic}}, Squirtle, and Zero Suit Samus, Sheik is one of the only characters to not be seen in trophy form during [[The Subspace Emissary]].
*Sheik is the only veteran fighter that can [[wall cling]].
*Sheik is the only veteran that can [[wall cling]].
*Excluding [[Transform]]ation from Zelda, Sheik is the only character in ''Brawl'' not to be selectable in [[Event]]s without free character selection.
*Excluding [[Transform]]ation from Zelda, Sheik is the only character in ''Brawl'' not to be selectable in [[Event]]s without free character selection.
*Zelda and Sheik are the only two characters in this game to share a character select icon. ''Melee'' only shows Zelda on its character selection screen, while ''Smash 4'' onward splits the two into their own characters. {{SSBU|Pyra}} and {{SSBU|Mythra}} would later on share a character selection icon in ''Ultimate''.
*''Brawl'' marks the first time Sheik is listed in the character selection screen.


==External links==
==External links==
Line 311: Line 486:
*[http://www.youtube.com/watch?v=tM_jwqnkSUs Sheik's hitbox size of each of her moves]
*[http://www.youtube.com/watch?v=tM_jwqnkSUs Sheik's hitbox size of each of her moves]
*[http://www.youtube.com/watch?v=PpeJDlJ5l88 Zelda and Sheik's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice]
*[http://www.youtube.com/watch?v=PpeJDlJ5l88 Zelda and Sheik's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice]
*[https://www.destructoid.com/eiji-aonuma-on-the-ds-phantom-hourglass-and-smash-bros-37441.phtml Eiji Aonuma reporting that he sent the Twilight Princess designs of Link, Sheik and Ganondorf.]
 
==References==
{{reflist}}


{{SSBBCharacters}}
{{SSBBCharacters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:The Legend of Zelda universe]]
[[Category:Sheik (SSBB)| ]]
[[Category:Sheik (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Sheik (SSBB)]]

Latest revision as of 21:59, November 9, 2024

This article is about Sheik's appearance in Super Smash Bros. Brawl. For other uses, see, see Sheik.
For information about Sheik's alter-ego, see Zelda (SSBB).
Sheik
in Super Smash Bros. Brawl
Sheik
ZeldaSymbol.svg
Universe The Legend of Zelda
Shares character slot with Zelda
Other playable appearances in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Light Arrow
Tier D (25)
Sheik (SSBB)

Sheik (シーク, Sheik) is a character in Super Smash Bros. Brawl. Sheik was originally hinted to return as a playable character when Eiji Aonuma, director of The Legend of Zelda stated he had sent the Twilight Princess designs of her, Link and Ganondorf to Sakurai.[1] She was officially revealed on January 16, 2008.

Jun Mizusawa is the voice of Sheik in all regions of Brawl, reprising her role from The Legend of Zelda: Ocarina of Time and Super Smash Bros. Melee; similar to Zelda, her portrayal is comprised of re-purposed voice clips leftover from the recording sessions for Melee, using returning and previously unused ones.

Sheik has experienced a significant drop in her tier position, from being ranked 5th in the top tier of Melee, to being ranked 25th in the middle tier of Brawl, her worst placement in the series. Sheik retains her blinding attack speed from Melee, possessing some of the fastest movement, and frame data only rivaled by Meta Knight. Additionally, Sheik possesses a transcendent and fast projectile with high damage potential in her Needles, as well as great combo ability, most notably with her forward tilt that can rack up over 50% in damage on most characters. Her power was significantly nerfed from Melee however. She possesses few attacks that can KO under 150% outside edge guarding, and of those few potential finishers, only two can be considered reliable in KOing (her sweetspotted up smash and the explosion in Vanish), both of which are difficult to land. Sheik also has very poor endurance; suffering from the combination of being tall and light, causing her to sustain high knockback while being rather easy to hit, which is exacerbated by her poor momentum cancelling, and her short distanced and easily edge hogged recovery. Additional problems Sheik has include her fast falling speed leaving her vulnerable to some juggles and chain throws, as well as short reach in the majority of her attacks. This has resulted in average matchups and below average tournament results for Sheik. Despite ranking significantly higher than Zelda, who rests at 37th on the tier list (second to dead last), her Zelda/Sheik form is considered a better character and is ranked slightly higher than Sheik alone (currently 24th), mainly as transforming into Zelda can help alleviate the very severe KO problems Sheik has in some matchups (such as against King Dedede).

