Sheik (PM): Difference between revisions
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Queen Noob (talk | contribs) (→Moveset: Added damage percentages.) |
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!Neutral attack | !Neutral attack | ||
| Slicing Blade, Cutting Blade, Piercing Blade || 4 --> 3 --> 1|| Two jab combo then infinite | | Slicing Blade, Cutting Blade, Piercing Blade || 4% --> 3% --> 1%|| Two jab combo then infinite | ||
|- | |- | ||
!Forward tilt | !Forward tilt | ||
| Wheel Kick || 7 || | | Wheel Kick || 7% || | ||
|- | |- | ||
!Up tilt | !Up tilt | ||
| Bow Form || 8 --> 4|| Eight going up the four coming down | | Bow Form || 8% --> 4%|| Eight going up the four coming down | ||
|- | |- | ||
!Down tilt | !Down tilt | ||
| Crouching Sweep || 8 || | | Crouching Sweep || 8% || | ||
|- | |||
!Crawl attack | |||
| || 8% || | |||
|- | |- | ||
!Dash attack | !Dash attack | ||
| Gale Form || 10 | | Gale Form || 10% (clean) 7% (late) || Two hitboxes inside each other, the 10 has priority. | ||
|- | |- | ||
!Forward smash | !Forward smash | ||
| Double Snake || 6 --> 9 || First and second hitbox | | Double Snake || {{ChargedSmashDmgSSBM|6}} --> {{ChargedSmashDmgSSBM|9}} || First and second hitbox | ||
|- | |- | ||
!Up smash | !Up smash | ||
| Razor Wing || 17 --> 13 || A hit box is made on the hands(17) ~7 frames after releasing the charge. | | Razor Wing || {{ChargedSmashDmgSSBM|17}}--> {{ChargedSmashDmgSSBM|13}} || A hit box is made on the hands(17) ~7 frames after releasing the charge. | ||
|- | |- | ||
!Down smash | !Down smash | ||
| Windmill || 13 --> 10 --> 10 || Hitbox on leg, then twice on feet. | | Windmill || {{ChargedSmashDmgSSBM|13}} --> {{ChargedSmashDmgSSBM|10}}--> {{ChargedSmashDmgSSBM|10}} || Hitbox on leg, then twice on feet. | ||
|- | |- | ||
!Neutral aerial | !Neutral aerial | ||
| Falling Leaves || 14 | | Falling Leaves || 14% (clean) 9% (late) || Waits two frames, creates 14 hitbox for two frames then turns it into lighter version (9) | ||
|- | |- | ||
!Forward aerial | !Forward aerial | ||
| Hatchet || 13 || Creates hitbox after 4 frames, hitbox stays for 3. | | Hatchet || 13% || Creates hitbox after 4 frames, hitbox stays for 3. | ||
|- | |- | ||
!Back aerial | !Back aerial | ||
| Flying Swallow || [14- | | Flying Swallow || [14%-10%]>[10%-6%] || Hitbox deteriorates (like nAir). Note: Foot:14 Leg:10 Other foot (the lower one): 8 | ||
|- | |- | ||
!Up aerial | !Up aerial | ||
| Vortex Form || 12 | | Vortex Form || 12% (clean) 9% (late) || First hitbox (on frame 3) is 12 damage, deteriorated hitbox is 9 | ||
|- | |- | ||
!Down aerial | !Down aerial | ||
| Butcher Bird || 11 || Hitbox (on frame 14) does 11 damage. | | Butcher Bird || 11% || Hitbox (on frame 14) does 11 damage. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
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|- | |- | ||
!Pummel | !Pummel | ||
| Forearm || || | | Forearm || 3% || | ||
|- | |- | ||
!Forward throw | !Forward throw | ||
| Battering Ram || || | | Battering Ram || 10% || | ||
|- | |- | ||
!Back throw | !Back throw | ||
| Backlash || || | | Backlash || 8% || | ||
|- | |- | ||
!Up throw | !Up throw | ||
| Standing Crane || || | | Standing Crane || 8% || | ||
|- | |- | ||
!Down throw | !Down throw | ||
| Guillotine || || | | Guillotine || 8% || | ||
|- | |- | ||
!Floor attack (front) | !Floor attack (front) | ||
| || || | | || 6% || | ||
|- | |- | ||
!Floor attack (back) | !Floor attack (back) | ||
| || || | | || 6% || | ||
|- | |- | ||
!Floor attack (trip) | !Floor attack (trip) | ||
| || || | | || 5% || | ||
|- | |- | ||
!Edge attack (fast) | !Edge attack (fast) | ||
| || || | | || 8% || | ||
|- | |- | ||
!Edge attack (slow) | !Edge attack (slow) | ||
| || || | | || 9% || | ||
|- | |- | ||
!Neutral special | !Neutral special | ||
| Needle Storm || || | | Needle Storm || 3% - 18% || | ||
|- | |- | ||
!Side special | !Side special | ||
| Chain || || | | Chain || 5% (release) 3% (swing) || | ||
|- | |- | ||
!Up special | !Up special | ||
| Vanish || || | | Vanish || 15% || | ||
|- | |- | ||
!Down special | !Down special | ||
| Transform || || | | Transform || 0% || | ||
|- | |- | ||
!Final Smash | !Final Smash | ||
| Light Arrow || || | | Light Arrow || 48% || | ||
|} | |} | ||
Revision as of 14:41, January 27, 2014
Sheik in Project M and Project+ | |
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File:SJS sheik.png | |
Universe | The Legend of Zelda |
Base game appearance | Brawl |
Sheik is a playable character in the Brawl mod Project M.
