Sheik (SSB4): Difference between revisions
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==Changes from ''Brawl''== | ==Changes from ''Brawl''== | ||
Sheik has been heavily buffed from ''Brawl'', which has allowed her to become a dominant character in competitive play like she was in ''Melee''. Many of her attacks have been partially reverted or changed, giving Sheik many options back that she lost in ''Brawl''. However, she has suffered from a few nerfs in the transition from ''Brawl'' to ''SSB4'''. Her recovery was noticeably weakened, losing her [[Chain]] as a tether recovery. She has also lost the ability to utilize Zelda's superior up special, and when combined with her faster falling speed, she now has a harder time getting back on stage . However, the loss of Farore's Wind is somewhat compensated by Sheik's new down special, [[Bouncing Fish]]. She also lost her [[DACUS]] technique, which she relied on in previous | Sheik has been heavily buffed from ''Brawl'', which has allowed her to become a dominant character in competitive play like she was in ''Melee''. Many of her attacks have been partially reverted or changed, giving Sheik many options back that she lost in ''Brawl''. However, she has suffered from a few nerfs in the transition from ''Brawl'' to ''SSB4'''. Her recovery was noticeably weakened, losing her [[Chain]] as a tether recovery. She has also lost the ability to utilize Zelda's superior up special, and when combined with her faster falling speed, she now has a harder time getting back on stage . However, the loss of Farore's Wind is somewhat compensated by Sheik's new down special, [[Bouncing Fish]]. She also lost her [[DACUS]] technique, which she relied on in the previous installment. On top of this, her already weak attacks deal even less damage, which forces players to rely on combos to rack up damage. The lack of many strong finishing moves also means that opponents must be at very high percentages for Sheik to reliably KO. On top of this, the new [[rage]] mechanic also hurts her comboing ability while at mid-high percentages | ||
Despite these noticable flaws, she has gained many notable and useful [[buff]]s from ''Brawl'' such as her ability to combo and the addition of her new down special. Sheik is a dominant force in the metagame with many early high-placing tournament results on the national and international level, and she's regarded by many as the best character in the game. Sheik has also been nerfed in several game patches, but so far, none of these nerfs have significantly affected her viability. | Despite these noticable flaws, she has gained many notable and useful [[buff]]s from ''Brawl'' such as her ability to combo and the addition of her new down special. Sheik is a dominant force in the metagame with many early high-placing tournament results on the national and international level, and she's regarded by many as the best character in the game. Sheik has also been nerfed in several game patches, but so far, none of these nerfs have significantly affected her viability. |
Revision as of 10:31, August 18, 2015
Sheik in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl |
Availability | Starter |
Final Smash | Light Arrow |
“ | Sheik Appears on the Scene! | ” |
—Introduction Tagline |
Sheik (シーク, Sheik) returns as a playable fighter in Super Smash Bros. 4. She was confirmed during the Super Smash Bros. Direct on April 8th, 2014, a day before the Australian releases of The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap.
Sheik is once again voiced by Jun Mizusawa (who also voices Zelda), via recycled voice clips from Brawl.
Changes from Brawl
Sheik has been heavily buffed from Brawl, which has allowed her to become a dominant character in competitive play like she was in Melee. Many of her attacks have been partially reverted or changed, giving Sheik many options back that she lost in Brawl. However, she has suffered from a few nerfs in the transition from Brawl to SSB4'. Her recovery was noticeably weakened, losing her Chain as a tether recovery. She has also lost the ability to utilize Zelda's superior up special, and when combined with her faster falling speed, she now has a harder time getting back on stage . However, the loss of Farore's Wind is somewhat compensated by Sheik's new down special, Bouncing Fish. She also lost her DACUS technique, which she relied on in the previous installment. On top of this, her already weak attacks deal even less damage, which forces players to rely on combos to rack up damage. The lack of many strong finishing moves also means that opponents must be at very high percentages for Sheik to reliably KO. On top of this, the new rage mechanic also hurts her comboing ability while at mid-high percentages
Despite these noticable flaws, she has gained many notable and useful buffs from Brawl such as her ability to combo and the addition of her new down special. Sheik is a dominant force in the metagame with many early high-placing tournament results on the national and international level, and she's regarded by many as the best character in the game. Sheik has also been nerfed in several game patches, but so far, none of these nerfs have significantly affected her viability.
Aesthetics
- Sheik retains the Twilight Princess-inspired design she had in Brawl, but now with a noticeably brighter color scheme due to the more vibrant aesthetics in SSB4. However, she appears to be more muscular than her appearance in Brawl. This gives her a body type closer to her the one she has Ocarina of Time, which was more masculine in appearance compared to the physique she has in her Twilight Princess concept art.
