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VOOZH | about |
| Sheik in Super Smash Bros. Brawl | |
|---|---|
| π Sheik π ZeldaSymbol.svg | |
| Universe | The Legend of Zelda |
| Shares character slot with | Zelda |
| Other playable appearances | in Melee in SSB4 in Ultimate |
| Availability | Starter |
| Final Smash | Light Arrow |
| Tier | D (25) |
Sheik (γ·γΌγ―, Sheik) is a character in Super Smash Bros. Brawl. Sheik was originally hinted to return as a playable character when Eiji Aonuma, director of The Legend of Zelda stated he had sent the Twilight Princess designs of her, Link and Ganondorf to Sakurai.[1] She was officially revealed on January 16, 2008.
Jun Mizusawa is the voice of Sheik in all regions of Brawl, reprising her role from The Legend of Zelda: Ocarina of Time and Super Smash Bros. Melee; similar to Zelda, her portrayal is comprised of re-purposed voice clips leftover from the recording sessions for Melee, using returning and previously unused ones.
Sheik is ranked at 25th out of 38 on the current Brawl tier list, placing her in the D tier. This is a significant drop from her placement in Melee, where she was ranked 5th out of 26, and her worst placement in the series. Sheik retains her blinding attack speed from Melee, possessing some of the fastest movement, and frame data only rivaled by Meta Knight. Additionally, Sheik possesses great combo ability, most notably using her forward tilt that can rack up over 50% in damage on most characters with little effort.
Sheik, however, like many veterans, did not translate well into Brawl's engine. On top of nerfs to her power and range (and said traits becoming some of her biggest downsides as a result), Sheik's nature as a combo-centric glass cannon puts her at a disadvantage in Brawl's slow, defensive metagame. She possesses few kill moves, and said kill moves are difficult to land. Sheik also has very poor endurance; suffering from the combination of low weight and high fall speed, making her susceptible to prolonged combos and early KOs, while still being tall enough to hit without much trouble. This issue is exacerbated by her poor momentum cancelling, and her short-distanced and easily edgehogged recovery.
These weaknesses have resulted in mediocre matchups, weak representation, and below average tournament results. Sheik and Zelda's combined usage is considered a better fighter and ranked slightly higher than Sheik alone (currently 24th), since transforming into Zelda can help Sheik take stocks in some matchups (such as against King Dedede). Either way, in spite of some impressive results by Cross and Daiki, Sheik fails to compete with Brawl's defining fighters.
Sheik is one of the fastest characters in the game, having the 5th fastest running speed, high attack speed, and a quick, long, and deadly DACUS. She has one of the best comboing abilities, as her attacks have very little start-up and ending lag, with overall low knockback, allowing them to chain effectively. The best example of this is Sheik's forward tilt. As in Melee, the forward tilt can smoothly follow after her up tilt, down tilt, neutral aerial, forward aerial, back aerial, down smash, and jab cancel; it can also repeatedly link into itself to easily rack up 50% or more, especially on fast-fallers or heavy characters, such as Fox. Sheik's up tilt can combo into itself very low percentages, and at slightly higher percentages, it leads well into a forward tilt.
Sheik has rather poor smash attacks overall. Sheik's down smash has multiple hits and has long range, but has very low knockback for an attack of its type. Her up smash can KO easily at around 100%, but only when it is sweetspotted, which is not always easy to achieve. Her forward smash is among the weakest in Brawl, but it is a two-hit combo and has fairly good range.
Sheik also has a fairly powerful aerial game. Her back and neutral aerials have very similar knockback and speed, and negligible landing lag outside of auto-cancel. If hit in the initial few frames, they have decent knockback, making them useful for edgeguarding, and they have good range. Her up aerial has some landing lag and has less knockback. Her forward aerial is a quick swipe with low knockback, but it has a great semi-spike trajectory, low lag, and sub-par range. This makes it a great move for KO'ing at higher percentages. Her down aerial is a stall-then-fall, negating all vertical knockback, but unfortunately, it has high landing lag and can cause a SD if used off-stage.