Attributes
Changes from Melee to PM
- Retains crawl and wall cling from Brawl.
- Chain Jacket glitch from Brawl has not been removed.
- Brawl mechanics have blessed the Chain with the drag maneuver, which allows the hitboxes to refresh very quickly when the chain is maneuvered with a repeated 2323_2121 motion with the chain flat along the ground. This can deal a great amount of damage in very little time, especially if the opponent dare attempts to crouch cancel their way out of it.
- Down throw's animation happens much faster.
- Vanish has stronger knockback and damage, being even stronger than in Brawl.
- Needles can no longer block disproportionaly stronger projectiles, but can still be hit out of the air, done by removing the Needles' hurtboxes and allowing the hitboxes to clang.
- Unlike in Melee, the Chain's hitboxes are unable to clank out projectiles. The electric tipper hit also cannot hit aerial targets, so the effective range is reduced somewhat against opponents in the air.
- Down throw has been altered to have an angle between her PAL d-throw and her NTSC d-throw. This makes it easier to DI out of the move's trajectory, depriving Sheik of guaranteed follow-ups that she had in the NTSC version of Melee.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Slicing Blade, Cutting Blade, Piercing Blade | 4% --> 3% --> 1% | Two jab combo then infinite |
Forward tilt | Wheel Kick | 7% | |
Up tilt | Bow Form | 8% --> 4% | Eight going up the four coming down |
Down tilt | Crouching Sweep | 8% | |
Crawl attack | 8% | ||
Dash attack | Gale Form | 10% (clean) 7% (late) | Two hitboxes inside each other, the 10 has priority. |
Forward smash | Double Snake | 6% --> 9% | First and second hitbox |
Up smash | Razor Wing | 17%--> 13% | A hit box is made on the hands(17) ~7 frames after releasing the charge. |
Down smash | Windmill | 13% --> 10%--> 10% | Hitbox on leg, then twice on feet. |
Neutral aerial | Falling Leaves | 14% (clean) 9% (late) | Waits two frames, creates 14 hitbox for two frames then turns it into lighter version (9) |
Forward aerial | Hatchet | 13% | Creates hitbox after 4 frames, hitbox stays for 3. |
Back aerial | Flying Swallow | [14%-10%]>[10%-6%] | Hitbox deteriorates (like nAir). Note: Foot:14 Leg:10 Other foot (the lower one): 8 |
Up aerial | Vortex Form | 12% (clean) 9% (late) | First hitbox (on frame 3) is 12 damage, deteriorated hitbox is 9 |
Down aerial | Butcher Bird | 11% | Hitbox (on frame 14) does 11 damage. |
Grab | — | ||
Pummel | Forearm | 3% | |
Forward throw | Battering Ram | 10% | |
Back throw | Backlash | 8% | |
Up throw | Standing Crane | 8% | |
Down throw | Guillotine | 8% | |
Floor attack (front) | 6% | ||
Floor attack (back) | 6% | ||
Floor attack (trip) | 5% | ||
Edge attack (fast) | 8% | ||
Edge attack (slow) | 9% | ||
Neutral special | Needle Storm | 3% - 18% | |
Side special | Chain | 5% (release) 3% (swing) | |
Up special | Vanish | 15% | |
Down special | Transform | 0% | |
Final Smash | Light Arrow | 48% |
In competitive play
Notable players
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |