Sheik (SSBU)
Sheik in Super Smash Bros. Ultimate | |
---|---|
Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Sheikah Dance |
“ | Now Sheik joins the battle wearing the Sheikah costume from The Legend of Zelda: Breath of the Wild. Keep the pressure on your opponent by using his [sic] speedy dash to quickly close in on (or get away from) your opponent! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Sheik (シーク, Sheik) is a playable character in Super Smash Bros. Ultimate. She was officially confirmed on June 12th, 2018 alongside Zelda and the rest of the returning roster. Sheik is classified as fighter #16.
Sheik is now voiced by Ayumi Fujimura, who voices her alter-ego in both The Legend of Zelda: A Link Between Worlds and Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with Sheik being the 47th character to be unlocked.
- Clear Classic Mode with Donkey Kong or any character in his unlock tree, being the fifth character unlocked after King Dedede.
- Have Sheik join the player's party in World of Light.
With the exception of the third method, Sheik must then be defeated on Gerudo Valley.
Changes from Super Smash Bros. 4
Like most Top-Tier characters, Sheik in Smash 4 was considered one of the most potent characters (and the best character in the game during the middle of the game's lifetime), due to her nearly uncontested neutral game. Despite receiving the most nerfs from game updates, she remained a Top-Tier character. Possibly as a result, Sheik has been significantly nerfed overall in the transition from Smash 4 to Ultimate.
Sheik's most notable nerfs are to her already below-average damage racking ability, with her main combo moves like her tilts, neutral aerial and forward aerial, in addition to Needle Storm and Bouncing Fish, all dealing less damage. This requires her to string even more hits in order to rack up notable amounts of damage, exacerbated by her lack of KO ability. Furthermore, Ultimate's faster launch physics, jostling mechanic (which pushes opponents away), and re-addition of directional air dodges hinder many of Sheik's combo strings and KO setups. Her already poor survivability has also been worsened, due to her weight being decreased, and although the weakening of rage makes her combos more consistent, it gives her more difficulty KOing at high percentages. Lastly, while Sheik does benefit from the universally faster jumpsquats and lower landing lag like the rest of the cast, the universal changes have overall indirectly nerfed her, as she already had the overall fastest frame data in Smash 4, and most other characters have received more significant buffs in those aspects, allowing more characters to keep up with her.
Sheik did receive some buffs besides universal changes. Her rapid jab connects much more reliably and its finisher has less ending lag, making it more effective for damage racking despite its individual hits dealing less damage. Her up tilt, down tilt and Needle Storm (especially the aerial version) also have less ending lag, improving their combo potential, while her generally least used moves in Smash 4 such as her dash attack, down smash, down aerial, and up throw deal more damage. Most notably, however, her back aerial deals more damage and knockback, improving its previously lacking KO potential when sweetspotted (though it is still a relatively weak aerial), and her pummel has gone from one of the slowest to one of the fastest, allowing it to be used more safely.
Overall, Sheik's nerfs drastically outweigh her buffs, as the former have exacerbated her main flaws, while the latter were not significant enough to compensate, making her worse than her Smash 4 iteration. Her overall perception has been extremely negative, as many top players such as ZeRo, ESAM, MkLeo and Dabuz have claimed that she is not a viable character, since she has to work notoriously harder to rack up damage and score KOs than the vast majority of the cast. As such, her current representation in Ultimate has been poor, with many notable players such as Vinnie, Mr. R, and VoiD dropping her in favor of other characters.
Aesthetics
- Sheik's design is based on the Sheikah Set from The Legend of Zelda: Breath of the Wild, including the long white scarf of the Stealth Mask.
- Sheik's color scheme is more subdued, and her hair features simple detailing similar to Brawl.
- Sheik is more vocal. She now vocalizes when using Vanish and Bouncing Fish.
Attributes
- Like all characters, Sheik's jumpsquat animation takes 3 frames to complete (down from 4).
- Sheik's initial dash speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster.
- Sheik's air speed is faster (1.1 → 1.155).