Sheik does have versatility amongst her special moves. Needle Storm is a fast projectile that can be very hard to dodge and can be charged for increased damage. Sheik's up special is somewhat low in terms of recovery distance, but it has the second-highest knockback of any of Sheik's moves. Combined with the invulnerability it grants, this can occasionally be used against some moves as a powerful counter, but it's also one of the hardest moves to hit with unless used in this way: it can also be used to edgeguard through Vanish Gliding. Sheik's forward special is the Chain, which can be used for a tether recovery and the Chain Jacket, which can be used to insert the knockback of the last attack into the Chain, giving an advantage over characters without attacks that cannot outrange or clank with the Chain. It is slow coming out and returning, however, and leaves her vulnerable from behind, a problem that can be capitalized on. Sheik's down special transforms her into Zelda, which allows the use of two different characters in the same match, which can help to balance some of Sheik's weaknesses. Sheik also can wall jump, wall cling, and crawl.
Sheik is not a character without any weaknesses, however. Above all, Sheik does not have much KO'ing power on most of her moves, as a majority of her KO'ing moves in Melee were severely nerfed. Her two most powerful KO'ing moves are her sweetspotted up smash and Vanish, which are hard to connect with compared to Sheik's other moves. Sheik can use techniques such as DACUS and forward tilt to help connect her up smash, to an extent, but nothing else KO's reliably below 150%. This makes Sheik very reliant on getting numerous hits to rack up damage and edgeguarding. Additionally, Sheik's best chain of attacks (the forward tilt chain) often stops working before the opponent reaches KO percentage (stops at about 50%, depending on the match-up of course: lasts to later percentages on fast-fallers and heavy characters like Wolf and Bowser, but stops sooner on light and floaty characters like Kirby and Jigglypuff). Because of this, it may be best to turn back into Zelda to KO the opponent. Sheik also has poor attack range on a good number of moves. Sheik is also very light-weight and tall for her weight class, making her easier to defeat than many characters (though this is not without its advantages, as it allows Sheik to escape some chaingrabs, including Dedede's infamous Chaingrab), and her poor recovery often comes up short. Sheik is also one of the fastest-falling characters in the game, making her vulnerable to any chaingrab that is effective against fast-fallers.
Sheik has received a mix of nerfs and buffs in her transition from Melee to Brawl. Her KO'ing ability is much worse though: up smash, neutral air, forward air, and up air have had their damage and knockback significantly reduced, and with the changes to hitstun, they cannot be comboed into as effectively and are thus much harder to land. In addition to that, she is more vulnerable to KO's herself, as her weight and fall speed have been lowered while her gravity has been increased. Her grab game has been worsened as well: all of her throws deal less damage (except for back throw), and she has lost the ability to chain-grab and set-up other moves with her down throw, which played a major role in her success in Melee while she herself is now one of the most vulnerable characters to chain-grabs due to her increased gravity. The reduced damage on many of Sheik's moves, the removal of much of down throw's follow-up potential, and the general changes to hitstun and fall speeds have limited Sheik's ability to rack up damage, though it is still quite good relative to the rest of the cast. Transform takes longer to execute, and so transforming into Zelda to make use of her superior recovery is now impractical.
Sheik has received some notable buffs. Her already solid mobility has been improved further (especially when compared to other returning veterans). Her down aerial is now a stall-then-fall, allowing her to make good use of vertical momentum cancelling, aiding her vertical endurance. Due to the more severe effects of stale-move negation as well as its decreased damage, SDI multiplier and ending lag, forward tilt's combo potential has been improved, especially on fast-fallers, as Sheik can now combo them with her forward tilt for as much as 50% damage. Chain can be used as a tether recovery, and Vanish is faster and more powerful. Needle Storm has been given transcendent priority, which overall improves her camping ability, and she is also one of the biggest benefactors of the DACUS technique as her DACUS covers a large distance and her up smash (despite its decrease in power) still remains a solid KO option. Lastly, while Transform is a lot slower, it now resets stale-move negation improving Zelda's KO power if Transform is used.
