Sheik (SSB4): Difference between revisions

Line 81: Line 81:
|neutralcount=3
|neutralcount=3
|neutralname=Slicing, cutting, piercing blade
|neutralname=Slicing, cutting, piercing blade
|neutral1dmg=2%
|neutral1dmg=2%, 3%
|neutral2dmg=2%
|neutral2dmg=1% each
|neutral3dmg=5%
|neutral3dmg=3%
|neutraldesc=A series of short jabs that terminates as a final hit with decent knockback.
|neutraldesc=A series of short jabs that terminates as a final hit with somewhat weak knockback.
|ftiltname=Wheel kick
|ftiltname=Wheel kick
|ftiltdmg=4%
|ftiltdmg=4%
Line 92: Line 92:
|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=Crouching sweep
|dtiltname=Crouching sweep
|dtiltdmg=8%
|dtiltdmg=7.5%
|dtiltdesc=Sheik quickly sweeps her leg out in front of her.  
|dtiltdesc=Sheik quickly sweeps her leg out in front of her.  
|dashname=Gale form
|dashname=Gale form
|dashdmg=6%
|dashdmg=6.5%
|dashdesc=A quick slash in front of her. Has decent knockback.  
|dashdesc=A quick slash in front of her. Has decent knockback.  
|fsmashcount=2
|fsmashcount=2
|fsmashname=Double snake
|fsmashname=Double snake
|fsmashdmg={{ChargedSmashDmgSSB4|7}}
|fsmashdmg={{ChargedSmashDmgSSB4|7}}
|fsmash2dmg={{ChargedSmashDmgSSB4|12}}
|fsmash2dmg={{ChargedSmashDmgSSB4|11}}
|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=Razor wing
|usmashname=Razor wing
|usmashdmg={{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|14}} (sweetspotted);  ??, {{ChargedSmashDmgSSB4|11}} (sourspotted)
|usmashdmg={{ChargedSmashDmgSSB4|21}}, {{ChargedSmashDmgSSB4|15}} (sweetspotted);  {{ChargedSmashDmgSSB4|15}}, {{ChargedSmashDmgSSB4|11}} (sourspotted)
|usmashdesc=Sheik raises her arms over her head and quickly brings them down to her sides. This can hit twice: once at her fingertips and again on the downswing. Both hits sweetspotted as a fully charged smash does 33% damage, but is very difficult to land. One of her strongest KO options.
|usmashdesc=Sheik raises her arms over her head and quickly brings them down to her sides. This can hit twice: once at her fingertips and again on the downswing. Both hits sweetspotted as a fully charged smash does 36% damage, but is very difficult to land. One of her strongest KO options.
|dsmashname=Windmill
|dsmashname=Windmill
|dsmashdmg={{ChargedSmashDmgSSB4|5}}, {{ChargedSmashDmgSSB4|9}}
|dsmashdmg={{ChargedSmashDmgSSB4|4}}, {{ChargedSmashDmgSSB4|8.5}}
|dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit twice. Moderate knockback.
|dsmashdesc=Gets on her back and does a break-dance style rotation. Can hit twice. Moderate knockback.
|nairname=Falling leaves
|nairname=Falling leaves
|nairdmg=7% (clean), ??% (late)
|nairdmg=8% (clean), 5% (late)
|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=Hatchet
|fairname=Hatchet
|fairdmg=9% (clean), 5% (late)
|fairdmg=5.5% (clean), 4% (late)
|fairdesc=Sheik leans forward and quickly slashes downwards. Has good knockback and can combo into itself at low damage percentages. One of her best moves for edge guarding.  
|fairdesc=Sheik leans forward and quickly slashes downwards. Has good knockback and can combo into itself at low damage percentages. One of her best moves for edge guarding.  
|bairname=Flying swallow
|bairname=Flying swallow
Line 118: Line 118:
|bairdesc=Sheik extends one leg downwards and the other backwards in a sex kick. Weak knockback but with large hitboxes. Good for edge guarding.  
|bairdesc=Sheik extends one leg downwards and the other backwards in a sex kick. Weak knockback but with large hitboxes. Good for edge guarding.  
|uairname=Vortex form
|uairname=Vortex form
|uairdmg=2%, 1%, and 4%
|uairdmg=3x1%, and 4%
|uairdesc=Sheik inverts herself and spirals upwards for three hits. The first two have no knockback, allowing all three to connect. The final hit has strong knockback and is a solid KO move at moderate damage percentages.  
|uairdesc=Sheik inverts herself and spirals upwards for four hits. The first three have no knockback, allowing all four to connect. The final hit has strong knockback and is a solid KO move at moderate damage percentages.  
|dairname=Butcher bird
|dairname=Butcher bird
|dairdmg=10%
|dairdmg=8%
|dairdesc=Sheik extends one leg downwards during a short stall followed by a fast decent at about a 20 degree angle. Has the ability to meteor smash, but hard to recover from due to fall speed.  
|dairdesc=Sheik extends one leg downwards during a short stall followed by a fast decent at about a 20 degree angle. Has the ability to meteor, but hard to recover from due to fall speed. When preformed on a grounded opponent, it hits a second time for 2%.  
|grabname=
|grabname=
|grabdesc=
|grabdesc=
Line 129: Line 129:
|pummeldesc=Hits opponent with her arm.  
|pummeldesc=Hits opponent with her arm.  
|fthrowname=Battering ram
|fthrowname=Battering ram
|fthrowdmg=7%
|fthrowdmg=5%, 2%
|fthrowdesc=Punches the opponent forward. At moderate damage it can be comboed into bouncing fish.  