- Sheik's weight has been decreased (81 → 78), now being lighter than Kirby. This further worsens her endurance, but makes her less susceptible to combos.
- Sheik's traction is higher (0.06 → 0.106).
- Forward roll has less ending lag (FAF 28 → 27).
- Forward roll grants less intangibility (frames 4-15 → 4-12).
- Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
- Spot dodge has less ending lag (FAF 25 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
- Air dodge grants more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (FAF 31 → 45).
- The removal of perfect pivoting hinders her ground mobility, worsens Needle Storm's mindgame potential, and makes her worse at extending combos.
Ground attacks
- Neutral attack:
- The first and second hits, as well as the neutral infinite, have altered angles and knockback to keep opponents close to Sheik, akin to other neutral attacks.
- This allows them to connect better and jab lock.
- The neutral infinite also comes out faster (frame 9 → 5) and deals drastically less hitlag, allowing it to connect more reliably from the second hit and making it harder to escape.
- However, this worsens Sheik's guaranteed jab cancel setups with the first and second hits, which played a large part in the utility of her neutral attack in Smash 4.
- The neutral infinite's finisher has less ending lag (FAF 53 → 36), no longer being the slowest in the game.
- All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)). The finisher's knockback was not compensated, and so it deals less knockback.
- The first and second hits, as well as the neutral infinite, have altered angles and knockback to keep opponents close to Sheik, akin to other neutral attacks.
- Forward tilt:
- Forward tilt deals less damage (4% → 3%), with knockback compensated.
- Up tilt:
- Up tilt has less ending lag (FAF 36 → 33).
- The second hit comes out faster (frame 19 → 17), allowing it to connect better from the first hit.
- Both hits deal less damage (5% → 3% (hit 1), 6% → 4% (hit 2)).
- However the knockback was not fully compensated, thus improving the second hit's combo potential.
- The first hit is harder to connect against grounded opponents, due to characters no longer being able to walk or run through each other, and the hitbox being moved.
- Up tilt has an altered animation where Sheik's heel hits the ground, bearing a closer resemblance Samus's up tilt.
- Down tilt:
- Down tilt has less ending lag (FAF 30 → 27), improving its combo potential.
- It deals less damage (5% → 4.5%). However, this also allows it to combo for longer.
- Dash attack:
- Dash attack has less ending lag (FAF 41 → 35).
- It deals more damage (6.5% → 7% (clean), 4.5% → 5% (late)) without compensation on knockback, improving its KO potential.
- Forward smash:
- Forward smash has less ending lag (FAF 51 → 45).
- The second hit comes out faster (frame 26 → 20), allowing it to connect better from the first hit.
- Up smash:
- Up smash's first hit has more range.
- Down smash:
- Down smash has less ending lag (FAF 55 → 52).
- The first hit deals more damage (3% → 4%).
- The second hit launches at a lower angle (48 → 43), improving its KO potential.
- Down smash's hits connects more reliably.
Aerial attacks
- All aerials have less landing lag (10 frames → 6 (neutral), 10 frames → 5 (forward), 12 frames → 7 (back), 21 frames → 13 (up), 30 frames → 22 (down)).
- Neutral aerial:
- Neutral aerial deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with knockback compensated on the clean hit.
- The late hit has increased knockback, hindering its combo potential at higher percents.
- Forward aerial:
- Sheik can grab ledges faster after using forward aerial (88 frames → 59).
- Forward aerial deals less damage (4.3%/5% → 3.8%/4.5%), with knockback compensated, being the least damaging forward aerial in the game.
- Back aerial:
- Back aerial deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)).
- It deals considerably more knockback, with the clean hit's sweetspot now KOing middleweights at around 175% from the center of most stages, compared to being unable to KO under 200% in Smash 4.
- Up aerial:
- Up aerial's looping hits deal less hitlag, making them harder to SDI out of.
- Up aerial auto-cancels earlier (frame 47 → 44).
- Down aerial:
- Down aerial deals more damage (8% → 10%).
- The landing hit has increased base knockback.
