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Sheik (SSBB)

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This article is about Sheik's appearance in Super Smash Bros. Brawl. For other uses, see Sheik.
For information about Sheik's alter-ego, see Zelda (SSBB).
Sheik
in Super Smash Bros. Brawl
πŸ‘ Sheik

πŸ‘ 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‚·γƒΌγ‚―, 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.

Attributes[edit]

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.

Changes from Super Smash Bros. Melee[edit]

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.

Aesthetics[edit]

  • πŸ‘ Change
    Sheik now uses a design based on a concept artwork from The Legend of Zelda: Twilight Princess, which includes a braid and a small dagger. She also now looks more feminine, has a lighter skin tone, and smaller eyes. The boost in graphics also giver her outfit much more detail.
  • πŸ‘ Change
    Sheik has a new alternate costume.
  • πŸ‘ Change
    Sheik can now be chosen instead of Zelda at the character selection screen by selecting Zelda and then clicking on Sheik's portrait, rather than holding the A button while selecting Zelda. As players couldn't make AI Zelda start as Sheik in Melee, it's now possible to do so.
  • πŸ‘ Change
    Sheik's previous taunt has been moved to her down taunt and it now uses a different voice clip which was previously used for her smash attacks.
  • πŸ‘ Change
    As on-screen appearances were not present in Melee, Sheik now receives one.
  • πŸ‘ Change
    Sheik no longer uses her stun voice clip when waking out of sleep status.

Attributes[edit]

  • πŸ‘ Buff
    Sheik walks faster (1.2 β†’ 1.3).
  • πŸ‘ Buff
    Sheik dashes faster (1.8 β†’ 1.92), especially relative to returning veterans, going from being tied with Marth and Pikachu for the 3rd fastest out of 26 fighters in Melee to the 5th fastest out of 39 in Brawl.
  • πŸ‘ Nerf
    Sheik's initial dash is slower (1.8 β†’ 1.7).
  • πŸ‘ Buff
    Sheik's air speed is slightly faster (0.8 β†’ 0.846).
  • πŸ‘ Buff
    Sheik's air acceleration is higher (0.06 β†’ 0.09).
  • πŸ‘ Nerf
    Sheik's traction is lower (0.8 β†’ 0.6).
  • πŸ‘ Change
    As with the returning veterans, Sheik's falling speed is slower (2.13 β†’ 1.58). Compared to the returning veterans, however, Sheik falls faster.
    • πŸ‘ Nerf
      Her fast-falling speed is drastically slower (3 β†’ 2.212). This significantly worsens her aerial mobility and makes her substantially more vulnerable to juggling.
  • πŸ‘ Nerf
    Unlike all other returning veterans, Sheik's gravity is higher (0.12 β†’ 0.1409) now being the second highest in the game. This makes her more vulnerable to chain grabs.
    • πŸ‘ Nerf
      As with several other veterans returning from Melee, the introduction of a much wider variety of chain grabs makes Sheik significantly more vulnerable to it than in Melee, hindering her endurance against several characters.
  • πŸ‘ Nerf
    Sheik is lighter (90 β†’ 85), which when combined with the previous two changes, worsens her endurance, only slightly outlasting Zelda vertically, and being outlasted by Zelda when knocked back horizontally, despite Zelda's already poor endurance also made worse in the transition.
  • πŸ‘ Nerf
    Jumpsquat is longer (3 frames β†’ 4).
  • πŸ‘ Buff
    Spot dodge has a longer duration (frames 2-15 β†’ 2-20).
  • πŸ‘ Nerf
    Spot dodge has more ending lag (FAF 23 β†’ 26).
  • πŸ‘ Buff
    Sheik now has the ability to crawl, giving her the ability to duck under moves or shrink her hurtbox.
  • πŸ‘ Buff
    Sheik now has the ability to wall cling.
  • πŸ‘ Buff
    Like Captain Falcon, Sheik is now able to swing the Home-Run Bat like other characters can. Because of this, she can now properly use a Home-Run Bat for the Home-Run Contest without having to transform into Zelda.

