SSBM/Sheik

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Introduction

Sheik is a fighting game player's dream. Having the best overall combination of grounded tilts, jab, and aerial attacks of any character in the cast. This, combined with the best throw of any top tier, which she can get off of her absurd boost grab, can make her a terrifying sight for any opponent. And, as befitting of a ninja, she is incredibly nimble when platforms are introduced, being best in class in platform usage. Sheik is a spider and platforms are her web.

She is best classified as a setplay character. This goes much further than simply her legendary down throw. She has extremely consistent kill confirms, solid combos, and the best edge guarding in the game. Simply getting cornered vs Sheik can be checkmate in a way that no other character can compare with. The most minor of advantages can quickly prove lethal for her opponent. If she gets an inch, she will take a mile.

All of these strengths come at a price however. Two of melee's most important universal movement mechanics, the dash dance and aerial drift, are notoriously limited for her. What's more, she is just as vulnerable to juggles and edge guards as she is potent at performing them. While this can certainly be overcome, it necessitates creativity in situations that are much more straight forward for some of the other top tiers

All of this results in a character that will heavily reward you for strong fundamentals and good decision making, but punish you just as hard for the opposite. Put succinctly, Sheik is a fundamentals based character who uses the threat of the best grab in the game to enable heavily skewed risk reward mix ups. Played properly, once she manages to get even the tiniest advantage she will never let it go


Strengths Weaknesses
  • Throw game: Down throw is the best single throw of any top tier
  • Edge guarding: Best overall edge guarder in the game
  • Platforms: best overall platform usage
  • Ninja: is a ninja
  • Recovery: relatively linear recovery that requires creativity to recover at higher %s
  • Weak to CC: opening defensive opponents up at low % can be tricky if you're not landing grabs


"A" Moves Analysis

Ground Moves

Normal
  • Neutral A- Two swipes that do 3-4%, followed by a fast series of punches doing 1% each.
  • Side Tilt- A round kick in front of her. Short range, but launches the foe directly up leaving them open for aerial combos. 6% damage.
  • Down tilt- A quick kick while crouching. Not particularly useful due to low range. 7% damage.
  • Up tilt- Kicks up, and lets her leg down in an axe-like way. This attack is famous for it's chainability against heavy characters such as her up tilt infinite on Bowser. First hit does 8%, second 3%
  • Dash Attack- spreads her arms apart and stops running. 10% damage

Smashes

  • Forward Smash- Kicks twice in front of her, has moderate knockback. 4% then 12% uncharged, 6% then 19% fully charged.
  • Up Smash- Puts her arms above herself and violently separates them to her left and right. 13% uncharged, fully does 17% in the NTSC version, 16% in the PAL. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback.
  • Down Smash- A powerful breakdance-like sweep. 13% uncharged, 17% fully charged.

Other

  • Ledge Attack- Kicks back on the stage, 8% damage.
  • 100% Ledge Attack- Slowly does a similar attack to her ledge attack below 100% damage, does 8%.
  • Floor Attack- Gets up and kicks in front and back of herself. 6% damage.

Aerial Attacks

  • Neutral Aerial- A Sex Kick, does 14%, and gets weaker the longer it's out.
  • Forward Aerial- a quick swipe in front of Sheik, Great knockback and great for edgeguarding. Usually does 13%
  • Back Aerial- A quick kick in back of Sheik, good for edgeguarding. 8% damage
  • Upwards Aerial- A spinning kick upwards, does 12%, Great for KO-ing. In the PAL version, does 10%.
  • Down Aerial- A downwards kick, does 9-11% damage

Grabs & Throws

  • Pummel- She punches the opponent with her fist. 2% damage each punch.
  • Forward Throw- Launches her foe forward with low horizontal knockback and hitstun. 8% damage.
  • Back Throw- Kicks an enemy behind Sheik. Better knockback and hitstun than forward throw but otherwise weak. 7% damage
  • Up throw- Launches the enemy above her. Excellent for an aerial-attack follow up, but due to low histun follow-ups are difficult. 8% damage.
  • Down Throw- Punches enemy to the ground, 8% damage. Overall, this is the best of Sheik's grabs because it can reliably chain grab or tech chase many characters to high percentages.

"B" Moves List

Neutral Special

When the special button is pressed, Sheik will throw a slim, almost-invisible needle to attack. They can either travel straight or at an angle (roughly 45 degrees towards the ground), depending on whether Sheik is in the air or not. The special button can be held to add up to 5 more needles, and the needles can be saved for a short time later by pressing the shield button or grab button. This is a very fundamental technique that should be applied to all Sheik players. It is recommended that right after the battle starts, after holding the special button to charge needles, to save the charged needles.

Each needle does 3% damage, allowing this move to deal a maximum of 18% damage. Sheik can also hold onto stored needles after losing a life by transforming into Zelda before being KO'd, then turning back into Sheik during the next life. Needles can disturb your opponents while getting back to stage and can pass through opposing hitboxes in Brawl, as they have transcendent priority. In Melee, like Link's arrows, the needles have hurtboxes and can be attacked; this can be used to block other projectiles.

If thrown after the apex of the jump and below the maximum height of Sheik's single jump, in a technique called needle canceling, the needle storm incurs no significant landing lag, allowing Sheik to combo aerial needles immediately into ground attacks, grabs, dashes, or even more needles. Reverse needle canceling refers to charging needles in the air, then tapping the shield or grab button to stow them. This too produces zero lag, and can be used to efficiently store needles, to grab the ledge, or to increase jump distance.

Side Special

Her chain involves Sheik pulling out a long metal chain and whipping it around. When Sheik pulls out the chain, the player has full analog control over it. The player can whip it in all directions - above and even behind Sheik's head. When a foe makes contact with the middle of the chain, they are slightly damaged. However, when the foe makes contact with the tip of the chain, they are given a small electric shock. Due to its poor damage and lag, it is almost never used in competitive play.

Up Special

Vanish:It involves her throwing a Deku Nut and vanishing into thin air. Using the control stick, players can determine where Sheik will reappear by tilting in a certain direction. Vanish does not go as far as Farore's Wind, but transforming in midair is not recommended, as the transformation takes time, and barely slows her descent. The initial explosion deals damage and knockback, and is capable of KOing at around 120%, but has a noticeable start up lag. However, Sheik will be granted invincibility frames when she is about to use the Deku Nut.

The re-entry of Sheik's Vanish has a very small push effect. This can be seen as it moves an opponent further than simply landing on them would. It has just enough push to knock someone, standing near the edge, off it, causing them to cliff-hang. This can be used downwards, in the air to stop potential ground guarding. On the ground, this can be used to mess with opponents and clear space when fighting close range.

Down Special

She transforms into Zelda.

Combos

Frame Data

Strategies

Overview

Zoning

Character Specific

Additional Note

Match-ups

Serious Advantage Match-ups

Everyone else

Advantage Match-ups

Marth, Peach, C.Falcon, Doc, Ganon, Samus, Mario, Luigi, Y.Link, Mew2

Fair Match-ups

Falco

Disadvantage Match-ups

Fox, Puff, IC

Serious Disadvantage Match-ups

None

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