Super Smash Bros. 4

Sheik (SSB4)

Revision as of 18:08, July 20, 2017 by ShEiKsTeR!? (talk | contribs) (changes to sheik's attributes)
This article is about Sheik's appearance in Super Smash Bros. 4. For the character in other contexts, see Sheik.
Sheik
in Super Smash Bros. 4
Sheik
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl

Availability Starter
Final Smash Light Arrow
Tier S (4)
Sheik (SSB4)
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. Jun Mizusawa, who is also the voice actress for Zelda, reprises her role as Sheik, albeit via recycled voice clips from Brawl.

Sheik currently ranks 4th on the SSB4 tier list, ranking as the last character in the S tier, which is a striking improvement from her mid tiered 25th place out of 38 characters in Brawl. While not as overwhelmingly dominant as Meta Knight in Brawl, Sheik was near-universally considered the best competitive character in the early metagame of SSB4 due to her extremely fast and safe attacks. In addition to her combo strings, Sheik has gained formidable KO options in her up aerial and her new down special Bouncing Fish. Sheik's neutral game is also extremely powerful, owing to a high number of effective and useful attacks that are safe to perform. This is supplemented by an excellent projectile in Needle Storm; its speed and transcendent priority allow Sheik to outcamp almost every other character in the game and make her all the more difficult to approach. While most of her moves generally deal very low damage and knockback, this is compensated by her strong combo ability, and even if she fails to pull off a KO setup, her advantages mean that she can afford to KO later than other characters.

Sheik does have shortcomings, however. Sheik's low overall damage output, mediocre smash attacks, and lack of setups at high percents means she has to rely on hard reads to properly take a stock. This may cause her to be vulnerable to the effects of rage and can make her open to momentum shifts. Sheik also has below-average survivability, as she suffers from being tall and light, which makes her take more knockback while still being relatively easy to hit.

Sheik still has the tournament results to match her reputation, though, and is used by many top players, either as a main or a secondary. Although a number of nerfs in 1.1.5 caused her to drop in the tier list from her former 1st position, she continues to maintain strong tournament results and a large playerbase.

Attributes

Sheik is a character that, as a ninja of sorts, fits the "hit-and-run" character archetype. One of Sheik's greatest strengths is her overall mobility, being among the best in the game both grounded and aerial, boasting the fifth fastest walking speed, eighth fastest dashing speed, above average traction, high air speed and air acceleration and the ninth fastest falling speed. She also has high gravity, which makes her mobility better, but leaves her more vulnerable to vertical knockback. However, she is the eleventh lightest character, which combined with her gravity, also makes her among the frailest characters in the game. Her crouch is also very low, making her difficult to hit when doing so. Sheik can also wall cling and crawl.

Aside from her excellent mobility, another of Sheik's greatest strengths is her nearly-unrivaled frame data. Her moves have generally negligible amounts of startup and endlag, making her extremely difficult to punish properly, and this is compunded by the good range of her moveset. She also has an excellent projectile in Needle Storm, with the needles being fast, long-ranged (covers about half of Final Destination), transcendent, and causing hitstun. Coupled with her range, her needles give her a strong camping ability. Overall, her mobility, projectile game, range and frame data all combined form her greatest strength: her outstanding neutral game. She can play both defensively, by pressuring and zoning from afar without much trouble, or aggressively, with her fast attack speed giving her an unpredictable approach. Sheik can poke and pressure her opponents with her aerials and tilts, all of which are safe options. If they choose to drop shield, they are wide open to these attacks. At the same time, holding shield presents her with an opportunity to grab and use her throw setups.

Sheik's excellent frame data, combined with the low power of many of her moves, gives her among the best combo abilities in the game. Her throws can easily lead into other attacks, with her forward and down throws being particularly effective at starting combos, as they can set up long chains of forward aerials, with her up aerial and Bouncing Fish being useful combo finishers. Her combos are not limited to her air game; all of her tilts can start and extend combos since they send opponents into the air, and can confirm into aerials; her forward tilt particularly, can chain into itself at lower percentages, and has reliable follow-ups all the way into KO percents as well. Down tilt, while not chaining into itself as effectively, has even lower power, giving her access to KO confirms as well. She also boasts an effective jab cancel that leads into her tilts. With proper spacing and timing, she can even carry out pseudo-chain grabs.

All aspects of Sheik's moveset are solid overall. A sole few number of her aerial moves possess great versatility; forward aerial in particular, has little startup, decent endlag, autocancels in a short hop fast fall, and has slightly disjointed range, making it an all-purpose move: it can be used to approach, pressure, combo and set up edgeguards. Neutral aerial is her fastest one, allowing her to break out of combos and finish or extend hers, notably into Bouncing Fish. Up aerial is her strongest one of her aerial moveset, and also sends opponents into a great angle for juggling, both of which give it good utility at both KOing and finishing combos. Her back aerial is her second strongest one, though due to its low damage output, it is overall best suited for edgeguarding and ending a combo. It also has the longest range of Sheik's aerials, and when fast-falled and sweetspotted (at the foot), it is even safer on shield than her forward aerial.

Outside of her Needle Storm, Sheik's special moveset also possesses good utility: her up special, Vanish, grants her invincibility and invisibility, making it hard for the opponent to predict where she will appear. It also has a hitbox on disappearance that is decently strong, and another one and a windbox when she reappers, making it nigh-impossible to punish. Meanwhile, her down special Bouncing Fish, is famous for being her primary KO move, being similar to Zero Suit Samus's Flip Jump on some regards, it deals good damage with high knockback scaling, has KO confirms on it from her neutral aerial (both clean and late), forward aerial and aerial Needle Storm, and is safe on shield if it hits. Both Vanish and Bouncing Fish also conform Sheik's last strength in her recovery, as they make it versatile and extendable, both of them and can be used in tandem with each other, and they are difficult and risky to intercept, as they both deal high knockback enough to interrupt an edgeguard. Combined with her wall jump, this makes Sheik hard to edgeguard or gimp, without disabling her midair jump, and enables her to reverse-edgeguard effectively.

However, despite having immense strengths in several ways, Sheik still has notable flaws. The most notable of them is her frailty: despite her recovery being amazing, in a similar vein to Fox, her on-stage endurance is fairly weak, succumbing to strong enough blows, whereas her tall frame, high falling speed and gravity make her easy to combo despite her slender physique. This is further compunded by her poor damage output overall: despite her strong damage-racking ability, she requires very long strings of attacks to deal the same amount of damage that super-heavyweight characters such as Bowser and Donkey Kong can inflict in noticeably fewer hits. While the low damage and power on her moves grant her an awesome combo game, Sheik also struggles to secure her opponent's stock. She has a few moves with high knockback, but she has difficulty landing them; her up smash has a powerful sweetspot on her arms as she rises them, but it is hard to land outside of a read or confirm, and is hampered by its much weaker sourspot as she lowers her arms. Her forward smash and her down smash are among the weakest smash attacks of their kind, and they have punishable endlag as well. In the air, she is limited to using her up aerial or Bouncing Fish to KO, and even then they must be relatively close to the blast lines for maximum effectiveness, since her other aerial attacks do not KO until 200% or more, and are otherwise only useful for edgeguarding and gimping characters with particularly weak or linear recoveries. Furthermore, her overall below average grab game has no throws that can KO reliably, and her aforementioned forward and down throws have too much knockback for truly reliable KO setups. With all of this working against her, it is not uncommon for her opponents to survive in excess of 150%. Lastly, the introduction to rage hinders Sheik: without rage, she often has trouble KOing, though as her rage increases, her comboing ability is slowly hindered, which when combined with her poor damage output, it can make bringing an opponent to KO percents difficult. Besides, this also brings opponents to a high level enough of rage to KO Sheik herself with a strong enough move.

Other weaknesses include a few moves that have very low utility, despite Sheik's moveset versatility. These include her down aerial, which is the slowest of her aerial moveset, has the highest landing lag and is a stall-then-fall, which give it the lowest utility of Sheik's aerial moveset despite it meteor smashing an opponent. Her smash attacks are difficult to land overall and outside of up smash, have little KO power. Lastly, Burst Grenade has a slow explosion, renders Sheik helpless if performed while airborne, and has only situational usage on edgeguarding predictable recoveries (such as Little Mac and extending the damage of a hard punish.

Sheik benefits a good amount from her custom moves. Penetrating Needles only shoots three needles instead of six and has less range, but it deals extra shield damage, granting her a new pressuring option. Gravity Grenade loses the suction effect, but the grenade can be thrown much farther and pulls enemies towards Sheik, allowing multiple follow-up opportunities. Pisces, while having a much more shallow flip, removing her forward throw combo, gains more horizontal distance, is faster, has little lag if the follow-up attack is not executed, and is significantly stronger, being able to KO 59% earlier than the default Bouncing Fish. Her other custom moves, like Paralyzing Needle and Abyss, have slightly increased amounts of risk and reward for using them over their standard counterparts.

All in all, Sheik's strengths outweigh her weaknesses, and due to her big advantages, she has some of the highest tournament representation of any character in SSB4, with some of her mains such as Mr. R, VoiD, and Vinnie being considered to be among the best players in the world. However, her recent nerfs to her kill power and range in 1.1.5 have slightly affected her standings and representation compared to other characters.

Changes from Brawl

Sheik has been buffed significantly from Brawl, which has allowed her to become a dominant character in competitive play as she was in Melee, only more so. Many of her attacks have been partially reverted or changed, giving Sheik many options back that she lost in Brawl. Her grab game has regained much of its utility: her grabs have overall less ending lag, forward throw sends at a better angle for follow-ups, and back throw has less ending lag. The changes to hitstun have helped restore her combo potential: her down throw and forward throw can set-up other moves more reliably, forward aerial combos more effectively with its higher launch angle, and up tilt has less ending lag. She benefits greatly from the reintroduction of pivoting, which improves her movement and allows her to extend combos with her tilts. Needle Storm deals more knockback and the needles travel faster, making it more effective for spacing. She now has better mobility: her walk, dash, and especially air speeds are faster. The removal of edge-hogging, her much faster air speed, and her new down special have made her previously mediocre recovery among the best in the game. Her KO'ing ability has been slightly improved, thanks to the addition of Bouncing Fish and the increased knockback on her up smash and up aerial.

However, she has suffered from a few nerfs. She has 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. Furthermore, the new rage mechanic also hurts her comboing ability while at mid-high percentages. Sheik has also been nerfed in several game patches, with update 1.1.5 removing many of her 50/50 KO mixups. As a result, Sheik has a very high technical learning curve, requiring precise use of her attacks and mobility in order to land her KO moves efficiently.

Despite these noticeable flaws, Sheik's buffs significantly overpower her nerfs, and she is a dominant force in the metagame with many high-placing tournament results on the national and international level, and prior to 1.1.5, she was regarded by many as the best character in the game.

Aesthetics

  •   Sheik retains the Twilight Princess-inspired design she had in Brawl, but now with a noticeably brighter color scheme due to SSB4's more vibrant aesthetics. However, she appears to be more muscular than her appearance in Brawl. This gives her a physique closer to 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.
  •   Sheik has a new victory pose: she does a roundhouse kick, a windmill breakdancing kick then does a ninja pose with her arms below her head. It replaces her old "thinking" victory animation.
  •   Sheik's Chain has been replaced with a smaller string used in her side taunt and her new side special, Burst Grenade.

Attributes

  •   Sheik's air speed is much faster (0.846 → 1.1).
  •   Sheik is lighter (85 → 81), decreasing her endurance but making her slightly harder to combo.
  •   Sheik walks faster (1.3 → 1.4).
  •   Sheik dashes faster (1.92 → 2.016).
  •   Sheik falls faster (1.58 → 1.75).
  •   Sheik's item throw is weaker (0.896 → 0.866).
  •   Sheik can no longer Transform into Zelda, with the latter becoming her own separate character.
  •   Much like Captain Falcon, 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.
  •   Due to being separated from Zelda, Sheik can no longer access Zelda's more potent recovery and KO power.
  •   Sheik's gravity has been increased from Brawl(0.1409 → 0.15.