Ground attacks[edit]

  • Neutral attack:
    • πŸ‘ Nerf
      The first hit of neutral attack deals less damage (4% β†’ 3%).
    • πŸ‘ Nerf
      Both first and second hits have more ending lag (FAF 16 (hit 1)/17 (hit 2) β†’ 18 (both)).
  • Forward tilt:
    • πŸ‘ Buff
      Forward tilt has less ending lag (FAF 27 β†’ 22).
    • πŸ‘ Buff
      It has larger hitboxes (3.6u/2u/3.92u β†’ 4.3u/2.8u/4.8u).
    • πŸ‘ Buff
      Its angles has been altered (74Β° β†’ 90Β°/108Β°) allowing it to chain into itself more reliably.
    • πŸ‘ Nerf
      It deals less damage (7% β†’ 5%) and base knockback (40 β†’ 20) hindering its followup potential at lower percents.
      • πŸ‘ Buff
        However, this significantly improves its followup potential beyond low percents (particularly at mid percents).
    • πŸ‘ Buff
      It now has below average hitlag and SDI multipliers (1.0x β†’ 0.5x) making it extremely difficult to escape if Sheik chains multiple forward tilts.
      • πŸ‘ Buff
        Altogether, these changes combined with the removal of DI against moves which do not put opponents into tumble and the changes to stale move negation significantly improve the move's combo potential; with the move now being able to repeatedly chain into itself against various characters in order to build up a high amount of damage.
  • Up tilt:
    • πŸ‘ Change
      Both hits had their damage values altered (8% (hit 1)/4% (hit 2) β†’ 6%/7%), with the first hit being weaker than the second.
      • πŸ‘ Buff
        Overall, its damage output has been increased (11% β†’ 13%).
      • πŸ‘ Buff
        This also makes the second hit stronger despite its decreased knockback (10 (base) β†’ 140 (scaling) β†’ 20/122).
    • πŸ‘ Buff
      The first hit has a reduced SDI multiplier (1.0x β†’ 0.5x) and deals set knockback (10 (base) β†’ 0, 0 (set) β†’ 10/100/100). These changes allows it to connect more reliably into the second hit.
      • πŸ‘ Nerf
        However, this gives it much less utility due to its set knockback.
    • πŸ‘ Nerf
      It has increased ending lag (FAF 26 β†’ 36).
  • Down tilt:
    • πŸ‘ Nerf
      Down tilt has more ending lag (FAF 28 β†’ 30).
    • πŸ‘ Change
      It has gained a 40% trip rate but due to its knockback angle, it will not trip opponents.
  • Dash attack:
    • πŸ‘ Buff
      Dash attack has less startup lag (frame 6 β†’ 5).
    • πŸ‘ Nerf
      It deals less damage (10%/7% β†’ 7%/5%) without full compensation on its base knockback (34 β†’ 50 (clean), 15 β†’ 20 (late)) significantly hindering its KO potential.
    • πŸ‘ Nerf
      It has more ending lag (FAF 36 β†’ 41).
    • πŸ‘ Change
      Its clean hit sends opponents at a less vertical angle (80Β° β†’ 60Β°).
  • Forward smash:
    • πŸ‘ Buff
      Forward smash's first hit has a reduced SDI multiplier (1.0x β†’ 0.5x), allowing it to connect better into the second hit.
    • πŸ‘ Buff
      The second hit has less startup lag (frame 27 β†’ 26).
    • πŸ‘ Nerf
      The second hit deals less damage (10% β†’ 9%).
      • πŸ‘ Buff
        Its knockback scaling has been increased (70 β†’ 100), making it stronger despite its lower damage.
    • πŸ‘ Nerf
      It has more ending lag (FAF 46 β†’ 51).
    • πŸ‘ Change
      The first hit no longer has consistent set knockback (60 β†’ 69/50/45).
  • Up smash:
    • πŸ‘ Buff
      The introduction of DACUS has significantly improved up smash's approach potential.
    • πŸ‘ Buff
      It has less startup lag (frame 12 (clean)/14 (late) β†’ 11/13).
    • πŸ‘ Buff
      It has larger hitboxes especially the clean hit (3.6u/3.6u β†’ 5.5u/5.5u (clean), 3.2u/3.2u/4u/4u β†’ 4u/4u/4.8u/4.8u (late)). This makes it much easier to land the clean hit against grounded opponents.
    • πŸ‘ Change
      The late hit launches opponents at a lower angle (88Β°/78Β° β†’ 50Β°). While this significantly hinders it vertical KO potential, it does grant it horizontal KO potential.
    • πŸ‘ Nerf
      It starts charging sooner (frame 10 β†’ 7).
    • πŸ‘ Nerf
      The clean hit has reduced knockback scaling (105 β†’ 82).
    • πŸ‘ Nerf
      The clean hit has a higher SDI multiplier (1.0x β†’ 1.5x), increasing the opponent's chance to escape the second hit.
    • πŸ‘ Nerf
      The late hit deals less damage (13% β†’ 12%).
    • πŸ‘ Nerf
      It has more ending lag (FAF 40 β†’ 53).
  • Down smash:
    • πŸ‘ Buff
      Down smash has less startup lag on all hits(5-9/16-19/22-24 β†’ 4-8/15-18/21-23).
      • πŸ‘ Buff
        When combined with Sheik's superior mobility, this allows the move to hit twice slightly more reliably.
    • πŸ‘ Nerf
      It has more ending lag (FAF 46 β†’ 49).
    • πŸ‘ Change
      It has gained a 40% trip rate but due to its knockback angle, it will not trip opponents.