Attributes[edit]

Sheik is one of the fastest characters in the game, having the 5th fastest running speed, high attack speed, and a quick, long and deadly DACUS. She has one of the best comboing abilities, as her attacks have very little start up and ending lag, with overall low knockback, allowing them to chain effectively. The best example of this is Sheik's forward tilt. As in Melee, the forward tilt can smoothly follow after her up tilt, down tilt, neutral aerial, forward aerial, back aerial, down smash, and jab cancel; it can also repeatedly link into itself to easily rack up 50% or more, especially on fast-fallers or heavy characters, such as Fox. Sheik's up tilt can combo into itself very low percentages, and at slightly higher percentages, it leads well into a forward tilt. It has a very large hitbox in terms of size and duration, making it a powerful defensive move.

Sheik has rather poor smash attacks overall, Sheik's down smash has multiple hits and has long range, but has very low knockback for an attack of its type. Her up smash can KO easily at around 100%, but only when it is sweetspotted, which is not always easy. Her forward smash is among the weakest in Brawl, but it is a two hit combo and has fairly good range.

Sheik also has a fairly powerful aerial game. Her back and neutral aerials have very similar knockback and speed and negligible landing lag outside of auto-cancel. If hit in the initial few frames, they have decent knockback, making them useful for edgeguarding, and they have good range. Her up aerial has some landing lag and has less knockback. Her forward aerial is a quick swipe with low knockback but a great semi-spike trajectory, low lag, but sub-par range. This makes it a great move for KO'ing at higher percentages. Her down aerial is a stall-then-fall, negating all vertical knockback, but unfortunately, it has high landing lag and can cause a SD if used off-stage.

Sheik does have versatility amongst her special moves. Needle Storm is a fast projectile that can be very hard to dodge and can be charged for increased damage. Sheik's up special is somewhat low in terms of recovery distance, but it has the second highest knockback of any of Sheik's moves. Combined with the invulnerability it grants, this can occasionally be used against some moves as a powerful counter, but it's also one of the hardest moves to hit with unless used in this way: it can also be used to edgeguard through Vanish Gliding. Sheik's forward special is the Chain, which can be used for a tether recovery and the Chain Jacket, which can be used to insert the knockback of the last attack into the Chain, giving an advantage over characters without attacks that cannot outrange or clank with the Chain. It is slow coming out and returning, however, and leaves her vulnerable from behind, a problem that can be capitalized on. Sheik's down special transforms her into Zelda, which allows use of two different characters in the same match, which can help to balance some of Sheik's weaknesses. Sheik also can wall jump, wall cling, and crawl.

Sheik is not a character without any weaknesses, however. Above all, Sheik does not have much KO'ing power on most of her moves, as a majority of her KO'ing moves in Melee were severely nerfed. Her two most powerful KO'ing moves are her sweetspotted up smash and Vanish, which are hard to connect with compared to Sheik's other moves. Sheik can use techniques such as DACUS and forward tilt to help connect her up smash, to an extent, but nothing else KO's reliably below 150%. This makes Sheik very reliant on getting numerous hits to rack up damage and edgeguarding. Additionally, Sheik's best chain of attacks (the forward tilt chain) often stops working before the opponent reaches KO percentage (stops at about 50%, depending on the match-up of course: lasts to later percentages on fast-fallers and heavy characters like Wolf and Bowser, but stops sooner on light and floaty characters like Kirby and Jigglypuff). Because of this, it may be best to turn back into Zelda to KO the opponent. Sheik also has poor attack range on a good number of moves. Sheik is also very light-weight and tall for her weight class, making her easier to defeat than many characters (though this is not without its advantages, as it allows Sheik to escape some chaingrabs, including Dedede's infamous Chaingrab), and her poor recovery often comes up short. Sheik is also one of the fastest-falling characters in the game, making her vulnerable to any chaingrab that is effective against fast-fallers.