Throws and other attacks
- Grab has less range.
- All grabs have more ending lag (FAF 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 11 (pivot)).
- Pummel:
- Sheik has a new pummel, a knee strike rather than an elbow jab.
- It deals more hitlag (5 frames → 11), but has significantly less startup (frame 9 → 1) and ending lag (FAF 24 → 6), shortening its duration. This makes it more reliable for racking up damage, now being one of the fastest pummels in the game.
- It deals much less damage (3.1% → 1%).
- Up throw:
- Up throw deals more damage (2% → 3% (throw), 5% → 6% (total)).
- Up throw deals more knockback, diminishing its 50/50 setups while not granting it KO potential.
- Down throw:
- Down throw has decreased knockback, improving its combo potential.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Needle Storm:
- Needle Storm's charge can be canceled by jumping or spot dodging.
- It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.
- The clean hit lasts longer, with the late hit having a shorter duration instead (frames 1-3/4-10 → 1-5/6-10).
- It deals less damage per needle (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).
- Its charge can no longer be canceled immediately by rolling, instead incurring 4 frames of lag beforehand.
- The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse as a followup from aerials at lower percents, but better at higher percents.
- Sheik can throw the needles with the attack button while charging.
- After charging the move, Sheik holds the produced needles on one hand until they are fired.
- Burst Grenade:
- Burst Grenade no longer leaves Sheik helpless in the air.
- It has less ending lag upon releasing the grenade.
- The grenade's vortex is clear/white rather than light blue.
- Vanish:
- Vanish grants intangibility earlier when used on the ground (frame 19 → 14).
- Sheik emits a gold flash right before she disappears.
- Bouncing Fish:
- After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%), which also improves their KO potential.
- It no longer grants intangibility.
- It has slightly more startup (frame 17 → 18).
- The first kick deals less damage (12% → 11%), with knockback compensated.
- Bouncing Fish produces a splash of water at the start.
- Sheikah Dance:
- Sheik has a new Final Smash called Sheikah Dance, replacing Light Arrow. Sheik dashes forward while the Sheikah symbol flashes on-screen. If the initial attack lands, Sheik will trap the opponent in place and repeatedly slash them with her dagger before launching them away, similar to Triforce Slash.
Update History
- Up smash's first hit has more range.
- Down smash connects more reliably.
- Sheik can grab ledges faster after using forward aerial (88 frames → 59).
- Up aerial auto-cancels earlier (frame 47 → 44), matching the move's interruptibility.
- Burst Grenade has less ending lag.
- The neutral infinite's finisher has less ending lag (FAF 42 → 36).
- Down tilt's tipper hitbox is easier to land.
- Forward aerial has increased vertical range, now capable of hitting smaller characters out of a rising short hop.
- Needle Storm reaches its full charge sooner (98 frames → 82).
- Changes to shield mechanics makes charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.