Aerial attacks[edit]

  • πŸ‘ Change
    Excluding down aerial, all aerials have less landing lag (16 frames β†’ 10 (neutral/forward/back), 24 frames β†’ 21 (up)) although due to the removal of L-canceling, their landing lag was not fully compensated.
  • Neutral aerial:
    • πŸ‘ Nerf
      Neutral aerial deals less damage (14%/10% β†’ 13%/10% (clean), 9% β†’ 5%/4% (late)). Additionally, one of the clean hit's sweetspots is now a sourspot.
    • πŸ‘ Nerf
      It has more ending lag (FAF 42 β†’ 49).
  • Forward aerial:
    • πŸ‘ Buff
      Forward aerial has a longer duration (frames 5-7 β†’ 5-8).
    • πŸ‘ Nerf
      It deals less damage (13% β†’ 9%) without full compensation on its knockback scaling (100 β†’ 108).
    • πŸ‘ Nerf
      It launches opponents at a higher angle (25Β° β†’ 30Β°), making it less effective as a semi-spike.
    • πŸ‘ Nerf
      It has a smaller hitbox (5.6u β†’ 5.3u).
    • πŸ‘ Change
      It is now interruptible on frame 35 instead of frame 40 but due to its 33 frame animation remaining unchanged, this has no effect.
  • Back aerial:
    • πŸ‘ Buff
      Back aerial's clean sourspot deals more damage (8%/10% β†’ 11%).
    • πŸ‘ Nerf
      The clean sweetspot deals less damage (14% β†’ 12%) and knockback (12 (base), 100 (scaling) β†’ 14/98).
    • πŸ‘ Nerf
      Its late hit now deals consistent damage (6%/7%/9%/10% β†’ 6%).
    • πŸ‘ Nerf
      It has a slightly shorter duration (frames 4-19 β†’ 4-17) and auto-cancels later (frame 25 β†’ 31).
  • Up aerial:
    • πŸ‘ Buff
      Up aerial has less startup lag (frame 5 β†’ 4).
    • πŸ‘ Nerf
      It deals less damage (12% (clean)/9% (late) β†’ 11%/6%) and has less knockback scaling (120 β†’ 100).
    • πŸ‘ Nerf
      It has a shorter duration (frames 5-20 β†’ 4-15) and more ending lag (FAF 37 β†’ 40).
    • πŸ‘ Nerf
      It sends opponents at a less vertical angle (80Β° (clean)/70Β° (late) β†’ 70Β°/60Β°).
  • Down aerial:
    • πŸ‘ Change
      Down aerial is now a stall-then-fall.
    • πŸ‘ Nerf
      It deals less damage (11% β†’ 10%), and has decreased knockback scaling (90 β†’ 80).
    • πŸ‘ Nerf
      It has less range (5.28u/6.132u β†’ 5.5u).
    • πŸ‘ Nerf
      It has more ending lag (FAF 49 β†’ 54), and it auto-cancels later (frame 49 β†’ 53).
    • πŸ‘ Nerf
      It has more landing lag (20 frames β†’ 26).
      • πŸ‘ Nerf
        Altogether, these changes remove its ability to set up aerial follow-ups properly.