Changes from Super Smash Bros. Melee[edit]

Sheik has received a mix of nerfs and buffs in her transition from Melee to Brawl. Her KO'ing ability is much worse though: up smash, neutral air, forward air, and up air have had their damage and knockback significantly reduced, and with the changes to hitstun, they cannot be comboed into as effectively and are thus much harder to land. In addition to that, she is more vulnerable to KO's herself, as her weight and fall speed have been lowered while her gravity has been increased. Her grab game has been worsened as well: all of her throws deal less damage (except for back throw), and she has lost the ability to chain-grab and set-up other moves with her down throw, which played a major role in her success in Melee while she herself is now one of the most vulnerable characters to chain-grabs due to her increased gravity. The reduced damage on many of Sheik's moves, the removal of much of down throw's follow-up potential, and the general changes to hitstun and fall speeds have limited Sheik's ability to rack up damage, though it is still quite good relative to the rest of the cast. Transform takes longer to execute, and so transforming into Zelda to make use of her superior recovery is now impractical.

Sheik has received some notable buffs. Her already solid mobility has been improved further (especially when compared to other returning veterans). Her down aerial is now a stall-then-fall, allowing her to make good use of vertical momentum cancelling, aiding her vertical endurance. Due to the more severe effects of stale-move negation as well as its decreased damage, SDI multiplier and ending lag, forward tilt's combo potential has been improved, especially on fast-fallers, as Sheik can now lock them with her forward tilt for as much as 50% damage. Chain can be used as a tether recovery, and Vanish is faster and more powerful. Needle Storm has been given transcendent priority, which overall improves her camping ability, and she is also one of the biggest benefactors of the DACUS technique as her DACUS covers a large distance and her up smash (despite its decrease in power) still remains a solid KO option. Lastly, while Transform is a lot slower, it now resets stale-move negation improving Zelda's KO power if Transform is used.

However, such buffs do not compensate for the nerfs to her damage output and KO'ing ability and the changes to the game's mechanics hinder her far more than they help her, resulting in her being considered a below-average character relative to the cast, a far cry from her top-tier status in Melee, in a similar line to Jigglypuff.

Aesthetics[edit]

  • Change Sheik now uses a design based on a concept artwork from The Legend of Zelda: Twilight Princess, which includes a braid and a small dagger. She also now looks more feminine, has a lighter skin tone, and smaller eyes. The boost in graphics also giver her outfit much more detail.
  • Change Sheik has a new alternate costume.
  • Change Sheik can now be chosen instead of Zelda at the character selection screen by selecting Zelda and then clicking on Sheik's portrait, rather than holding the A button while selecting Zelda. As players couldn't make AI Zelda start as Sheik in Melee, it's now possible to do so.
  • Change Sheik's previous taunt has been moved to her down taunt and it now uses a different voice clip which was previously used for her smash attacks.
  • Change As on-screen appearances were not present in Melee, Sheik now receives one.
  • Change Sheik no longer uses her stun voice clip when waking out of sleep status.

Attributes[edit]

  • Buff Sheik walks faster (1.2 → 1.3).
  • Buff Sheik dashes faster (1.8 → 1.92), especially relative to returning veterans, going from being tied with Marth and Pikachu for the 3rd fastest out of 26 fighters in Melee to the 5th fastest out of 39 in Brawl.
  • Nerf Sheik's initial dash is slower (1.8 → 1.7).
  • Buff Sheik's air speed is slightly faster (0.8 → 0.846).
  • Buff Sheik's air acceleration is higher (0.06 → 0.09).
  • Nerf Sheik's traction is lower (0.8 → 0.6).
  • Change As with the returning veterans, Sheik's falling speed is slower (2.13 → 1.58). Compared to the returning veterans, however, Sheik falls faster.
    • Nerf Her fast-falling speed is drastically slower (3 → 2.212). This significantly worsens her aerial mobility and makes her substantially more vulnerable to juggling.
  • Nerf Unlike all other returning veterans, Sheik's gravity is higher (0.12 → 0.1409) now being the second highest in the game. This makes her more vulnerable to chain grabs.
  • Nerf Sheik is lighter (90 → 85), which when combined with the previous two changes, worsens her endurance, only slightly outlasting Zelda vertically, and being outlasted by Zelda when knocked back horizontally, despite Zelda's already poor endurance also made worse in the transition.
    • Buff However, her lower weight prevents her from being chain grabbed by King Dedede's down throw.
  • Nerf Jumpsquat is longer (3 frames → 4).
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).
  • Nerf Spot dodge has more ending lag (FAF 23 → 26).
  • Buff Sheik now has the ability to crawl, giving her the ability to duck under moves or shrink her hurtbox.
  • Buff Sheik now has the ability to wall cling.
  • Change As with Captain Falcon, Sheik is now able to swing the Home-Run Bat like other characters can. Because of this, she can now properly use a Home-Run Bat for the Home-Run Contest without having to transform into Zelda.