Moveset
- Sheik can crawl, wall cling, and wall jump.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | An inward knifehand strike, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes, followed by a palm thrust. | ||
1.6% | ||||
0.3% (loop), 2% (final) | ||||
Forward tilt | Cycle Kick | 3% | A roundhouse kick. | |
Up tilt | 3% (hit 1), 4% (hit 2) | Performs a stretch kick that transitions to an axe kick. | ||
Down tilt | 4.5% | A legsweep. | ||
Dash attack | 7% (clean), 5% (late) | Lunges to perform an outward fanning knifehand strikes with both of her arms. | ||
Forward smash | 5% (hit 1), 8% (hit 2) | A roundhouse kick followed by a spinning side kick. Both attacks cause Sheik to move forward. | ||
Up smash | Razor Wing | 15% (hit 1), 11% (hit 2) | Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hit opponents above her. If close enough to a tall character, it is possible to hit with both strikes. | |
Down smash | 4% (hit 1), 6% (hit 2) | A modified butterfly kick performed from the windmill (a breakdancing move). | ||
Neutral aerial | 6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sourspot) | A flying kick. | ||
Forward aerial | Hatchet | 4.5% (sweetspot), 3.8% (sourspot) | A lunging, downward knifehand strike. | |
Back aerial | 9.5% (clean sweetspot), 7.5% (clean sourspot), 6% (late) | A high-angled back kick. | ||
Up aerial | 1% (hits 1 - 3), 4% (hit 4) | A diagonal, corkscrew flying kick. This is concluded by another kick with the opposite leg. | ||
Down aerial | 10% (descent), 2% (landing) | A diagonal flying kick. It is a stall-then-fall, and its clean hitbox is a meteor smash during its beginning. | ||
Grab | — | Reaches out. | ||
Pummel | 1% | A knee strike. | ||
Forward throw | 5% (hit), 2% (throw) | The tie shan kaoBajiquan). | (a technique used in||
Back throw | 5% (hit), 2% (throw) | Throws opponent behind herself and performs a mid-level side kick. | ||
Up throw | 3% (hit and throw) | A handstand kick. | ||
Down throw | 3% (hit and throw) | A collar drag takedown followed by a somersault axe kick. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Kneels and performs a palm thrust in front of herself, and then behind herself. | ||
Floor attack (back) Floor getups (back) |
7% | A kip-up transitioned into a double-footed scorpion kick. | ||
Floor attack (trip) Floor getups (trip) |
5% | Squats on one leg and performs a spinning roundhouse kick. | ||
Edge attack Edge getups |
9% | Performs a corkscrew dropkick while climbing up. | ||
Neutral special | Needle Storm | 1.5% (per needle, close), 0.8% (per needle, far) | Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 30°. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and so cannot stop or be stopped by other attacks (including, for example, other projectiles). | |
Side special | Burst Grenade | 1% (grenade), 1% (vortex), 12.6% (explosion) | Throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown a farther when used in the air or when thrown over an edge, and its explosion is strong enough to KO middleweights at 115% near the edge, making it useful for edge-guarding. If Sheik is attacked before the grenade explodes, the grenade will detach from the tripwire and become a non-explosive item that anyone can use. | |
Up special | Vanish | 12% (disappearance), 5% (reappearance) | After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line. It also grants a small vertical boost when used in the air. Conversely, its reappearance hitbox deals much less damage, but also has a windbox that can push away opponents who are very close to wherever Sheik reappears. It grants intangibility on frames 19-53. Reappearing near a edge renders her helpless, though self-destructing with the move is difficult to do because it allows Sheik to grab the edge the moment she enters helplessness. | |
Down special | Bouncing Fish | 11% (first kick), 13% (following kicks) | A 360° Tengkong Pantui Cepu | (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects. Upon missing, she experiences landing lag if she lands before the move's animation is over. It can also be executed earlier by pressing the special button again, and covers more distance if the control stick is held in whatever direction Sheik is facing. Its long horizontal travel distance, respectable damage output, and high knockback scaling make it one of Sheik's most viable KOing options. It KOs middleweights at 120% while near the edge, and grants intangibility on frames 3-4. Due to its earliest input hitting on frame 17 and its landing lag, however, it is punishable if it misses.|
Final Smash | Sheikah Dance | 3% (first hit), 2% (first hit, late), 50% (entire move) | Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit of her Final Smash launches opponents the opposite direction of the initial dash. Only one opponent can be trapped in her Final Smash, though anyone nearby will also take damage during the duration. |
Victory poses
- Kicks once (similar to her forward tilt), spins on the ground (similar to her down smash), then poses with her arms bent across her body.
- Crouches, swipes with her hand twice, then stands up while rearing back her right hand up to her face.