Throws/other attacks[edit]

  • Grabs:
    • πŸ‘ Buff
      All grabs have less startup lag (frame 7 (standing), frame 8 (dash) β†’ 6/7) and ending lag (FAF 31 (standing)/41 (dash) β†’ 30/40).
  • Throws:
    • πŸ‘ Buff
      Sheik releases opponents earlier from all throws (frame 24 β†’ 21 (forward), frame 20 β†’ 16 (back), frame 23 β†’ 21 (up), frame 36 β†’ 31 (down)) and they all have decreased ending lag (FAF 48 (forward/back) β†’ 40 (forward)/36 (back), FAF 58 (up/down) β†’ 50 (up)/54 (down)) making them harder to DI and for forward/back/up throws cases, gives Sheik more time to follow up or defend herself.
      • πŸ‘ Nerf
        However unlike her other throws, down throw's decreased ending lag does not fully compensate for the throw occurring earlier giving it 1 frame of extra cooldown.
    • πŸ‘ Nerf
      The changes to hitstun heavily reduces forward and back throw's combo ability despite having reduced ending lag.
  • Forward throw:
    • πŸ‘ Nerf
      Forward throw deals less damage (8% β†’ 7%).
    • πŸ‘ Change
      Forward throw's angle (45Β° β†’ 70) and base knockback (40 β†’ 80) have been altered.
  • Back throw:
    • πŸ‘ Change
      Back throw's angle (135Β° β†’ 120Β°) and base knockback (40 β†’ 90) have been altered.
  • Up throw:
    • πŸ‘ Nerf
      Up throw deals less damage (8% β†’ 5%).
    • πŸ‘ Nerf
      Up throw has even less combo potential due to lower falling speeds and the changes to hitstun despite its decreased ending lag.
    • πŸ‘ Change
      Up throw's angle (88Β° β†’ 85Β°) and knockback (90 (base), 30 (scaling) β†’ 80/60) have been altered.
  • Down throw:
    • πŸ‘ Nerf
      Down throw deals less damage (8% β†’ 6%).
    • πŸ‘ Nerf
      Due to its increased knockback (70 (base), 50 (scaling) β†’ 80/75) combined with the changes to Brawl's mechanics, down throw is no longer capable of chain grabbing or tech chasing and the changes to hitstun greatly hinders its combo potential.

Special moves[edit]

  • Needle Storm:
    • πŸ‘ Nerf
      Needles now deal 1% less damage (3% β†’ 2%) at long range.
    • πŸ‘ Change
      The needles now have transcendent priority, making them more useful to disrupt any approach. However, they can no longer cancel out other projectiles.
    • πŸ‘ Buff
      Needles can now be charged without pressing the special attack button, and can be still charge cancelled, allowing her to resume the charge when needed. However, they are now fired by pressing the special attack button twice instead of once regardless of charge.
    • πŸ‘ Nerf
      Fully charging Needle Storm, transforming into Zelda and being KO'd now removes stored needles, meaning Sheik must charge them up again
  • Chain:
  • Vanish:
    • πŸ‘ Buff
      Vanish has less start-up lag, and the hitbox from its explosion deals 3% more damage (12% β†’ 15%) with stronger knockback. It's also possible to land with no landing lag if Sheik lands at the correct time before she is rendered helpless.
    • πŸ‘ Buff
      It now has a push effect upon reappearing.
    • πŸ‘ Nerf
      It now has more landing lag after Sheik is rendered helpless.
  • Transform:
    • πŸ‘ Buff
      Stale move negation now resets when Transform is used meaning that if Sheik transforms, all of Zelda's moves will be fresh rather than carrying over the staleness from Sheik's moves. This is especially beneficial as stale move negation now effects knockback.
    • πŸ‘ Nerf
      Due to the game disc no longer automatically loading Sheik and Zelda's data at the same time rather than having it loaded at all times as in Melee, Transform takes much longer to complete. This allows the opponent to set up a punish on Zelda for simply performing the move, and renders Sheik's ability to transform into Zelda for a longer recovery infeasible. Its intangibility also has more startup lag (frame 27 β†’ 41).
  • Final Smash:
    • πŸ‘ Change
      Sheik now has a Final Smash, Light Arrow. Sheik pulls out the Bow of Light and shoots a Light Arrow from it. It has immense damage and knockback, and can usually one-hit KO anyone who gets hit by it. She shares this Final Smash with Zelda, though Sheik's version does more slightly more damage and sends opponents at a semi-spike angle.