- Sheik has a new standing idle animation.
- Sheik has two new idle poses.
Attributes
- Sheik's air speed is much higher (0.846 to 1.1).
- Sheik walks faster (1.3 to 1.4).
- Sheik dashes slightly faster (1.92 to 2.016).
- Sheik falls faster (1.58 → 1.75).
- Sheik can no longer transform into Zelda.
- Since Sheik can no longer transform into Zelda, she can no longer use Zelda's Farore's Wind as a reliable recovery move.
- Sheik can no longer do a two-hit forward smash with battering items, nor can she fire two stars at once with the Star Rod.
Ground attacks
- Neutral infinite now transitions into a finisher.
- All tilts (except neutral and sourspotted dash attack) deal less damage (forward tilt 5% → 4%, up tilt 13% → 11%, down tilt 8% → 5%, and dash attack (sweetspotted) 7% → 6%). However, all tilt's knockback (except up tilt) are compensated.
- Up tilt has less ending lag allowing more followups.
- Since up tilt deals 2% less damage, this makes it weaker despite its slightly increased knockback growth (122 → 125).
- Down tilt can now more reliably follow into other attacks at lower percentages.
- All smashes deal less damage (forward smash 14% → 13%, up smash 17/12 → 15/11%, down smash 13/10/10 → 3/6%).
- The second hit of forward smash had its knockback increased again (50 base/100 growth → 60 base/109 growth).
- Up smash knockback on the sweetspot slightly increased knockback growth (82 → 86).
- Due to the removal of DACUS, her up smash is a more situational attack.
- Down smash has worse hitbox placement, more endlag and deals less knockback. Only the last hit has KO power (knockback mostly compensated however).
Aerial attacks
- All aerials (except neutral aerial's sourspot) deal less damage (nair 13/10 → 8/7%, fair 9% → 5/4%, bair 11/10 → 8/7%, uair 11% → 7%, and dair 10% → 8%).
- Forward aerial angle changed from 30 to 50 degrees making it a less reliable semi-spike.
- Forward aerial has a new animation, and is much faster and links into follow-up options very reliably at almost any percentage below around 100%.
- Up aerial is now a multi-hit attack that is stronger and can reliably KO under 130% in the air.
- Back aerial was initially the same as in previous games, but has been nerfed in previous patches; it now deals 8% and has low KO potential, making it less effective as an edgeguarding tool.
- Down aerial is now a meteor smash. It also leads into a second hit on grounded opponents.
- Down aerial falls much faster which gives it less time to act out of it and can cause self destructs.
Throws/other attacks
- Forward throw is faster and sends opponents at a slightly higher trajectory (70 degrees), now reliably setting up a forward aerial at any percentage below around 150%.
- Back throw has less ending lag, allowing more followups.
- Down throw's trajectory has been reverted to how it functioned in Melee (80 degrees). While it deals much more knockback than in Melee, it still gives Sheik several follow-up options.
Special moves
- Needle Storm does knockback, this allows her to safely use it for controlling space. It can also be pivoted on the ground.
- Burst Grenade appears similar to the previous side special of Chain, except that the chain now has an explosive on the end instead of dealing damage itself. Her side taunt has changed to reflect this, where she pulls out the string from Burst Grenade as opposed to her Chain.
- Due to Burst Grenade's function, and its property of leaving Sheik helpless in the air after usage, Sheik cannot use this move as a tether recovery.
- Vanish now has a hitbox when Sheik appears.