RIGHTWARDS ARROW Unicode: U+2192, UTF-8: E2 86 92

Ground attacks

  •   Neutral attack now transitions into a finisher.
  •   All tilts deal less damage (forward tilt: 5% → 4%, up tilt: 6%/7% → 5%/6%, down tilt: 8% → 5%), though knockback has been compensated on forward and down tilts.
  •   Dash attack deals less damage (7%/5% → 6.5%, 4.5%).
  •   Forward tilt has 3 more frames of ending lag.
  •   Since up tilt deals 2% less damage, it is weaker despite its increased knockback scaling (122 → 125). However, this also allows it to combo up to higher percents.
  •   Down tilt can now more reliably follow into other attacks at lower percentages.
  •   Down tilt's hitbox duration is shorter (4 frames → 2 frames).
  •   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 is stronger (50 base/100 scaling → 60/109).
  •   Forward smash now uses a slash effect instead of a neutral effect.
  •   Up smash's sweetspot has increased knockback scaling (82 → 86).
  •   Due to the removal of DACUS, her up smash is less effective for approaching.
  •   Down smash's first hit has been completely removed, giving the move slower startup (frame 4 → 11). It also has shorter reach, higher ending lag (IASA: 49 → 55), less damage (13%/10%/10% → 9%), no longer grants intangibility on Sheik's legs and only the last hit has proper knockback, which is still weaker than that of the first hit in Brawl. Due to this, the move is no longer an effective close range option.

Aerial attacks

  •   All aerials deal less damage (neutral: 13%/10% → 8%/7%, forward: 9% → 5%/4.3%, back: 12%/11% → 8%/7%, up: 11% → 7%, down: 10% → 8%). All of their knockback was somewhat compensated however.
  •   Neutral and up aerial autocancel later (neutral: frame 25 → 31, up: frame 30 → frame 47). Up aerial can no longer autocancel in a short hop.
  •   Neutral aerial has a longer hitbox duration (frames 3-25 → frames 3-30).
  •   Forward aerial has a higher launch angle (30° → 50°), which coupled with Sheik's much faster air speed gives it excellent combo potential at a wide range of percents.
  •   Forward aerial now has a sourspot which takes priority over the sweetspot, and has less range.
  •   Forward aerial's angle change makes it better at comboing, but worse as an edgeguarding tool. It also has a new animation where Sheik leans more with her side pointing more forward.
  •   Forward aerial, up aerial and down aerial now use a slash effect rather than a neutral effect.
  •   Back aerial has much lower KO potential, now being the seventh weakest back aerial when hit clean. This makes it less effective for edgeguarding. It also has higher landing lag (10 frames → 12) and a shorter late hitbox duration (frames 7-17 → 7-14).
  •   Up aerial is now a multi-hit attack that is stronger and can reliably KO under 130% in the air.
  •   Up aerial has more ending lag (40 frames → 44 frames).
  •   Down aerial is now a meteor smash. It also leads into a second hit on grounded opponents.
  •   Since Sheik falls faster, down aerial falls much faster as a result, which gives it less time to act out of it and can cause self-destructs.

Throws/other attacks

  •   Standing grab and dash grab have lower ending lag (IASA: 30 → 28 (standing grab), 40 → 35 (dash grab)).
  •   Dash grab and pivot grab have one frame more startup (dash grab: frame 7 → 8, pivot grab: frame 8 → 9).
  •   Forward throw is faster and sends opponents at a slightly higher trajectory (72°), now reliably setting up a forward aerial at any percentage below 100%.
  •   Forward throw has more knockback scaling (65 → 79) which lowers it ability to combo at higher percents.
  •   Back throw has less ending lag, allowing more followups.
  •   Down throw's trajectory has been nearly reverted to how it functioned in Melee (77°). While it has higher knockback scaling than in Melee, it is still an excellent combo-starter. Along with the changes to hitstun cancelling, down throw has reliable follow-ups until KO percentages.

