Super Smash Bros. Brawl

Sheik (SSBB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 once again voices Sheik, with some voice clips recycled from Melee.

Sheik has experienced a significant drop in her tier position, from being rank 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

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 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

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

  • 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

  • Buff Sheik walks faster (1.2 → 1.3).
  • Buff Sheik dashes faster (1.8 → 1.92).
  • 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 with 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

  • 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 (frame 5 (hit 1), frame 16 (hit 2), frame 22 (hit 3) → 4/14/21).
      • 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

  • 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

  • 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

  • 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. It's 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

  Name Damage Description
Neutral attack   3% Two quick swipes, followed by a series of short jabs.
3%
1-2%
Forward tilt   5% Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves.
Up tilt   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   8% Sheik quickly sweeps her leg out in front of her. Has low vertical knockback.
Dash attack   7% (clean), 5% (late) A quick slash in front of her. Has decent knockback with little ending lag.
Forward smash   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   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   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   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   9% Sheik leans forward and quickly slashes downwards. Good for edgeguarding due to its semi-spike trajectory.
Back aerial   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   11% (clean), 6% (late) Sheik does a quick screwdriver kick upward.
Down aerial   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    
Pummel   3% Hits opponent with her left elbow.
Forward throw   5% (hit 1), 2% (throw) Launches the opponent forward.
Back throw   5% (hit 1), 2% (throw) Throws her opponent behind and kicks them away.
Up throw   3% (hit 1), 2% (throw) Flips upside-down and kicks her opponent with both of her feet.
Down throw   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.

On-screen appearance

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

Taunts

  • 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

  • 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

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

Wii Remote selection sound

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

Victory poses

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

Matchups

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 Captain Falcon and 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 Ganondorf being the most notable. Sheik is notable for hard-countering a character above her, 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 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 Pikachu and Ice Climbers, both of whom possess reliable zero-to-death combos on her.

Notable players

See also: Category:Sheik professionals (SSBB)

Role in The Subspace Emissary

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 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 Falco. They then proceed to defeat Duon, and it turns into the trophy of 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.

Playable appearances

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 Event Matches

Solo Events

Co-op Events

Trophies

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

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)
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

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

Trivia

  • Unlike in Melee, where completing 1 player modes with either Zelda or Sheik would get both Zelda and Sheik trophies, Brawl makes one play both characters separately to retrieve their trophies.
    • The same goes with Samus/Zero Suit Samus and Pokemon Trainer (all three of his Pokémon; Ivysaur, Squirtle, and Charizard) where all of them are separate trophies on Classic Mode. This is the same for All Star, however since Pokémon Trainer's Final Smash trophy has all three of his Pokémon, he only has one Final Smash trophy. Zelda/Sheik and Samus/Zero Suit Samus's Final Smash trophies still must be collected separately.
  • 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. Coincidentally, all these characters' names begin with the letter "S", and all have a blue-colored default palette.
  • 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 onwards 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