However, such buffs do not compensate for the nerfs to her damage output and KO'ing ability and the changes to the game's mechanics hinder her far more than they help her, resulting in her being considered a below-average character relative to the cast, a far cry from her top-tier status in Melee, in a similar line to Jigglypuff.
For a gallery of Sheik's hitboxes, see here.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Kodachi (ε°ε€ͺε) Inverted Kodachi (ιε°ε€ͺε) Piercing Strikes (ι£ηͺ, Chain Thrusts) |
3% | Two quick swipes, followed by a series of short jabs. | |
| 3% | ||||
| 1-2% | ||||
| Forward tilt | Cycle Kick (εεΌ§, Circle Arc) | 5% | Sheik rotates her leg upwards knocking the opponent into the air with low knockback. Easily combos into itself and other moves. | |
| Up tilt | Spindle Tree (ηεΌ, Spindle Tree/True Bow) | 6% (hit 1), 7% (hit 2) | Sheik brings her leg up and quickly brings it down. Can hit on the upswing and downswing. | |
| Down tilt | Whirlwind (ζι’¨) | 8% | Sheik quickly sweeps her leg out in front of her. Has low vertical knockback. | |
| Dash attack | Gale (ηΎι’¨, Hurricane) | 7% (clean), 5% (late) | A quick slash in front of her. Has decent knockback with little ending lag. | |
| Forward smash | Twin Snakes (εθ) | 5% (hit 1), 9% (hit 2) | Two successive kicks that moves her forward as they are executed. The first has low knockback, while the second has significant knockback. Can KO at high percentages. | |
| Up smash | Razor Wing (ε²η¬¦, Tally/Split Sign) | 17% (sweetspot), 12% (sourspot) | Sheik raises her arms over her head and quickly brings them down to her sides. Powerful knockback when sweetspotted, but less powerful when sourspotted. It is also possible to hit twice with it for huge damage. | |
| Down smash | Windmill (ε€§θ»θΌͺ, Big Wheel Ring/Giant Swing) | 13% (hit 1), 10% (hits 2-3) | Gets on her back and does a break-dance style rotation. Can hit twice, but only on the late hits. | |
| Neutral aerial | Falling Leaves (θ½θ) | 13% (clean sweetspot), 10% (clean sourspot), 5% (late sweetspot), 4% (late sourspot) | Sheik extends one leg in front with the other tucked underneath in a typical sex kick form. Poor knockback. | |
| Forward aerial | Hatchet (ι) | 9% | Sheik leans forward and quickly slashes downwards. Good for edgeguarding due to its semi-spike trajectory. | |
| Back aerial | Flying Swallow (ι£η) | 12% (clean sweetspot), 11% (clean sourspot), 6% (late) | Sheik extends one leg downwards and the other backwards in a sex kick. The sweetspot is located at the foot. | |
| Up aerial | Drill (ι, Auger) | 11% (clean), 6% (late) | Sheik does a quick screwdriver kick upward. | |
| Down aerial | Butcher Bird Revises (ηΎθζΉ, Shrike Revise) | 10% | Sheik performs a downwards kick in a similar fashion to Sonic and Zero Suit Samus's down aerials, being a stall-then-fall. Has high ending lag. | |
| Grab | Grab (γ€γγΏ) | β | ||
| Pummel | Grab Elbow Strike (γ€γγΏθζ) | 3% | Hits opponent with her left elbow. | |
| Forward throw | Shoulder Strike (θ©ζ) | 5% (hit 1), 2% (throw) | Launches the opponent forward. | |
| Back throw | Heel Strike (θΈ΅ζ) | 5% (hit 1), 2% (throw) | Throws her opponent behind and kicks them away. | |
| Up throw | Handstand Strike (εη«ζ) | 3% (hit 1), 2% (throw) | Flips upside-down and kicks her opponent with both of her feet. | |
| Down throw | Guillotine (ζι , Beheading) | 3% (hit 1), 3% (throw) | Throws opponent on the ground, then performs an axe-kick knocking the opponent up into the air. | |