Special moves

  •   Needle Storm has increased knockback, making it much more useful as a spacer. It can also be pivoted on the ground. The needles travel significantly faster, making them harder to react to and punish.
  •   Needle Storm deals less total damage (18%/12% → 11%/7%), has less range, slightly more ending lag, and takes slightly longer to fully charge.
  •   Sheik has a new side special, Burst Grenade. Sheik throws a small grenade that she can detonate at will, which produces a small vacuum before exploding. This new move is overall significantly better than Chain, dealing more damage and having better utility.
  •   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 as Sheik reappears, dealing 5% damage.
  •   Vanish's explosion hitbox deals 3% less damage (15% → 12%).
  •   The explosions produced by Burst Grenade and Vanish are now absorbable.
  •   Sheik has a new down special: Bouncing Fish, an acrobatic kick attack similar to Zero Suit Samus' Flip Jump, but covers much more horizontal range. It 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.
  •   Light Arrow deals overall less damage and has weaker knockback.

Update history

Sheik has been heavily nerfed over time in game updates, in a similar vein to Diddy Kong. Update 1.0.4 considerably weakened her up aerial and Bouncing Fish, her strongest KO moves, and also weakened her neutral game by lowering the damage of forward aerial and increasing the ending lag of Needle Storm. Update 1.0.6 lowered the damage of down tilt and back aerial noticeably, with the latter losing its great KO potential as a result. Update 1.1.0 further reduced the damage of forward aerial, as well as switching the priority of its hitboxes. Update 1.1.1 made Penetrating Needles less threatening to shields. Update 1.1.4 made Vanish KO 2% later and reduced the explosion's size. The most detrimental update, however, was 1.1.5: as of said update, Sheik is much more susceptible to early KOs as she is four units lighter, the range reduction of Needle Storm made her long-range neutral game weaker, and her pivotal forward and down throws have increased knockback scaling and angle alterations which reduces their combo potential, and removes any semi-guaranteed KO set-ups without making them strong enough to KO at realistic percentages. The only buff she received was a very slight knockback increase to her down smash, which continues to be one of her least-used attacks regardless of the buff. Overall, Sheik is noticeably worse compared to how she was in the original version, with professionals such as ZeRo no longer considering her the best character in the game and having dropped her as a result, though despite the nerfs, she remains a dominant, perceivably top-tier character.

  1.0.4

  •   Forward aerial deals less damage (6.8% (sweetspot)/6% (sourspot) → 5.5%/4.8%), hindering its KO potential, as well as its combo potential at lower percents.
    •   However, this also improves its combo potential at higher percents.
  •   Up aerial's loop hits hits now function properly, making it hit one less time, dealing less total damage as a result (8% → 7%).
  •   Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.
  •   Needle Storm has more ending lag on the ground (FAF 41 → 47), hindering its safety and combo potential.
  •   Bouncing Fish deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.
  •   Bouncing Fish can no longer be edge-canceled.


  1.0.6

  •   Back aerial's damage decreased, making the move significantly weaker: 11/10% → 8/7%
  •   Down tilt damage: 7.5% → 5%

  1.1.0

  •   Forward aerial deals less damage (5.5%/4.8% → 5.0%/4.3%), but with knockback compensated on the sweetspot (125 → 132).
  •   Forward aerial sourspot hitbox now takes priority over the sweetspot, effectively making the sweetspot smaller.

  1.1.1

  1.1.4

  •   Weight slightly decreased: 85 → 84.
  •   Vanish's disappearance hitbox knockback scaling (104 → 102) and size are slightly decreased (14 → 13).