Ground attacks[edit]

  • Neutral attack:
    • Nerf The first hit of neutral attack deals less damage (4% → 3%).
    • Nerf Both first and second hits have more ending lag (FAF 16 (hit 1)/17 (hit 2) → 18 (both)).
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 27 → 22).
    • Buff It has larger hitboxes (3.6u/2u/3.92u → 4.3u/2.8u/4.8u).
    • Buff Its angles has been altered (74° → 90°/108°) allowing it to chain into itself more reliably.
    • Nerf It deals less damage (7% → 5%) and base knockback (40 → 20) hindering its followup potential at lower percents.
      • Buff However, this significantly improves its followup potential beyond low percents (particularly at mid percents).
    • Buff It now has below average hitlag and SDI multipliers (1.0x → 0.5x) making it extremely difficult to escape if Sheik chains multiple forward tilts.
      • Buff Altogether, these changes combined with the removal of DI against moves which do not put opponents into tumble and the changes to stale move negation significantly improve the move's combo potential; with the move now being able to repeatedly chain into itself against various characters in order to build up a high amount of damage.
  • Up tilt:
    • Change Both hits had their damage values altered (8% (hit 1)/4% (hit 2) → 6%/7%), with the first hit being weaker than the second.
      • Buff Overall, its damage output has been increased (11% → 13%).
      • Buff This also makes the second hit stronger despite its decreased knockback (10 (base) → 140 (scaling) → 20/122).
    • Buff The first hit has a reduced SDI multiplier (1.0x → 0.5x) and deals set knockback (10 (base) → 0, 0 (set) → 10/100/100). These changes allows it to connect more reliably into the second hit.
      • Nerf However, this gives it much less utility due to its set knockback.
    • Nerf It has increased ending lag (FAF 26 → 36).
  • Down tilt:
    • Nerf Down tilt has more ending lag (FAF 28 → 30).
    • Change It has gained a 40% trip rate but due to its knockback angle, it will not trip opponents.
  • Dash attack:
    • Buff Dash attack has less startup lag (frame 6 → 5).
    • Nerf It deals less damage (10%/7% → 7%/5%) without full compensation on its base knockback (34 → 50 (clean), 15 → 20 (late)) significantly hindering its KO potential.
    • Nerf It has more ending lag (FAF 36 → 41).
    • Change Its clean hit sends opponents at a less vertical angle (80° → 60°).
  • Forward smash:
    • Buff Forward smash's first hit has a reduced SDI multiplier (1.0x → 0.5x), allowing it to connect better into the second hit.
    • Buff The second hit has less startup lag (frame 27 → 26).
    • Nerf The second hit deals less damage (10% → 9%).
      • Buff Its knockback scaling has been increased (70 → 100), making it stronger despite its lower damage.
    • Nerf It has more ending lag (FAF 46 → 51).
    • Change The first hit no longer has consistent set knockback (60 → 69/50/45).
  • Up smash:
    • Buff The introduction of DACUS has significantly improved up smash's approach potential.
    • Buff It has less startup lag (frame 12 (clean)/14 (late) → 11/13).
    • Buff It has larger hitboxes especially the clean hit (3.6u/3.6u → 5.5u/5.5u (clean), 3.2u/3.2u/4u/4u → 4u/4u/4.8u/4.8u (late)). This makes it much easier to land the clean hit against grounded opponents.
    • Change The late hit launches opponents at a lower angle (88°/78° → 50°). While this significantly hinders it vertical KO potential, it does grant it horizontal KO potential.
    • Nerf It starts charging sooner (frame 10 → 7).
    • Nerf The clean hit has reduced knockback scaling (105 → 82).
    • Nerf The clean hit has a higher SDI multiplier (1.0x → 1.5x), increasing the opponent's chance to escape the second hit.
    • Nerf The late hit deals less damage (13% → 12%).
    • Nerf It has more ending lag (FAF 40 → 53).
  • Down smash:
    • Buff Down smash has less startup lag on all hits(5-9/16-19/22-24 → 4-8/15-18/21-23).
      • Buff When combined with Sheik's superior mobility, this allows the move to hit twice slightly more reliably.
    • Nerf It has more ending lag (FAF 46 → 49).
    • Change It has gained a 40% trip rate but due to its knockback angle, it will not trip opponents.

Aerial attacks[edit]

  • Change Excluding down aerial, all aerials have less landing lag (16 frames → 10 (neutral/forward/back), 24 frames → 21 (up)) although due to the removal of L-canceling, their landing lag was not fully compensated.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (14%/10% → 13%/10% (clean), 9% → 5%/4% (late)). Additionally, one of the clean hit's sweetspots is now a sourspot.
    • Nerf It has more ending lag (FAF 42 → 49).
  • Forward aerial:
    • Buff Forward aerial has a longer duration (frames 5-7 → 5-8).
      • Nerf However, this makes the move auto-cancel one frame later (frame 11 → 12).
    • Nerf It deals less damage (13% → 9%) without full compensation on its knockback scaling (100 → 108).
    • Nerf It launches opponents at a higher angle (25° → 30°), making it less effective as a semi-spike.
    • Nerf It has a smaller hitbox (5.6u → 5.3u).
    • Change It is now interruptible on frame 35 instead of frame 40 but due to its 33 frame animation remaining unchanged, this has no effect.
  • Back aerial:
    • Buff Back aerial's clean sourspot deals more damage (8%/10% → 11%).
    • Nerf The clean sweetspot deals less damage (14% → 12%) and knockback (12 (base), 100 (scaling) → 14/98).
    • Nerf Its late hit now deals consistent damage (6%/7%/9%/10% → 6%).
    • Nerf It has a slightly shorter duration (frames 4-19 → 4-17) and auto-cancels later (frame 25 → 31).
  • Up aerial:
    • Buff Up aerial has less startup lag (frame 5 → 4).
    • Nerf It deals less damage (12% (clean)/9% (late) → 11%/6%) and has less knockback scaling (120 → 100).
    • Nerf It has a shorter duration (frames 5-20 → 4-15) and more ending lag (FAF 37 → 40).
    • Nerf It sends opponents at a less vertical angle (80° (clean)/70° (late) → 70°/60°).
  • Down aerial:
    • Change Down aerial is now a stall-then-fall.
      • Buff This combined with the introduction of momentum cancelling allows it to improve Sheik's vertical endurance more than it otherwise would have.
    • Nerf It deals less damage (11% → 10%), and has decreased knockback scaling (90 → 80).
    • Nerf It has less range (5.28u/6.132u → 5.5u).
    • Nerf It has more ending lag (FAF 49 → 54), and it auto-cancels later (frame 49 → 53).
    • Nerf It has more landing lag (20 frames → 26).
      • Nerf Altogether, these changes remove its ability to set up aerial follow-ups properly.

Throws/other attacks[edit]

  • Grabs:
    • Buff All grabs have less startup lag (frame 7 (standing), frame 8 (dash) → 6/7) and ending lag (FAF 31 (standing)/41 (dash) → 30/40).
  • Throws:
    • Buff Sheik releases opponents earlier from all throws (frame 24 → 21 (forward), frame 20 → 16 (back), frame 23 → 21 (up), frame 36 → 31 (down)) and they all have decreased ending lag (FAF 48 (forward/back) → 40 (forward)/36 (back), FAF 58 (up/down) → 50 (up)/54 (down)) making them harder to DI and for forward/back/up throws cases, gives Sheik more time to follow up or defend herself.
      • Nerf However unlike her other throws, down throw's decreased ending lag does not fully compensate for the throw occurring earlier giving it 1 frame of extra cooldown.
    • Nerf The changes to hitstun heavily reduces forward and back throw's combo ability despite having reduced ending lag.
  • Forward throw:
    • Nerf Forward throw deals less damage (8% → 7%).
    • Change Forward throw's angle (45° → 70) and base knockback (40 → 80) have been altered.
  • Back throw:
    • Change Back throw's angle (135° → 120°) and base knockback (40 → 90) have been altered.
  • Up throw:
    • Nerf Up throw deals less damage (8% → 5%).
    • Nerf Up throw has even less combo potential due to lower falling speeds and the changes to hitstun despite its decreased ending lag.
    • Change Up throw's angle (88° → 85°) and knockback (90 (base), 30 (scaling) → 80/60) have been altered.
  • Down throw:
    • Nerf Down throw deals less damage (8% → 6%).
    • Nerf Due to its increased knockback (70 (base), 50 (scaling) → 80/75) combined with the changes to Brawl's mechanics, down throw is no longer capable of chain grabbing or tech chasing and the changes to hitstun greatly hinders its combo potential.