- Bouncing Fish is her new down special move. It is an acrobatic kick attack similar to Zero Suit Samus' down special, but covers much more horizontal range. It has extremely high base knockback and is a reliable KO move at high percents, and aids greatly in Sheik's previously mediocre recovery by providing a great deal of horizontal distance without leaving her helpless.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Two quick swipes, followed by a series of short jabs that terminates as a final hit with somewhat weak knockback. | ||
3% | ||||
0.6% far or 0.8% close (infinite), 3% (last hit) | ||||
Forward tilt | 4% | Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves. | ||
Up tilt | 5% (hit 1), 6% (hit 2) | Sheik brings her leg up and quickly brings it down. Can hit on the upswing and downswing. | ||
Down tilt | 5% | Sheik quickly sweeps her leg out in front of her. | ||
Dash attack | 6.5% (clean), 4.5% (late) | A quick slash in front of her. Has decent knockback. | ||
Forward smash | 5% (hit 1), 8% (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 | 15% (sweetspot); 11% (sourspot) | Sheik raises her arms over her head and quickly brings them down to her sides. Her fingertips during the beginning of the move is the sweetspot and the downswing is the sourspot. | ||
Down smash | 3% (hit 1), 6% (hit 2) | Gets on her back and does a break-dance style rotation. Can hit twice. | ||
Neutral aerial | 8% (clean sweetspot), 7% (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. Her fastest aerial (comes out in frame 3), being capable of breaking combos and it great for out of shield option. The strong hit of nair can combo into Bouncing Fish at mid percent. Its lingering hitbox is capable of covering Sheik's landing, catching opponents off guard, and applying pressure against opponents that are attempting to aim their recovery to the ledge | ||
Forward aerial | 5.5% (arm), 4.8% (body) | Sheik leans forward and quickly slashes downwards. Sheik's primary approach options. It is her best moves for edge guarding and a KO options near the side of the stage at 160%. Can be autocanceled easily out of SHFF. When well spaced with SHFF, it is safe on shield. Has good knockback and can combo into itself, neutral air, reverse-aerial-rush back air, and even bouncing fish depending on percent and positioning. | ||
Back aerial | 8% (clean sweetspot), 7% (clean sourspot), 5% (late) | Sheik extends one leg downwards and the other backwards in a sex kick. Weak knockback but with large hitboxes. Can be used with RAR. Good for edge guarding. | ||
Up aerial | 1% (loop hits 1-3), 4% (hit 4) | Sheik inverts herself and spirals upwards for four hits. The first three hits have the autolink angle against aerial opponents, which allows all four hits to connect easily. The final hit has strong knockback and is a solid KO move at moderate damage percentages, depending on rage. It can combo out of down throw. | ||
Down aerial | 8% (descent), 2% (landing) | Sheik extends one leg downwards during a short stall followed by a fast decent at about a 20 degree angle. The attack can meteor smash during the beginning, but it's hard to recover because of the fast descent. | ||
Grab | — | |||
Pummel | 3.1% | Hits opponent with her arm. | ||
Forward throw | 5% (hit 1), 2% (throw) | Punches the opponent forward. At moderate damage it can be comboed into bouncing fish. | ||
Back throw | 5% (hit 1), 2% (throw) | Throws opponent behind and kicks them away. | ||
Up throw | 3% (hit 1), 2% (throw) | 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. | ||
Down throw | 3% (hit 1), 3% (throw) | Throws opponent on the ground, then performs an axe kick knocking the opponent up into the air. Can combo into forward aerial, back aerial, neutral aerial, and up aerial, depending on opponent's DI. At 110-140%, she can follow up into her KO moves. Since opponent is sent upward in 80 degrees angle, its leaves the opponent in a difficult position in which they have two options: jump away or air dodge. Every option the opponent has is risky and can lead into up aerial against opponents that attempted to jump away or Vanish against opponents that attempted to air dodge. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Sheik kneels then punches forwards and backwards. | ||
Floor attack (back) Floor getups (back) |
7% | Sheik kicks her feet over her head. | ||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | Sheik pulls herself up and kicks both legs forward along the ground. | ||
Neutral special | Default | Needle Storm | 1.9% (near) or 1.2% (far) per needle, 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. |
Custom 1 | Penetrating Needles | 2.2% (near) or 1.6% (far) per needle, 3 needles max | Needles travel through multiple opponents with electric effect. Travels a shorter distance and can only be charged to three needles. Deals extra damage to shields. | |
Custom 2 | Paralyzing Needle | 1% | A single needle that can stun an opponent. Has significant ending lag. | |
Side special | Default | Burst Grenade | 1% (hit), 1% (pull), 12% (explosion) | 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. |
Custom 1 | Gravity Grenade | 3.58% | Upon detonation, the grenade does not pull enemies into it, but the explosion knocks opponents towards Sheik. This allows for numerous options like gimps and an up smash confirm. | |