  1.1.5

  •   Sheik is lighter (84 → 81).
  •   Sheik's max walk speed with heavy items is slower (0.896 → 0.866).
  •   Forward throw launches opponent's at a slightly higher angle (70° → 72°).
  •   Forward throw has more knockback scaling (65 → 79), hindering its combo potential at higher percents.
  •   Down throw has more knockback scaling (75 → 90) and launches opponents at a slighly lower angle (80° → 77°). This considerably hinders its combo potential at higher percents, notably heavily restricting her 50-50 KO set ups after a down throw.
  •   The sweetspot of forward aerial was brought closer to Sheik, reducing its range (z-offset: 3.5 → 2.5).
  •   Needle Storm's needles have a shorter duration (12 frames → 10), reducing their range by one sixth.
  •   The third hit of down smash has more knockback scaling (155 → 165), improving its KO potential.


Moveset

  Name Damage Description
Neutral attack   2% Two quick knifehand strikes followed by a barrage of knifehand thrusts followed by a palm thrust. The palm thrust has somewhat weak knockback and has high ending lag.
3%
0.6% far or 0.8% close (infinite), 3% (last hit)
Forward tilt   4% A roundhouse kick that knocks the opponent into the air with low knockback. Easily combos into itself and other moves.
Up tilt   5% (hit 1), 6% (hit 2) A modified axe kick. Hits both on the upswing and downswing. The first hit has set knockback so it can be reliably followed up by the second hit. Commonly used to continue combos.
Down tilt   5% A quick leg sweep. Fairly low knockback, so it can be immediately followed by her neutral or forward aerial. The hitbox at Sheik's heel sends opponents flying straight upward, which can allow Sheik to KO with an up aerial at about 130%.
Dash attack   6.5% (clean), 4.5% (late) A slashing knife hand strike. Has decent knockback.
Forward smash   5% (hit 1), 8% (hit 2) Two crescent kicks that moves her forward as they are executed. The first has low set knockback, allowing it to followup into the second. It is the weakest forward smash in the game, KOing at 152%. Interestingly enough, it has a stab effect.
Up smash   15% (sweetspot); 11% (sourspot) Raises her arms over her head and quickly brings them down to her sides to perform outward fanning knifehand strikes. Has a slash effect. The sweetspot is on her fingertips during the beginning of the move while the sourspot in on the the downswing. Sheik's arms and her head have intangibility when the hitboxes are present. The sweetspot KOs at roughly 110%, while the sourspot cannot KO reliably.
Down smash   3% (hit 1), 6% (hit 2) Performs a windmill, a breakdancing technique, while kicking the opponent. Hits twice with the last hit having moderate knockback, though not enough for KOing reliably, doing so at 160%. Using this move as a finisher is risky, as it has rather low range, shieldstun, and high ending lag, making her vulnerable to punishment.
Neutral aerial   8% (clean sweetspot), 7% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) Sheik performs a sex kick. It is her fastest aerial (frame 3), good for breaking combos and functions as a great out of shield option. The strong hit can also combo into Bouncing Fish at mid percents. 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% (arm), 4.3% (body) Leans forward and quickly forms a downward knifehand strike. Has a slash effect. Arguably Sheik's most versatile move: it has fast start-up (frame 5), decent range, low landing lag, and a very generous auto-cancel window, making it highly effective in an SHFF. It can be used to approach, is safe when spaced well on shield, and due to its moderate knockback it is very good at comboing into itself multiple times and into grabs, tilts, neutral aerial, a reverse aerial rush back aerial, and even Bouncing Fish depending on percent and positioning, while being capable of KOing at 160% at the ledge. It is also a strong edge-guarding option thanks to its low lag and Sheik's reliable recovery.
Back aerial   8% (clean sweetspot), 7% (clean sourspot), 5% (late) A back kick. It has weak knockback, being the seventh weakest back aerial when clean, but has large hitboxes. Can be used for a reverse aerial rush and is a decent edgeguarding tool fast start-up .
Up aerial   1% (loop hits 1-3), 4% (hit 4) Sheik inverts herself and performs a corkscrewing kick. 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. Interestingly enough, the first three hits have a slash effect, while the finishing hit has a stab effect.
Down aerial   8% (descent), 2% (landing) A flying kick downward. A stall-then-fall, it can meteor smash during the beginning, but it is hard to recover from because of the fast descent. Has high ending and landing lag, making it unsafe on shield. This move is considered to be Sheik's worst aerial, possibly her worst move, and is arguably the riskiest meteor smash in the game(competing with Zero Suit Samus), as Sheik will likely get KOed before her opponent. Thus, it is almost never used in competitive play.
Grab   Sheik's grab range is relatively short.
Pummel   3.1% Hits opponent with her arm. A slow pummel.
Forward throw   5% (hit 1), 2% (throw) Slams into the opponent with her torso. Can combo into a forward or up aerial, and Bouncing Fish until mid percentages against most characters, depending on DI, and a jump cancel up smash on heavyweights and fast-falling characters. At high percent, depending on DI and without rage, it can lead to Bouncing Fish against opponents attempting to jump or air dodge as a semi-guaranteed KO set-up offstage.
Back throw   5% (hit 1), 2% (throw) Throws opponent behind and back kicks them away. Can potentially follow up with aerials or Bouncing Fish.
Up throw   3% (hit 1), 2% (throw) Performs a kip-up and kicks the opponent into the air. Due to it having high base knockback and high ending lag, it has no guaranteed follow-ups until high percentages, and is her overall least useful throw.
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 any aerial (except down aerial) depending on opponent's DI until high percents, where opponents fly too high for her to followup. This is also her strongest throw, but does not KO until 305%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kneels, then punches forwards and backwards.
Floor attack (back)
Floor getups (back)
  7% Kicks her feet over her head.
Floor attack (trip)
Floor getups (trip)
  5% Spins while kicking in front and then behind her.
Edge attack
Edge getups
  7% 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. One of Sheik's best options for camping/zoning, as it can nullify approaches and has transcendent priority.
Custom 1 Penetrating Needles 2.2% (near) or 1.6% (far) per needle, 3 needles max The needles travel through multiple opponents with an electric effect. Deals extra damage to shields. However, it travels a shorter distance and can only be charged to three needles.
Custom 2 Paralyzing Needle 1% A single needle that can stun an opponent. The higher the opponents damage, the longer they are stunned. However, it has significant ending lag along with less range than normal.
Side special Default Burst Grenade 1% (hit), 1% (pull), 12% (explosion) 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. The grenade can be thrown a further distance when Sheik is in the air or when thrown over an edge. If Sheik is attacked before the grenade explodes, it will become an item for anyone to use. Sheik will fall into a helpless state if it is used in the air and uninterrupted.
Custom 1 Gravity Grenade 3.58% Upon detonation, the grenade does not pull enemies into it and the explosion has a smaller radius, but the explosion knocks opponents towards Sheik, allowing multiple follow-up options like gimps or an up smash.
Custom 2 Skimming Grenade 2% (hits 1-3), 4.6% (explosion) The grenade bounces on the ground with a time delay before exploding. Despite what the in-game description states, however, it deals the same damage regardless of how long it takes to explode.
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, set knockback, but can push shielded opponents who are in the location that Sheik reappears in. Sheik has intangibility before dissappearing and a bit after reappearing. Reappearing near a ledge puts her helpless, though self-destructing with the move is hard due to her grabbing the ledge the moment she enters helplessnes. Due to a glitch, holding a direction and then using the move right after suffering knockback also gives her a boost on the chosen direction.
Custom 1 Gale 0% Sheik vanishes and reappears faster while traveling a further distance, with the loss of a vanishing and reappearing hitbox. It gives more momentum, meaning that reappearing near a ledge puts her helpless and cannot recover like the normal variant.
Custom 2 Abyss 5% (vanish), 4% (travel) The move meteor smashes for the entire duration of the vanish. However, the distance traveled is shorter, her pathway during it is visible and there is no longer a short vertical movement before vanishing.
Down special Default Bouncing Fish 12% 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 her up special can be used immediately afterwards. Can be executed sooner by hitting the button again and gains more distance if the control stick is held in whatever direction Sheik is facing. Has intangibility on startup. It KOs at 165%, though due to its high scaling, it is easier to do so near a ledge.
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, said kick being significantly more powerful on aerial opponents. 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. If it hits, she can control her movement. Has little to no lag if the button isn't pressed. KOs at 106%.
Final Smash Light Arrow 1% (hit 1), 44% (first opponent), 33% (second opponent), 24% (third 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.