| Forward roll Back roll Spot dodge Air dodge |
β | β | ||
| Techs | β | β | ||
| Floor attack (front) Floor getups (front) |
6% | Gets up and kicks in front and back of herself. | ||
| Floor attack (back) Floor getups (back) |
6% | Gets up and punches in front and back of herself. | ||
| Floor attack (trip) Floor getups (trip) |
5% | Gets up and kicks in front and back of herself. | ||
| Edge attack (fast) Edge getups (fast) |
8% | Climbs up and kicks onto the stage. | ||
| Edge attack (slow) Edge getups (slow) |
8% (arm), 6% (body) | Slowly gets up and thrusts out her elbow. | ||
| Neutral special | Needle Storm | 3% (needle close), 2% (needle far), 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. | |
| Side special | Chain | 3% (chain), 5% (tip) | Pulls out a long metal chain which can be controlled by moving the control stick (directional pad on Wii Remote) The tip of the chain deals electric damage. Has high ending lag. | |
| Up special | Vanish | 15% | 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. Any opponents near Sheik whenever she reappears will be pushed back a bit. | |
| Down special | Transform | 0% | Transforms into Zelda. | |
| Final Smash | Light Arrow | 3% (hit 1), 45% (Light Arrow 1st opponent), 33% (2nd opponent), 25% (3rd 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. Launches opponents at a semi-spike angle. | |
| π Data.png |
This article or section may require additional technical data. The editor who added this tag elaborates: Needs short hop and double jump heights You can discuss this issue on the talk page or edit this page to improve it. |
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing lag |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 85 | 1.7 β Initial dash 1.92 β Run |
1.3 | 0.06 | 0.021 | 0.846 | 0.01 β Base 0.08 β Additional |
0.1409 | 1.58 β Base 2.212 β Fast fall |
4 | 38.63389 - Base ? - Short hop |
? | 3 |
| π Sound.png |
This article could use additional or higher-quality audio files. The editor who added this tag suggests: Needs announcer calls from other languages. If you have a good audio file for this article, upload it here. |
English/Japanese
| π SheikOnScreenAppearanceSSBB.gif |
|---|
| Up taunt | Side taunt | Down taunt |
|---|---|---|
| π SheikUpTauntBrawl.gif |
π SheikSideTauntBrawl.gif |
π SheikDownTauntBrawl.gif |
| π Sheik Idle Pose 2 Brawl.png |
π Sheik Idle Pose 1 Brawl.png |
|---|
| Cheer (English) | Cheer (Japanese) | Cheer (German) | Cheer (Korean) | |
|---|---|---|---|---|
| Cheer | ||||
| Description | Sheik! | She - i - k! | Shiek! | |
| Cheer (French) | Cheer (Italian) | Cheer (Spanish) | ||
| Cheer | ||||
| Description | Sheik ! | Sheik! | Shee - ik! | Sheik! |
| Up | Left | Right |
|---|---|---|
| π Sheik-VictoryUp-SSBB.gif |
π Sheik-VictoryLeft-SSBB.gif |
π Sheik-VictoryRight-SSBB.gif |
At the start of Brawl's metagame, players immediately noticed the reduced damage output on the vast majority of Sheik's moves. Despite her improved mobility, her poor damage output and significantly nerfed combo potential hurt her viability. Additionally, Sheik retained a lot of her problems from Melee, such as her poor survivability and recovery. While Sheik still had multiple strengths, her flaws were notable, which led to her having poor matchups versus characters who had amazing survivability, were small, or had amazing damage output, most notably Pikachu, Ice Climbers, Olimar and Lucario.