Special moves[edit]

  • Needle Storm:
    • Nerf Needles now deal 1% less damage (3% → 2%) at long range.
    • Change The needles now have transcendent priority, making them more useful to disrupt any approach. However, they can no longer cancel out other projectiles.
    • Buff Needles can now be charged without pressing the special attack button, and can be still charge cancelled, allowing her to resume the charge when needed. However, they are now fired by pressing the special attack button twice instead of once regardless of charge.
    • Nerf Fully charging Needle Storm, transforming into Zelda and being KO'd now removes stored needles, meaning Sheik must charge them up again
  • Chain:
    • Buff Chain moves more freely and can be used as a tether recovery, giving Sheik an additional recovery option.
    • Change Sheik now has access to the Chain Jacket glitch.
  • Vanish:
    • Buff Vanish has less start-up lag, and the hitbox from its explosion deals 3% more damage (12% → 15%) with stronger knockback. It's also possible to land with no landing lag if Sheik lands at the correct time before she is rendered helpless.
    • Buff It now has a push effect upon reappearing.
    • Nerf It now has more landing lag after Sheik is rendered helpless.
  • Transform:
    • Buff Stale move negation now resets when Transform is used meaning that if Sheik transforms, all of Zelda's moves will be fresh rather than carrying over the staleness from Sheik's moves. This is especially beneficial as stale move negation now effects knockback.
    • Nerf Due to the game disc no longer automatically loading Sheik and Zelda's data at the same time rather than having it loaded at all times as in Melee, Transform takes much longer to complete. This allows the opponent to set up a punish on Zelda for simply performing the move, and renders Sheik's ability to transform into Zelda for a longer recovery infeasible. Its intangibility also has more startup lag (frame 27 → 41).
  • Final Smash:
    • Change Sheik now has a Final Smash, Light Arrow. Sheik pulls out the Bow of Light and shoots a Light Arrow from it. It has immense damage and knockback, and can usually one-hit KO anyone who gets hit by it. She shares this Final Smash with Zelda, though Sheik's version does more slightly more damage and sends opponents at a semi-spike angle.

Moveset[edit]

For a gallery of Sheik's hitboxes, see here.