On-screen appearance

  • Appears from a smoke bomb while striking a pose.
 

Taunts

  • Up taunt: Balances on one hand.
  • Side taunt: Pulls out the string used on her Burst Grenade and briefly strums it.
  • Down taunt: Performs a threatening ninja pose with her right arm in front of her face.
Up taunt Side taunt Down taunt
     

Idle poses

  • Moves her hand in front of her face, then quickly moves it back down.
  • Turns around and balances on one leg.
   

Crowd cheer

English Japanese
Cheer
Description Sheik! Shei-k!
Pitch Group chant Group chant

Victory poses

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.
  • Crouches, throws two needles, then stands up posing with her right hand to her face.
  • Does a roundhouse kick, transitioning to a windmill breakdancing kick, and does a ninja stance with her arms below her head.
  • Two kicks, then a ninja stance, exhaling loudly as she does so.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Sheik 2211 2111 1211 2311 1311
1213 3213 2212 2312 2231

Notable players

Active

Inactive

Tier placement and history

Sheik has always been perceived as a top-tier character since the game's release, which was eventually reflected in her ranking at the very top of the first official 4BR tier list, with the previous nerfs to Rosalina & Luma and Diddy Kong paving the way for Sheik to be considered the near-indisputable best character in the game, in a similar manner to Meta Knight in Brawl and Fox in Melee. Players noticed her fantastic frame data, the ability to control the neutral game by spacing effectively with her forward aerial and camp with needles, extensive combo ability that allowed her to rack up damage quickly and efficiently, dominant offstage game, and reliable KO set-ups off of low-committal grab set-ups. This led most players to believe she lacked losing match-ups and had only a handful that were arguably even. As expected, Sheik's position was cemented by a stellar playerbase that included highly talented players such as ZeRo, Mr. R, VoiD, K9sbruce and RAIN, among others, all of whom achieved great results with the character on a consistent basis.

However, Sheik's overwhelming dominance took a blow with patches 1.1.4 and 1.1.5, which removed her most reliable KO set-ups, worsened her survivability, and weakened her camping ability. As a result, her most notable player, ZeRo, eventually dropped her, and others such as VoiD and K9sbruce have been using secondaries more often. Despite her heavy nerfs, Sheik's neutral, combo, and offstage games are still among the best, allowing her to continue to gain strong results and remain a top-tier character, with her placing 3rd and 4th on the second and third version of the tier list respectively, remaining on the S tier.

Trophies

Sheik
  In The Legend of Zelda: Ocarina of Time, Sheik claimed to be a surviving Sheikah. However, this was just a cunning disguise for Princess Zelda so that she could escape Ganondorf. In Smash Bros., she's the complete opposite of Zelda, striking with fast attacks that can keep an opponent off balance.
  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)
  Sheik's Final Smash uses a gigantic bow to fire a Light Arrow across the screen. If multiple foes are in its path, it will strike them all, ignoring shields like they're not even there. Sheik's Light Arrow is more damaging than Zelda's and it launches its victims at a lower angle.
  Sheik's Final Smash uses a gigantic bow to fire a Light Arrow across the screen. If multiple foes are in its path, it will strike them all, even penetrating straight through their shields. Sheik's Light Arrow is more powerful than Zelda's and it launches its targets at a more shallow angle.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

 
               

Gallery

Trivia

  • Although Sheik has a new idle animation, she will revert to her previous one if holding a light item. She shares this trait with Yoshi, Dr. Mario, and Roy.
  • Sheik is the only Legend of Zelda character that can crawl.
  • Sheik is currently the only character in the Smash Bros. series to have been at the very top of the tier list in two different games, with her position in the first Smash 4 tier list, and on earlier iterations of Melee's tier list.
  • Sheik is the first and currently only character to have her weight changed twice in updates.