Sheik's perception never really improved, and she remained as a mid to low mid-tier character through Brawl's entire lifespan, getting ranked in the 23rd-26th spots throughout the tier lists. Some players, however, such as Mew2King and Salem, believed that Sheik was underrated and that she was a high-tier character. Many top Japanese Brawl players also notably used Sheik as a counterpick character to Fox due to Yui's dominance overseas with him. In Japan, she is considered to be a strong high tier, ranking 16th on the current Japanese Brawl tier list (although she shares her spot with Zelda).
Despite the optimism amongst top players, Sheik is still not seen as a solo viable character, and is still regarded as one of the most nerfed characters from Melee.
In Classic Mode, Zelda/Sheik can appear as an opponent or ally in Stage 1 along with Link, Ganondorf, and Toon Link on Bridge of Eldin or Pirate Ship (with the latter available if it has been unlocked). Zelda/Sheik can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 1.
In All-Star Mode, Zelda/Sheik is fought in Stage 6 alongside Link, Ganondorf, and Toon Link on Bridge of Eldin or Pirate Ship.
During the Midair Stadium ambush, the player can have Zelda transform into Sheik despite her not technically being introduced until much later. Thus, Sheik is the only character in The Subspace Emissary to be playable before she is introduced. After Peach and Zelda are rescued by Lucario, Meta Knight, and Snake, the two princesses are ordered to stay where they are until the Halberd is under their control. Zelda transforms into Sheik and walks out with Peach, opening a window to the outside of the ship. Both princesses then make their way to the front deck of the ship. There, they witness Fox's Arwing attacking the Halberd, and his lasers meant for the Halberd's turret nearly injures Peach. In response, Sheik leaps into the air and uses Vanish onto the Arwing, striking the windshield and forcing Fox to jettison. They fall back to the Halberd, and begin to fight, but Peach offers them both tea, ending any erroneous hostilities.
As they drink their tea, several Mr. Game & Watches fall from the bridge and turn into shadow bugs that coalesce to form the monstrous Duon. The three prepare to fight, but are joined by Lucario, Snake, and Falco. They then proceed to defeat Duon, and it turns into the trophy of Mr. Game & Watch, who Peach revives. Then she and the other heroes journey into subspace for the final battle against Tabuu. Sometime when the Halberd was retaken, but before the Isle of Ancients was consumed by Subspace, Sheik transformed back into Zelda.
Sheik is always playable in any level Zelda appears in. If Zelda is rescued in Midair Stadium, after The Lake Shore is completed, she along with her alternative form Sheik will be removed from the team until Battleship Halberd Exterior.
The following stickers can either only be used by Zelda and Sheik or by a select few including her:
Sheik's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Sheik.
| π ZeldaSheik Palette (SSBB).png | |||||
| π Sheik (SSBB) |
π Sheik (SSBB) |
π Sheik (SSBB) |
π Sheik (SSBB) |
π Sheik (SSBB) |
π Sheik (SSBB) |
Posing on Bridge of Eldin.
| Fighters in Super Smash Bros. Brawl | |
|---|---|
| Veterans | Bowser Β· Captain Falcon Β· Donkey Kong Β· Falco Β· Fox Β· Ganondorf Β· Ice Climbers Β· Jigglypuff Β· Kirby Β· Link Β· Luigi Β· Mario Β· Marth Β· Mr. Game & Watch Β· Ness Β· Peach Β· Pikachu Β· Samus Β· Yoshi Β· Zelda / |
| Newcomers | Diddy Kong Β· Ike Β· King Dedede Β· Lucario Β· Lucas Β· Meta Knight Β· Olimar Β· Pit Β· PokΓ©mon Trainer (Charizard Β· Ivysaur Β· Squirtle) Β· R.O.B. Β· Snake Β· Sonic Β· Toon Link Β· Wario Β· Wolf Β· (Zero Suit Samus) |