Moveset[edit]

For a gallery of Sheik's hitboxes, see here.

  Name Damage Description
Neutral attack Kodachi (小ε€ͺεˆ€)
Inverted Kodachi (逆小ε€ͺεˆ€)
Piercing Strikes (ι€£ηͺ, Chain Thrusts)
3% Two quick swipes, followed by a series of short jabs.
3%
1-2%
Forward tilt Cycle Kick (円弧, 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 (ηœŸεΌ“, 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 (ζ—‹ι’¨) 8% Sheik quickly sweeps her leg out in front of her. Has low vertical knockback.
Dash attack Gale (η–Ύι’¨, Hurricane) 7% (clean), 5% (late) A quick slash in front of her. Has decent knockback with little ending lag.
Forward smash Twin Snakes (εŒθ›‡) 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 (割符, 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 (倧車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 (落葉) 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‰ˆ) 9% Sheik leans forward and quickly slashes downwards. Good for edgeguarding due to its semi-spike trajectory.
Back aerial Flying Swallow (飛燕) 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 (錐, Auger) 11% (clean), 6% (late) Sheik does a quick screwdriver kick upward.
Down aerial Butcher Bird Revises (η™ΎθˆŒζ”Ή, 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 (぀かみ) β€”
Pummel Grab Elbow Strike (γ€γ‹γΏθ‚˜ζ‰“) 3% Hits opponent with her left elbow.
Forward throw Shoulder Strike (肩打) 5% (hit 1), 2% (throw) Launches the opponent forward.
Back throw Heel Strike (踡打) 5% (hit 1), 2% (throw) Throws her opponent behind and kicks them away.
Up throw Handstand Strike (倒立打) 3% (hit 1), 2% (throw) Flips upside-down and kicks her opponent with both of her feet.
Down throw Guillotine (ζ–­ι ­, 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.

Stats[edit]

πŸ‘ 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 – Initial dash
1.92 – Run
1.3 0.06 0.021 0.846 0.01 – Base
0.08 – Additional
0.1409 1.58 – Base
2.212 – Fast fall
4 38.63389 - Base
? - Short hop
? 3

Announcer call[edit]

πŸ‘ 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

Wii Remote selection sound[edit]

  • The Transform sound effect is heard and Zelda shouts.
Sheik's selection sound

On-screen appearance[edit]

  • Appears in magical sparks, which was also used for the ending animation for when Zelda transforms into Sheik.
πŸ‘ SheikOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Stands on one hand.
  • Side taunt: Pulls out her Chain.
  • Down taunt: Performs a threatening pose with her right hand before her face.
Up taunt Side taunt Down taunt
πŸ‘ SheikUpTauntBrawl.gif
πŸ‘ SheikSideTauntBrawl.gif
πŸ‘ SheikDownTauntBrawl.gif

Idle poses[edit]

  • Balances on one foot
  • Moves her hand in front of her face, then quickly swings it to the side
πŸ‘ Sheik Idle Pose 2 Brawl.png
πŸ‘ Sheik Idle Pose 1 Brawl.png

Crowd cheer[edit]

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!