Custom 2 | Skimming Grenade | 2% (hits 1-3), 4.6% (explosion) | The grenade bounces on the ground with a time delay before exploding. | |
Up special | Default | Vanish | 12% (vanish), 5% (reappear) | 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 who are in the location that Shiek reappears in. |
Custom 1 | Gale | 0% | Sheik vanishes and reappears faster while traveling a further distance, with the loss of a vanishing and reappearing hitbox. | |
Custom 2 | Abyss | 5% (vanish), 4% (travel) | There is no longer a short vertical movement before Sheik's vanish and it will meteor smash for the entire duration of the vanish. However, the distance travelled is shorter and her pathway during it is visible. | |
Down special | Default | Bouncing Fish | 12% | Sheik flips forward a moderate distance and kicks the opponent. If her feet connect with an opponent, she will flip back a small distance and land on her feet. She can kick up to three times if the preceding kicks connect. 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. |
Custom 1 | Jellyfish | 8% (grounded opponents), 10.5% (aerial opponents) | Sheik's flip is more vertical, traveling a shorter horizontal distance. Grounded opponents are launched diagonally upwards with set knockback in order to ensure that the opponent can be hit the second time. She can kick up to two times if the preceding kick connects. | |
Custom 2 | Pisces | 15.5% | Sheik's flip is faster and more shallow, which requires pressing the attack button in order to kick if the attack is used while standing on the ground. If the hit lands, she will flip a short distance forward and will launch opponents backwards while dealing more knockback. It can't be used more than once before landing on the ground. | |
Final Smash | Light Arrow | 1% (hit 1), 44% (Light Arrow 1st opponent), 33% (2nd opponent), 24% (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. Has very high knockback. |
Victory Fanfare
A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System. It is shared with Link, Zelda, Ganondorf, and Toon Link.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Sheik | 2211 | 2111 | 1211 | 2311 | 1311 |
1213 | 3213 | 2212 | 2312 | 2231 |
Notable players
Trophies
- Sheik
- Sheik is introduced in The Legend of Zelda: Ocarina of Time as the "survivor of the Sheikah", although it turns out to be Zelda, who took on the disguise to hide from Ganondorf. Sheik's ninja-like speed is a real contrast with Zelda's, and it allows for sneaky, fast-paced attacks that overwhelm opponents before they can even react.
- : The Legend of Zelda: Ocarina of Time (11/1998)
- : The Legend of Zelda: Ocarina of Time 3D (06/2011)
- Sheik (Alt.)
- Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters before exploding. Once the button has been released, it'll hop or explode after a time. The down special Bouncing Fish is an attack where Sheik strikes with both heels, falling similarly to the way a fish might flop around.
- Sheik's Burst Grenade side special throws a small grenade that draws in nearby fighters, then explodes. Hold the button longer to thrown it further. The down special Bouncing Fish is a fish-like flop forwards that has Sheik attack with both heels on the way down. If the move connects, Sheik will bounce back up into the air.
- : The Legend of Zelda: Ocarina of Time (11/1998)
- : The Legend of Zelda: Ocarina of Time 3D (06/2011)
- Light Arrow (Sheik)
- SheikAllStarTrophy3DS.png
Alt. (3DS)
Update history
- Forward aerial damage reduced from 6.8% to 5.5% (sweetspot) and 6% to 4.8% (sourspot).
- Up aerial hits one less time and does 7% damage instead of 8%.
- Bouncing Fish knockback decreased.
- Back aerial damage and knockback significantly decreased: 11/10% → 8/7%
- Down tilt damage: 7.5% → 5%
- Forward aerial deals less damage (5.5%/4.8% → 5.0%/4.3%), but with knockback compensated (125 → 132).
- Sour spot hitbox now overlaps sweet spot hitbox.
Alternate costumes
In Event Matches
Solo Events
- All-Star Battle: Melee: Sheik is one of the opponents fought in this event. All opponents debut in Melee, and reappear in Smash 4.
- Aura Mastery: The player, as Lucario, must defeat an invisible Sheik and Wii Fit Trainer.
- Identity Crisis: Sheik must defeat Samus. After defeating her, the player must defeat Zero Suit Samus. If Sheik dies, then Zelda will appear.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Gallery
Throwing an attack at Samus
Back-to-back with Zelda in the 3DS version.
Attacking Donkey Kong and Diddy Kong
Attacking Little Mac
Bouncing Fish against Mario
Back-to-back with Zelda in the Wii U version.
Sheik attacking Samus
Sheik and Wii Fit Trainer attacking Mega Man
Sheik attacking Marth
Sheik and Greninja
Sheik and Little Mac
Sheik fighting Toon Link
Little Mac attacking Sheik
Sheik and Toon Link
Sheik running from Little Mac
Sheik and Olimar
Toon Link holding a bomb in front of Sheik
Sheik posing with Wii Fit Trainer
Sheik and Olimar
Sheik and Yoshi
Sheik and Charizard
Sheik and Lucario
Sheik and Little Mac
Sheik on Yoshi's back
Sheik and Zelda
Sheik about to attack Mario, Samus and Donkey Kong
Above Olimar
Sheik and Pikachu
Sheik and Toon Link
Trivia
- In the Portuguese localisation of SSB4, Sheik is referred to as "o Sheik" ("o" is the masculine definite article).
- Although Sheik has a new idle animation, she will revert to her previous one if holding a small item.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |