Project M

Sheik (PM)

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Sheik
in Project M and Project+
Sheik SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Moveset inspiration Sheik (SSBM)
Sheik (SSBB)
Stub.png

Sheik is a playable character in the Brawl mod Project M. She has been reverted to her powerful Melee version with some additional minor buffs.

Attributes

Changes from Melee to PM

  • Buff Rapid jab is much faster and better at racking up damage.
  • Buff Up tilt and forward smash deal slightly higher damage while forward smash has more base knockback and no longer has a hitbox that sends foes behind.
  • Buff Forward and back throw do more damage while back throw ends sooner and has less knockback scaling along with a lower angle, allowing for easier follow-ups.
  • Buff Down throw's animation happens much faster, giving the opponent less time to react with appropriate DI.
  • Buff Needles can deal maximum damage when fully charged even when closer-up.
  • Buff Vanish now deals more damage and stronger horizontal knockback, being even stronger than in Brawl.
  • Buff Chain comes out and can be canceled quicker, making it see more practical use. In addition to this, Brawl's mechanics having blessed the Chain with the drag maneuver allow the hitboxes to refresh very quickly when it 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 opponents dare attempt to crouch cancel their way out of it.
  • Buff Retains crawl and wall cling from Brawl.
  • Nerf Forward smash has less KO potential.
  • Nerf 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.
  • Nerf Needles' hurtboxes were removed, so they can no longer block disproportionaly stronger projectiles, worsening their defensive capabilities. They are no longer transcendent, so projectiles can still hit them out of the air, but this also means physical attacks can clank them out.
  • Nerf 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.

Revisions

2.1

  • Change Sheik's recovery A.I has been improved
  • Change Sheik's wavedash animation now properly matches Melee

2.5b

  • Buff Forward-Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower
  • Buff Forward-Smash can no longer send backwards on 2nd hit
  • Buff Back-Throw releases closer to Sheik, releases slightly faster, and has less endlag
  • Buff Back-Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw
  • Change Final Smash increased slightly in angle and base knockback
  • Change New proper entry animation
  • Change Dash-Attack animation matched to Melee
  • Change Down-Smash animation adjusted to better match Melee
  • Change Down-Smash IASA timing altered to match Melee
  • Change Forward-Air animation slightly adjusted to match Melee
  • Change Turn-Grab grab boxes more closely match the animation, also allowing her to grab very low targets
  • Change Forward-Throw damage slightly increased
  • Change Down-Throw releases slightly faster and has a bit more knockback growth
  • Change Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in Melee
  • Change Down-B graphical effects adjusted to better match the timing
  • Change Final Smash uses the new Light element effect

2.6b

  • Buff Down-B (transform) is slightly faster
  • Nerf Jab3 hitboxes reduced in size to be more even and less disjointed
  • Nerf Down-B (transform) intangibility adjusted slightly and also not as interruptible as soon
  • Change Entry animation polished
  • Change Forward-Tilt hitlag and SDI multipliers matched to Melee
  • Change Up-Tilt first hit SDI multiplier matched to Melee
  • Change Turn-Grab animation shortened to match other Turn Grabs