|fthrowdesc=Punches the opponent forward. At moderate damage it can be comboed into bouncing fish.  
|bthrowname=Backlash
|bthrowname=Backlash
|bthrowdmg=8%
|bthrowdmg=5%, 2%
|bthrowdesc=Throws opponent behind and kicks them away.  
|bthrowdesc=Throws opponent behind and kicks them away.  
|uthrowname=Standing crane
|uthrowname=Standing crane
|uthrowdmg=5%
|uthrowdmg=2%, 3%
|uthrowdesc=Sheik falls on her back and kicks the opponent up into the air. High knockback, making combos difficult.  
|uthrowdesc=Sheik falls on her back hitting the opponent and then kicks them up into the air. High base knockback with little growth, making combos difficult.  
|dthrowname=Guillotine
|dthrowname=Guillotine
|dthrowdmg=7%
|dthrowdmg=3%, 3%
|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.  
|floorfname=
|floorfname=
|floorfdmg=
|floorfdmg=7%
|floorfdesc=
|floorfdesc=Sheik kneels then punches forwards and backwards.
|floorbname=
|floorbname=
|floorbdmg=
|floorbdmg=7%
|floorbdesc=
|floorbdesc=Sheik kicks her feet over her head.
|floortname=
|floortname=
|floortdmg=
|floortdmg=
|floortdesc=
|floortdesc=
|edgename=
|edgename=
|edgedmg=
|edgedmg=7%
|edgedesc=
|edgedesc=Sheik pulls herself up and kicks both legs forward along the ground.
|nsdefname=Needlestorm
|nsdefname=Needlestorm
|nsdefdmg=1% per needle, 6% max
|nsdefdmg=1% per needle, 7% max
|nsdefdesc=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.  
|nsdefdesc=Sheik accumulates up to seven needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle.  
|nsc1name=Penetrating needles
|nsc1name=Penetrating needles
|nsc1dmg=??%
|nsc1dmg=??%
Line 162: Line 162:
|nsc2desc=Unchargable needle that stuns one opponent. Significant ending lag.  
|nsc2desc=Unchargable needle that stuns one opponent. Significant ending lag.  
|ssdefname=Burst grenade
|ssdefname=Burst grenade
|ssdefdmg=1%(unexploded hit), 1%(pull), 13%(explosion)
|ssdefdmg=1%(unexploded hit), 1%(pull), 12%(explosion)
|ssdefdesc=Sheik throws a grenade on a string. On detonation, it creates a small area that pulls opponents towards it, then explodes. The detonation can be delayed a couple of seconds by holding the special attack button. Grenade can be thrown a further distance when Sheik is in the air or when thrown over an edge.  
|ssdefdesc=Sheik throws a grenade on a string. On detonation, it creates a small area that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special attack button. Grenade can be thrown a further distance when Sheik is in the air or when thrown over an edge.  
|ssc1name=Gravity grenade
|ssc1name=Gravity grenade
|ssc1dmg=??%
|ssc1dmg=??%
Line 171: Line 171:
|ssc2desc=The grenade bounces on the ground with a time delay before exploding.  
|ssc2desc=The grenade bounces on the ground with a time delay before exploding.  
|usdefname=Vanish
|usdefname=Vanish
|usdefdmg=13%(vanish), 4%(reappear)
|usdefdmg=12%(vanish), 5%(reappear)
|usdefdesc=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. The reappearance hitbox has much weaker knockback, but can push shielded opponents out of her way.  
|usdefdesc=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. The reappearance hitbox has much weaker knockback, but can push shielded opponents out of her way.  
|usc1name=Gale
|usc1name=Gale
Line 180: Line 180:
|usc2desc=Sheik's vanish and reappearance do more damage, with the vanish having very high knockback.  
|usc2desc=Sheik's vanish and reappearance do more damage, with the vanish having very high knockback.  
|dsdefname=Bouncing fish
|dsdefname=Bouncing fish
|dsdefdmg=13%
|dsdefdmg=12%
|dsdefdesc=Sheik flips forward a moderate distance. If her feet connect with an opponent, she will flip back a small distance and land on her feet. Upon a miss, she lands on her back and stands up. Strong knockback and one of her best KO moves.  Also drastically improves her off-stage recovery as vanish can be used immediately afterwards.  
|dsdefdesc=Sheik flips forward a moderate distance. If her feet connect with an opponent, she will flip back a small distance and land on her feet. Upon a miss, she lands on her back and stands up. Strong knockback and one of her best KO moves.  Also drastically improves her off-stage recovery as vanish can be used immediately afterwards.  
|dsc1name=Jellyfish
|dsc1name=Jellyfish
Line 189: Line 189:
|dsc2desc=Sheik's flip is faster and more shallow. To land the hit the attack button must be pressed on contact with the opponent. If the hit lands, she will flip a short distance forward.  
|dsc2desc=Sheik's flip is faster and more shallow. To land the hit the attack button must be pressed on contact with the opponent. If the hit lands, she will flip a short distance forward.  
|fsname=Light Arrow
|fsname=Light Arrow
|fsdmg=??%
|fsdmg=1%, 44%
|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. Has very high knockback.  
|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 by 10% for each successive target. Has very high knockback.  
}}
}}


19

edits