Victory poses[edit]

This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in The Legend of Zelda.
  • Up: Slashes towards the screen twice, then holds her right hand up to her mouth.
  • Left: Looks off into the distance, pondering, while keeping her mouth concealed.
  • Right: Kicks twice then holds her left hand in front of her while exhaling loudly.
Up Left Right
πŸ‘ Sheik-VictoryUp-SSBB.gif
πŸ‘ Sheik-VictoryLeft-SSBB.gif
πŸ‘ Sheik-VictoryRight-SSBB.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Sheik players (SSBB)
  • πŸ‘ Japan
     Cross
    - The best solo-Sheik player of all-time, being the only representative in Japan who did not rely on other characters in brackets. His best performances comprised of regional placements β€” such as 3rd at SumabatoX 7 defeating Masashi and Earth, and 4th at SumabatoX 21 defeating Edge β€” as well as major results, seen with placing 9th at SumabatoX 8 and 25th at Sumabato X Final.
  • πŸ‘ Japan
     Daiki
    - A player known for his proficiency with much of the cast, with Sheik as his most highly-regarded character, being one of the best Sheik players in Japan. He comprised some of the best Sheik results of all time, placing highly at supermajors such as 7th at Sumabato X Final defeating Shogun and 9th at Sun Rise Tournament with solo-Sheik.
  • πŸ‘ Japan
     Earth
    - While more known for being the best Pit player in Brawl, he possessed a serious Sheik secondary. His best result came from his 7th place finish at KetubatoX 4 with primarily Sheik, being the first documented case of a Sheik player placing top 8 at a Brawl major. Additionally, he has placed 2nd at Pre-Sun Rise Tournament, 7th at SumabatoX 6, and 9th at Sumabato X Final with Sheik as a secondary.
  • πŸ‘ USA
     Max Power
    - The best Sheik player in the world of recent years, garnering accomplishments that are still notable, even in the less populated post-Ultimate era. He became the first Sheik player to place top 8 at a North American Brawl major, with 7th at both Apex 2022 and Supernova 2024. Additionally, he was the first Sheik player to globally rank top 10 in the history of Brawl, ranking 10th on the 2024 SSBBRank.

Tier placement and history[edit]

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 Solo Modes[edit]

Classic Mode[edit]

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.

All-Star Mode[edit]

In All-Star Mode, Zelda/Sheik is fought in Stage 6 alongside Link, Ganondorf, and Toon Link on Bridge of Eldin or Pirate Ship.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Role in The Subspace Emissary[edit]

πŸ‘ Image
Sheik in the SSE.

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.

Playable appearances[edit]

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.

Exclusive Stickers[edit]

The following stickers can either only be used by Zelda and Sheik or by a select few including her:

  • Acro: [Magic] Attack +15
  • Ashley: [Magic] Attack +22
  • Boomerang: [Weapon] Attack +4
  • Bow: [Magic] Attack +8
  • Colin: [Specials: Direct] Attack +4
  • Daphnes Nohansen Hyrule: [Electric] Attack +31
  • Dark Samus: [Electric] Attack +31
  • Darknut: [Slash] attack +13
  • Epona & Link: [Arm, Leg] Attack +9
  • Fierce Deity Link: [Slash] Attack +21
  • Girl [Animal Crossing]: [Magic] Attack +21
  • Girl [Magical Vacation]: [Magic] Attack +19
  • Happy Mask Salesman: [Leg] Attack +9
  • Hylian Shield: [Slash] resistance +10
  • Kamek: [Magic] Attack +11
  • Kyorusuke: [Magic] Attack +8
  • Lantern: [Flame] Resistance +7
  • Legend of Outset: [Arm] Attack +26
  • Linebeck: [Throwing] Attack +20
  • Link [Link to the Past]: [Electric] Resistance +31
  • Link [Twilight Princess]: [Slash] Resistance +27
  • Link [Wind Waker]: [Flame] Attack +31
  • Link with Goron Mask: [Slash] Attack +17
  • Link's Grandma: [Arm, Leg] Attack +2
  • Lon Lon Milk: Launch Power +18
  • Midna & Wolf Link: [Leg] Attack +26
  • Moblin: [Slash] Attack +15
  • Moon Fairy Seren: [Magic] Attack +16
  • Myrrh: [Magic] Attack +15
  • Naomi Hunter: [Leg] Attack +5
  • Octorok: [Leg] Attack +4
  • Peach & Daisy: [Leg] Attack +27
  • Piece of Heart: Heart Container Effect +50
  • Pinkle: [Magic] Attack +15
  • Salvatore: [Electric] Attack +9
  • Shahra: [Leg] Attack +7
  • Sheik: [Body, Spin] Attack +17
  • The Great Fairy: [Magic] Attack +21
  • Tingle [Wind Waker]: [Flame] Resistance +24
  • Toadette: [Magic] Attack +7
  • Young Zelda [Minish Cap]: [Battering] Resistance +16
  • Zelda [Link to the Past]: [Magic] Attack +27
  • Zelda [Ocarina of Time]: [Flame] Resistance +18