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% Kicks her leg in an arc. Its high speed and low knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. Possibly one of Sheik's best combo starters.
Up tilt Bow Form 8% --> 4% Kicks up, and then lets her leg down.
Down tilt Crouching Sweep 8% Sheik does a quick spin, kicking the ground with her leg. Has low vertical knockback, being a pretty good combo move.
Dash attack Gale Form 10% (clean) 7% (late) Slashes with her arms to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. Has two hitboxes inside each other, the 10 has priority.
Forward smash Double Snake 6% --> 9% Sheik kicks in front of her twice, trapping the enemy in the first kick at low percentages and knocks them back with the second kick. Below-average knockback.
Up smash Razor Wing 17%--> 13% Sheik raises her arms above her head holding them together and forcefully separates them to the left and right sides of her body. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage. A hit box is made on the hands (17) ~7 frames after releasing the charge.
Down smash Windmill 13% --> 10%--> 10% Sheik spins her body on the ground sticking her legs out. A hitbox is on her leg, then hits twice on feet.
Neutral aerial Falling Leaves 14% (clean) 9% (late) Kicks forward with one leg. Can KO opponents offstage at high percentages. The move waits two frames, creates 14 hitbox for two frames then turns it into lighter version.
Forward aerial Hatchet 13% A quick swipe in front of her, great finisher/edgeguarder with high knockback, and very deadly offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if the player can maneuvers correctly. The hitbox is created after 4 frames, and stays for 3.
Back aerial Flying Swallow [14%-10%]>[10%-6%] Sheik kicks backward with her right leg. Can KO opponents near the edge at around 140%. Its hitbox deteriorates (like nAir). Note: Foot:14 Leg:10 Other foot (the lower one): 8
Up aerial Vortex Form 12% (clean) 9% (late) Sheik does a quick screwdriver kick upward. First hitbox (on frame 3) is 12 damage, deteriorated hitbox is 9.
Down aerial Butcher Bird 11% A downwards kick with long ending lag. The hitbox (on frame 14) does 11 damage.
Grab Grabs the enemy with one hand.
Pummel Forearm 3% Punches the enemy with one hand.
Forward throw Battering Ram 10% Launches her opponent forward with low horizontal knockback and hitstun.
Back throw Backlash 8% Kicks opponent behind her. Better knockback and hitstun than f-throw but otherwise weak.
Up throw Standing Crane 8% Sheik flips upside-down and kicks the enemy with both of her feet.
Down throw Guillotine 8% Punches enemy to the ground. Can reliably chain grab or tech chase many characters to high percentages, with a reliable KO option being a u-smash.
Floor attack (front) 6% Gets up and punches in front then back of herself.
Floor attack (back) 6% Gets up and punches in front them back of herself.
Floor attack (trip) 5% Gets up and kicks in front and back of herself.
Edge attack (fast) 8% Kicks back on the stage.
Edge attack (slow) 9% Slowly does a similar attack to her fast ledge attack, except she goes knee first and thus the move has far less range.
Neutral special Needle Storm 3% - 18% Charges up needles, which can be fired by releasing the B button. The charge can be saved by pressing the shield button, and continued by pressing B again. They are quick to charge, travel fast and far when thrown, can cut through or stop some projectiles, and also have high hitstun and low knockback, making them good for distracting foes. They can even edgeguard characters easily and effectively. If used in the air, they travel roughly 45 degrees to the ground.
Side special Chain 5% (release) 3% (swing) Pulls out a long metal chain and whips it around (controllable with the Control Stick). Does minor damage to opponents, and an electric effect at the tip of the chain. Has low damage and high end lag.
Up special Vanish 15% Vanishes into the air, then reappears further in one direction, which can be controlled with the Control Stick. It does not travel as far as Zelda's Farore's Wind, though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage.
Down special Transform 0% Transforms into Zelda.
Final Smash Light Arrow 48% When used, Sheik draws a large bow and sets an arrow. During this time, any characters in her line of sight will flinch. A second later, the Light Arrow is released, dealing significant damage and likely KO'ing the struck characters. The move goes through walls. Sheik's version of this move sends enemies at a more horizontal angle and does slightly more damage.

In competitive play

Notable players

Palette swaps

Sheik's palette swaps in PM

Trivia

  • Due to issues restoring the Chain's mechanics to those of Melee, the Chain Jacket glitch from Brawl still remains in Project M.
  • Two players can use the same costume for Sheik (and Zelda) as long as one chooses Zelda and the other chooses Sheik with the corresponding palette swap (i.e. default costumes or team colors). This is likely an oversight as a result of being able to choose Zelda and Sheik separately. Upon exiting the results screen and going back to the character select screen, one of the character portraits will use a different palette swap instead.

External links