  Name Damage Description
Neutral attack Kodachi (小太刀) / Reverse Kodachi (逆小太刀) / Piercing Strikes (連突) 3% Two quick swipes, followed by a series of short jabs.
3%
1-2%
Forward tilt Cycle Kick (円弧, Circular Arc) 5% Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves.
Up tilt Spindle Tree (真弓) 6% (hit 1), 7% (hit 2) Sheik brings her leg up and quickly brings it down. Can hit on the upswing and downswing.
Down tilt Whirlwind (旋風) 8% Sheik quickly sweeps her leg out in front of her. Has low vertical knockback.
Dash attack Gale (疾風) 7% (clean), 5% (late) A quick slash in front of her. Has decent knockback with little ending lag.
Forward smash Twin Snake (双蛇) 5% (hit 1), 9% (hit 2) Two successive kicks that moves her forward as they are executed. The first has low knockback, while the second has significant knockback. Can KO at high percentages.
Up smash Razor Wing (割符, Split Mark) 17% (sweetspot), 12% (sourspot) Sheik raises her arms over her head and quickly brings them down to her sides. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage.
Down smash Windmill (大車輪, Large Wheel) 13% (hit 1), 10% (hits 2-3) Gets on her back and does a break-dance style rotation. Can hit twice, but only on the late hits.
Neutral aerial Falling Leaves (落葉) 13% (clean sweetspot), 10% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) Sheik extends one leg in front with the other tucked underneath in a typical sex kick form. Poor knockback.
Forward aerial Hatchet () 9% Sheik leans forward and quickly slashes downwards. Good for edgeguarding due to its semi-spike trajectory.
Back aerial Flying Swallow (飛燕) 12% (clean sweetspot), 11% (clean sourspot), 6% (late) Sheik extends one leg downwards and the other backwards in a sex kick. The sweetspot is located at the foot.
Up aerial Drill () 11% (clean), 6% (late) Sheik does a quick screwdriver kick upward.
Down aerial Butcher Bird Revised (百舌改) 10% Sheik performs a downwards kick in a similar fashion to Sonic and Zero Suit Samus's down aerials, being a stall-then-fall. Has high ending lag.
Grab Grab (つかみ)  
Pummel Grab Elbow Strike (つかみ肘打) 3% Hits opponent with her left elbow.
Forward throw Shoulder Strike (肩打) 5% (hit 1), 2% (throw) Launches the opponent forward.
Back throw Heel Strike (踵打) 5% (hit 1), 2% (throw) Throws her opponent behind and kicks them away.
Up throw Handstand Strike (倒立打) 3% (hit 1), 2% (throw) Flips upside-down and kicks her opponent with both of her feet.
Down throw Guillotine (断頭) 3% (hit 1), 3% (throw) Throws opponent on the ground, then performs an axe-kick knocking the opponent up into the air.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and kicks in front and back of herself.
Floor attack (back)
Floor getups (back)
  6% Gets up and punches in front and back of herself.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks in front and back of herself.
Edge attack (fast)
Edge getups (fast)
  8% Climbs up and kicks onto the stage.
Edge attack (slow)
Edge getups (slow)
  8% (arm), 6% (body) Slowly gets up and thrusts out her elbow.
Neutral special Needle Storm 3% (needle close), 2% (needle far), 6 needles max Sheik accumulates up to six needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle.
Side special Chain 3% (chain), 5% (tip) Pulls out a long metal chain which can be controlled by moving the control stick (directional pad on Wii Remote) The tip of the chain deals electric damage. Has high ending lag.
Up special Vanish 15% After a short delay, Sheik vanishes in a puff of smoke, reappearing nearby in a controlled direction. The vanish hitbox has high knockback, able to KO at high percentages. Any opponents near Sheik whenever she reappears will be pushed back a bit.
Down special Transform 0% Transforms into Zelda.
Final Smash Light Arrow 3% (hit 1), 45% (Light Arrow 1st opponent), 33% (2nd opponent), 25% (3rd opponent) Sheik pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, but the damage decreases for each successive target. Launches opponents at a semi-spike angle.

Stats[edit]

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Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 85 1.7 – Initial dash
1.92 – Run
1.3 0.06 0.021 0.846 0.01 – Base
0.08 – Additional
0.1409 1.58 – Base
2.212Fast-fall
4 38.63389 - Base
? - Short hop
?

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • The Transform sound effect is heard and Zelda shouts.
Sheik's selection sound

On-screen appearance[edit]

  • Appears in magical sparks, which was also used for the ending animation for when Zelda transforms into Sheik.
SheikOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Stands on one hand.
  • Side taunt: Pulls out her Chain.
  • Down taunt: Performs a threatening pose with her right hand before her face.
Up taunt Side taunt Down taunt
SheikUpTauntBrawl.gif SheikSideTauntBrawl.gif SheikDownTauntBrawl.gif

Idle poses[edit]

  • Balances on one foot
  • Moves her hand in front of her face, then quickly swings it to the side
Sheik Idle Pose 2 Brawl.png Sheik Idle Pose 1 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Sheik! She-i-k!
Pitch Crowd cheer Crowd cheer

Victory poses[edit]

This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in The Legend of Zelda.
  • Up: Slashes towards the screen twice, then holds her right hand up to her mouth.
  • Left: Looks off into the distance, pondering, while keeping her mouth concealed.
  • Right: Kicks twice then holds her left hand in front of her while exhaling loudly.
Up Left Right
Sheik-VictoryUp-SSBB.gif Sheik-VictoryLeft-SSBB.gif Sheik-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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See also: Category:Sheik players (SSBB)

Tier placement and history[edit]

At the start of Brawl's metagame, players immediately noticed the reduced damage output on a vast majority of Sheik's moves. Despite her improved mobility, her poor damage output and significantly nerfed combo potential hurt the character's viability. Not only that, but Sheik retained a lot of her problems from Melee such as her unimpressive survivability and terrible recovery. While Sheik still had multiple strengths, her flaws were notable which led to her having poor matchups versus characters who had amazing survivability, were small, or had amazing damage output most notably Pikachu, Ice Climbers, Olimar and Lucario.