- Performs the fumikomi geritate shuto uke (a blocking technique in Shotokan). (a stomp-style kick in karate), followed by a mid-level side kick, and then exhales loudly before performing the
Classic Mode: Masquerade
Sheik's opponents are characters who wear masks or other forms of headwear to conceal their identity.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Meta Knight | Fountain of Dreams | Forest Stage | |
2 | Captain Falcon | Big Blue | Death Wind | |
3 | Samus | Norfair | Opening/Menu - Metroid Prime | |
4 | Roy Koopa | Mushroom Kingdom U | Underground Theme - Super Mario Land | |
5 | Little Mac | Boxing Ring | Tunnel Scene - X-Scape | Little Mac is in his wireframe with hoodie costume. |
6 | Mii Fighter Team | Final Destination | Meta Crystal | The Mii Fighters are all wearing masks or helmets. Items are absent. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand | On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle. |
Role in World of Light
Although Sheik does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
During the mode itself, Sheik can be unlocked early on shortly after rescuing Mario, where the player arrives at a crossroads and has the choice to rescue her, Marth or Villager. If one of the others is rescued first, Sheik's path will be blocked by a force field created by Master Hand, which will disappear upon defeating a boss or can be circumvented by looping back to the other side.
Sheik has a separate awakening battle from Zelda, who appears in the opening cutscene.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
16 | Sheik | Shield | 2,500 | Final Destination | Final Destination |
Spirits
Sheik's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sheik in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main target
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
104 | Geno | Super Mario RPG: Legend of the Seven Stars | •Sheik •Peach •Kirby •Bowser •Mario |
Attack | 13,700 | Mario Galaxy (Battlefield form) | N/A | •Defeat the main fighter to win •Timed battle •The enemy's FS Meter charges quickly |
Rainbow Road Medley | |
193 | Impa | The Legend of Zelda series | •Sheik | Shield | 9,400 | Temple | •Defense ↑ •Item: Deku Nut |
•The enemy has increased defense after a little while | Gerudo Valley | |
261 | Byrne | The Legend of Zelda series | •Sheik | Attack | 1,800 | Spirit Train (Battlefield form) | N/A | •The enemy's punches and elbow strikes have increased power •The enemy's throws have increased power •Stamina battle |
Full Steam Ahead | |
660 | Sothe | Fire Emblem series | •Sheik | Grab | 3,600 | Mushroomy Kingdom (Battlefield form) | N/A | •The enemy favors dash attacks •The enemy has increased move speed |
Time of Action | |
677 | Jakob | Fire Emblem series | •Sheik | Grab | 3,500 | Spear Pillar (Battlefield form) | •Item: Throwing Types | •The enemy's throwing-type items have increased power •Items will be pulled toward the enemy |
Lost in Thoughts All Alone (for 3DS / Wii U) | |
735 | Kat & Ana | WarioWare series | •Sheik (×2) (,) | Neutral | 9,000 | Suzaku Castle | •Item: Throwing Types | •The enemy loves to jump | The Mysterious Murasame Castle Medley | |
751 | Gray Fox | Metal Gear Solid series | •Sheik | Attack | 9,700 | Shadow Moses Island | •Assist Trophy Enemies (Gray Fox) •Move Speed ↑ |
•The enemy has increased move speed •Hostile assist trophies will appear |
Encounter | |
835 | Rover | Animal Crossing series | •Sheik •Villager (x2) () |
Shield | 8,800 | Spirit Train | N/A | •Take your strongest team into this no-frills battle | Title Theme - Animal Crossing: Wild World | |
990 | Cammy | Street Fighter series | •Sheik | Neutral | 9,300 | Bridge of Eldin (hazards off) | •Jump Power ↓ | •The enemy's kicks and knee strikes have increased power •Stamina battle •All fighters have reduced jump power |
Cammy Stage Type B | |
1,016 | Loki | Bayonetta series | •Sheik | Shield | 9,200 | Umbra Clock Tower (Battlefield form) | •Invisibility •Item: Timer |
•The enemy is invisible after a little while •Items will be pulled toward the enemy •The enemy is easily distracted by items |
Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental) | |
1,069 | Mummy | Castlevania series | •Sheik (x2) | Grab | 3,600 | Dracula's Castle (Ω form) | N/A | •The enemy's throws have increased power •The enemy has super armor but moves slower •Stamina battle |
Mad Forest | |
1,085 | Shinobu | StreetPass Mii Plaza series | •Sheik •Mii Swordfighter (Nia Wig, Ninja Suit) |
Grab | 1,500 | Golden Plains (hazards off) | •Item: Bullet Bill | •The enemy is easily distracted by items | Boss 1 - Sakura Samurai: Art of the Sword | |
1,313 | Makoto Niijima | Persona series | •Sheik •Wario |
Attack | 3,000 | Dracula's Castle (Ω form) | •N/A | •Defeat the main fighter to win •The enemy is invisible |
Last Surprise |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
655 | L'Arachel | Fire Emblem series | •Robin •Sheik •Wario |
Shield | 1,600 | Castle Siege | •Health Recovery | •The enemy is healed when the enemy's at high damage | Preparing to Advance | Rennac | |
1,052 | Trevor C. Belmont | Castlevania series | •Simon •Palutena •Sheik |
Shield | 13,000 | Dracula's Castle | •Assist Trophy Enemies (Alucard) | •Hostile assist trophies will appear when the enemy's at high damage •Reinforcements will appear during the battle |
Beginning | Grant Danasty | |
1,306 | Phantom Thieves of Hearts | Persona series | •Joker •Pikachu •Captain Falcon •Zero Suit Samus •Chrom •Sheik |
Grab | 13,300 | Mementos | •Sudden Final Smash •Item: Daybreak Parts |
•The enemy will suddenly have a Final Smash when the enemy's at high damage •Reinforcements will appear during the battle |
Wake Up, Get Up, Get Out There | Makoto Niijima |
Alternate costumes
Gallery
Sheik posing on Skyworld.
Fighting Wii Fit Trainer on Coliseum.
Surrounded by the fires on Kalos Pokémon League.
Sheik performing Bouncing Fish near a Goldeen on Tortimer Island.
Sheik and Ivysaur taunting on Tomodachi Life.
Sheik on Lylat Cruise.
Sheik and King Dedede hit by Mr. Game & Watch's down smash on Yoshi's Story.
Sheik getting hit by Toad's spores on Tortimer Island.
Sheik becoming buried by the male Wii Fit Trainer's neutral attack on 3D Land.
Sheik getting hit by Zero Suit Samus's back aerial on Luigi's Mansion.
Sheik charging Needle Storm on Tortimer Island.
With all playable The Legend of Zelda veterans on the Great Plateau Tower.
- Ganondorf(SSBU)WarlockPunch.png
Struck by Ganondorf's Warlock Punch
Character Showcase Video
Trivia
- Sheik is currently referred to with male pronouns on the Smash Blog [1] despite being referred to with female pronouns in every Smash appearance thus far, as well as on various other official Nintendo social websites.[2][3][4] Likewise, the game itself uses both female and male pronouns: Sheik is referred to with female pronouns in her moveset and tips, while Palutena and Viridi refer to Sheik with male pronouns in Palutena's Guidance, albeit in the latter instance is done for comedic purposes as Pit then mentions her being an alter-ego of Zelda.
- Ultimate is the first Smash game where Sheik's design is based off of a different The Legend of Zelda game than her alter-ego, Zelda.
- Ultimate is also the first installment in the series that gives Sheik a Final Smash different from Zelda's.
- Like in the previous installment, Sheik will revert to her Brawl idle animation while holding a small throwable item.
- In Palutena's Guidance, Sheik is referred to in the sense of having been present before in Smash 4 ("Sheik appears to be wearing a traditional Sheikah outfit this time around."), despite every other newly recorded Zelda character guidance bringing up the characters having separate incarnations throughout the franchise (Ganondorf being the same person, Link being a different person than before and Zelda and Young Link being specific incarnations). This implies that she's the same version of Zelda/Sheik seen in Brawl and Smash 4 that was based upon the design made during the development of Twilight Princess for Brawl.
Notes
- 1.^ translates to "Applying Mountain Lean"
- 2.^ translates to "Vacant Cross-Legged Side Flip"
- 3.^ translates to "Stomping Kick"
- 4.^ translates to "Vertical Knife Hand Block"
References