Introduction
Sheik is a fighting game player's dream. Between her ground normals, especially her tilts, her flexible aerials, and her venomously dangerous grab, Sheik has arguably the best palette of buttons in the game. This, combined with the best throw of any top tier, which she can strike with at any moment via her lunging boost grab, can make her a terrifying sight for any opponent. And, befitting of a ninja, verticality only makes it easier for her to move around; Sheik is a spider, and the platforms are her web.
Sheik is best classified as a SetplayPerforming pre-calculated maneuvers in a flow-chart manner in specific situations, that will typically secure an offensive despite many of the opponent's defensive attempts. character. This begins, but does not end, with her legendary down throw: depending on the matchup, Sheik's grab leads either to a torturously long chaingrab or, depending on who you ask, what might be worse - a tech chase which she can (with great execution) chase down on reaction and repeat ad nauseam until death. No matter which flavor of poison you're downing that day, Sheik's is among the most constrictive of Melee's punish games, paring your options for escape down to the absolute minimum and leaving Sheik to watch you squirm. Between a flexible combo game that can easily transition small, picked-up openings into full punishes, a set of ruthlessly consistent kill confirms, and perhaps the best edge guarding in the game, being put on the back foot against Sheik can be dangerous in a way no other character can compare to. What was one moment a minor positional disadvantage becomes a death trap the next - if Sheik can get an inch, she will take a mile, and if she finds her bite, you will feel the venom.
All of these strengths do come at a price. Sheik's movement, while still fast and versatile, can be surprisingly awkward; her dash dance is one of the shortest in the game, leaving her reliant upon a variety of careful technical tricks to approximate what most characters can do by waggling the stick. Her short hop is almost uniquely high (though she can come down from it quickly), and her aerial drift is some of the game's worst. The end result is a character that must be surprisingly deliberate as she navigates her own positioning. Moreover, her weak recovery and vulnerability to many MU-specific punishes, such as Fox waveshines or Puff low profiles, mean Sheik can be as fragile as her opponents. Perhaps her most significant challenge is her vulnerability to crouch canceling; since so much of Sheik's moveset is low-knockback single hits, opponents begin each stock able to armor through everything but Sheik's grab by holding down while grounded. While these shortcomings are by no means insurmountable, they necessitate creativity in situations that are much more straightforward 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 lack thereof. Put succinctly, Sheik is a fundamentals-based character who uses the threat of the best grab in the game and the choking punishes that follow it to enable heavily skewed risk-reward mixups. Played properly, once she manages to get even the tiniest advantage, she will never let it go.
Strengths | Weaknesses |
---|---|
|
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Physics | |
---|---|
Weight | 0 (0th) |
Fall Speed | 0/Fast 0 (0th) |
Gravity | 0 (0th) |
Ground Movement | |
Walk Speed | 0 (0th) |
Initial Dash Speed | 0 (0rd) |
Initial Dash Length | 0f (0nd) |
Run Speed | 0 (0th) |
Traction | 0 (0st) |
Jumping | |
Jumpsquat | 0f (0st) |
Jump Height | Full 0/Short 0/Air 0 (0th/0th/0th) |
Air Speed | 0 (0th) |
Air Acceleration | 0 (0th) |
Ground Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
2 | 2 | 14 | 16 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
4 | 0 | 100 | 70 | slash | -10 | |
sheik jab 1 description here. collapse jabs later my b. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
2 | 3 | 14 | 16 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
3 | 0 | 100 | 70 | slash | -11 | |
sheik's second jab. wow. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
2 | 32 | ? | ? | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
1 | 10 | 80 | 80 | normal | -8 | |
its a rapid jab, for some reason its safer on shield by 2 frames. can also apparently be +2 if a sheik who cares about rapid jab on shield and making it consistent feel free to fix this i guess. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
6 | 6 | 21 | 46 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 10/Late: 7 | 34/15 | 100 | 80/361 | Clean: slash/Late: normal | -23/-19 | |
how the hell do you notate this move. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5 | 5 | 19 | 27 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
7 | 40 | 100 | 74 | normal | -16 | |
add knockdown % here with cc and non cc, spacies knocked down around 25% no cc 80 with cc etc. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5 | 20 | 9 | 26 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
8/4 | 10 | 120/140 | 80 | normal | -3/-1(?) | |
strong hit frames 5-10 weak hit 19-24, recovery on this may be wrong by a frame. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
5 | 4 | 22 | 27 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
8 | 35 | 80 | 90 | normal | -17 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
12 | 18 | 22 | 46 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
5/10 | 0/50 | 100/70 | 90/361 | normal | -12 | |
Weak hit frame 12 strong hit frame 27-29, hey atleast its better than zelda fsmash right? |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 |
Aerial Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
3 | 28 | 18 | 42 | 8 | <1 31> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 14/10 / Late: 9 | Clean: 0 / Late: 0 | 100 | 361 | Normal | -3 to +0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel |
---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | -6 | |
can be -4 or maybe better on specific spacings but above shield -6 seems most consistent |
"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