Sheik's perception never really improved and she remained as a mid to low mid-tier character through Brawl's entire lifespan getting ranked in the 23rd-26th spots on the tier lists. Some players however such as Mew2King and Salem believed that Sheik was underrated and that she was a high-tier character. Many top Japanese Brawl players also notably used Sheik as a counterpick character to Fox due to Yui's dominance overseas with him. In Japan, she's considered to be a strong high tier ranking 16th on the current Japanese Brawl tier list (although she shares her spot with Zelda).

Despite the optimism amongst top players, Sheik still isn't seen as a solo viable character and is still regarded as one of the most nerfed characters from Melee.

Role in The Subspace Emissary[edit]

Sheik in the SSE.

During the Midair Stadium ambush, the player can have Zelda transform into Sheik despite her not technically being introduced until much later. Thus, Sheik is the only character in The Subspace Emissary to be playable before she is introduced. After Peach and Zelda are rescued by Lucario, Meta Knight, and Snake, the two princesses are ordered to stay where they are until the Halberd is under their control. Zelda transforms into Sheik and walks out with Peach, opening a window to the outside of the ship. Both princesses then make their way to the front deck of the ship. There, they witness Fox's Arwing attacking the Halberd, and his lasers meant for the Halberd's turret nearly injures Peach. In response, Sheik leaps into the air and uses Vanish onto the Arwing, striking the windshield and forcing Fox to jettison. They fall back to the Halberd, and begin to fight, but Peach offers them both tea, ending any erroneous hostilities.

As they drink their tea, several Mr. Game & Watches fall from the bridge and turn into shadow bugs that coalesce to form the monstrous Duon. The three prepare to fight, but are joined by Lucario, Snake, and Falco. They then proceed to defeat Duon, and it turns into the trophy of Mr. Game & Watch, who Peach revives. Then she and the other heroes journey into subspace for the final battle against Tabuu. Sometime when the Halberd was retaken, but before the Isle of Ancients was consumed by Subspace, Sheik transformed back into Zelda.

Playable appearances[edit]

Sheik is always playable in any level Zelda appears in. If Zelda is rescued in Midair Stadium, after The Lake Shore is completed, she along with her alternative form Sheik will be removed from the team until Battleship Halberd Exterior.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Zelda/Sheik can appear as an opponent or ally in Stage 1 along with Link, Ganondorf, and Toon Link on Bridge of Eldin or Pirate Ship (with the latter available if it has been unlocked). Zelda/Sheik can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 1.

All-Star Mode[edit]

In All-Star Mode, Zelda/Sheik is fought in Stage 6 alongside Link, Ganondorf, and Toon Link on Bridge of Eldin or Pirate Ship.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Trophies[edit]

Sheik's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Sheik.

Classic Mode trophy
Sheik
The persona Zelda adopted to escape from Ganondorf. She completely hid all traces of her Zelda identity and appeared to Link as the last member of the Sheikah tribe. She taught Link essential ocarina melodies and then vanished in an instant. She didn't appear very often--rather, she would show up to support Link in crucial situations.
N64: The Legend of Zelda: Ocarina of Time
Light Arrow (Sheik) trophy
Light Arrow (Sheik)
Sheik's Final Smash. After grabbing a Smash Ball, Sheik will be able to wield a bow of light. The arrow fired from this bow has the power to pass through multiple targets, so it will damage all enemies in the direction it flies. This, coupled with its shield-breaking power, makes it even more terrible. Even in Sheik form, Zelda's ability as an archer is undiminished.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

ZeldaSheik Palette (SSBB).png
Sheik (SSBB) Sheik (SSBB) Sheik (SSBB) Sheik (SSBB) Sheik (SSBB) Sheik (SSBB)

Gallery[edit]

Trivia[edit]

  • Unlike in Melee, where completing 1 player modes with either Zelda or Sheik would get both of their trophies, only one of their trophies at a time can be received in Brawl, with the trophy earned depending on the character used.
  • Along with Sonic, Squirtle, and Zero Suit Samus, Sheik is one of the only characters to not be seen in trophy form during The Subspace Emissary.
  • Sheik is the only veteran that can wall cling.
  • Excluding Transformation from Zelda, Sheik is the only character in Brawl not to be selectable in Events without free character selection.
  • Zelda and Sheik are the only two characters in this game to share a character select icon. Melee only shows Zelda on its character selection screen, while Smash 4 onward splits the two into their own characters. Pyra and Mythra would later on share a character selection icon in Ultimate.
  • Brawl marks the first time Sheik is listed in the character selection screen.

External links[edit]

References[edit]