Trophies[edit]

Sheik's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Sheik.

πŸ‘ Image
Classic Mode trophy
Sheik
The persona Zelda adopted to escape from Ganondorf. She completely hid all traces of her Zelda identity and appeared to Link as the last member of the Sheikah tribe. She taught Link essential ocarina melodies and then vanished in an instant. She didn't appear very often--rather, she would show up to support Link in crucial situations.
πŸ‘ N64
: The Legend of Zelda: Ocarina of Time
πŸ‘ Image
Light Arrow (Sheik) trophy
Light Arrow (Sheik)
Sheik's Final Smash. After grabbing a Smash Ball, Sheik will be able to wield a bow of light. The arrow fired from this bow has the power to pass through multiple targets, so it will damage all enemies in the direction it flies. This, coupled with its shield-breaking power, makes it even more terrible. Even in Sheik form, Zelda's ability as an archer is undiminished.
πŸ‘ Wii
: Super Smash Bros. Brawl

Alternate costumes[edit]

πŸ‘ ZeldaSheik Palette (SSBB).png
πŸ‘ Sheik (SSBB)
πŸ‘ Sheik (SSBB)
πŸ‘ Sheik (SSBB)
πŸ‘ Sheik (SSBB)
πŸ‘ Sheik (SSBB)
πŸ‘ Sheik (SSBB)

Gallery[edit]

External links[edit]

References[edit]


v β€’ d β€’ e
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)
v β€’ d β€’ e
πŸ‘ The Legend of Zelda (universe)
The Legend of Zelda universe
Fighters Link (SSB Β· SSBM Β· SSBB Β· SSB4 Β· SSBU) Β· Sheik (SSBM Β·  Β· SSB4 Β· SSBU) Β· Zelda (SSBM Β· SSBB Β· SSB4 Β· SSBU) Β· Young Link (SSBM Β· SSBU) Β· Ganondorf (SSBM Β· SSBB Β· SSB4 Β· SSBU) Β· Toon Link (SSBB Β· SSB4 Β· SSBU)
Assist Trophies Tingle Β· Skull Kid Β· Midna Β· Ghirahim Β· Moon
Bosses Ganon
Stages Hyrule Castle Β· Great Bay Β· Temple Β· Bridge of Eldin Β· Pirate Ship Β· Gerudo Valley Β· Spirit Train Β· Skyloft Β· Great Plateau Tower
Underground Maze (Adventure Mode)
Items Heart Container Β· Bunny Hood Β· Deku Nut Β· Fairy Bottle Β· Cucco Β· Bombchu Β· Beetle Β· Gust Bellows
Enemies Bubble Β· Cucco Β· Darknut Β· Like Like Β· Octorok Β· Peahat Β· ReDead Β· Stalfos
Other Bulblin Β· Dark Link Β· King Bulblin & Lord Bullbo Β· King of Red Lions Β· Koume & Kotake Β· Majora's Mask Β· Navi Β· Phantom Β· Sacred Land Β· Tetra Β· Yiga Clan
Trophies, Stickers and Spirits Trophies (SSBM Β· SSBB Β· SSB4) Β· Stickers Β· Spirits
Music Brawl Β· SSB4 Β· Ultimate
Masterpieces The Legend of Zelda Β· Zelda II: The Adventure of Link Β· The Legend of Zelda: Ocarina of Time
Related content Fire Bar

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