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SSBM/Sheik

From SuperCombo Wiki


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
  • Throw game - Down throw is one of the most infamous and iconic moves in the game, bar none. Depending on the character and the percent, it can be a loopable chaingrab into itself, the setup for a reaction techchase that can go from spawn 'till death, or just a straight-up kill confirm. A move which manages to be busted in a new way in every matchup.
  • Space Control - While most of her moves are not notably disjointed or active for very long, they’re quick to come out and cover a good amount of space, giving her strong tools to both wall out her opponent and cut off their attempts to escape from bad situations. These moves also often have very low recovery, making it hard to whiff punish her directly
  • Simple and Strong Confirms - Sheik’s combos are some of the most straightforward in the game, with followups often being either completely guaranteed or predicated on simple 50/50 DI mixups. This, along with having some of the most potent edgeguarding tools in the game, means she can get a lot out of just a single opening on a consistent basis
  • Great Defense - Sheik benefits from a massive shield, a great burst option (Nair) out of it, a wavedash that contorts her hurtbox low to the ground, and rolls that cover a long distance. All of these factors together combine to make her a difficult egg to crack once she's on the back foot
  • Needles - Sheik’s grounded and aerial needles are some of the game's best projectiles, allowing her to threaten ranges and angles she otherwise wouldn’t be able to in both neutral and edgeguarding scenarios
  • Restricted Movement - Despite having a fast walk, dash, and run, she has the lowest amount of dash frames in the game, a below average wavedash length, and slow aerial drift. This means she can sometimes struggle to not be outmaneuvered by her opponents in neutral
  • Weak to Crouch Cancel and ASDI Down - Sheik can have a hard time getting a good opening when her opponents are at low %, as they can often crouch cancel or ASDI down her attacks and get an opening of their own in return. She relies on grab combos, spaced stray hits, and needles to build % until more of her moves become threatening
  • Easy to Juggle - Her aforementioned slow aerial drift along with a lack of good moves that hit directly below her make being above most characters an especially tough position to be in
  • Mediocre Recovery - Vanish is short, slow, and stage-dependent, enabling many characters to flowchart responses to it rather than play the mixup game
  • Platform-reliant - Generally wants platforms available to help create the ambiguity her strange short hop and lackluster dash dance deprive her of. This can be an advantage on tri-platform stages, but on stages like Final Destination or frozen Pokemon Stadium, she can find herself limited.
SSBM Sheik Portrait.png
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

Jab 1
5a
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 -9

sheik jab 1 description here. collapse jabs later my b.


Jab 2
5aa
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 -8

sheik's second jab. wow.


Rapid Jab
5aaa
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.


Dash Attack
d.a
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.


fTilt
t.6a
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

Very important tilt to sheiks general gameplan

fix format to be a list and make collapsible later thanks (ill probably get to it). or move if you think it doesnt fit here. ftilt knockdown percents Bowser 31% NoCC 100% WithCC Captain Falcon 29% NoCC 94% WithCC Donkey Kong 31% NoCC 99% WithCC Dr. Mario 28% NoCC 92% WithCC Falco Fox Ganon Ice Cimbers Kirby Jigglypuff Link Luigi Mario Marth Mr. Game & Watch Ness Peach Pichu Pikachu Roy Samus Sheik 27% NoCC 87% WithCC Yoshi Young Link Mewtwo Zelda


uTilt
t.8a
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.


dTilt
t.2a
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


fSmash
Please don't be a Sheik that tries to use this move.
s.6a
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?


uSmash

s.8a
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


dSmash

s.2a
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

nAir

j.5a
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 0

-2 to +2 depending on hitbox on advance frame data page picked an inbetween for now.


fAir
Your new best friend
j.6a
First Active Active Recovery IASA Landing Lag Autocancel
5 3 26 ? 8 <1 11>
Damage Base Knockback Knockback Growth Angle Effect On Shield
13 0 100 25 Normal -1


bAir

j.4a
First Active Active Recovery IASA Landing Lag Autocancel
4 16 8 ? 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0


uAir

j.8a
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 37 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0


dAir

j.2a
First Active Active Recovery IASA Landing Lag Autocancel
15 19 15 ? 10 <1>
Damage Base Knockback Knockback Growth Angle Effect On Shield
11 30 90 80 Normal -4

"B" Moves List

Needles

5.[b]/j.5[b]
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - -

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.


First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - -

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.


First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - -

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.


First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - - -

She transforms into Zelda.

Advanced Frame Data

This table shows the frame data for all of Sheik's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
dtilt 5 8 N/A N/A 28 N/A 29 8 5 -14 N/A N/A N/A N/A -17 -14 -19 -16
dtilt 5 8 N/A N/A 28 N/A 29 8 5 -14 N/A N/A N/A N/A -17 -14 -19 -16
uair 5 7 12 29 37 24 39 12 7 -5 -5 -17 -21 -19 -24 -22 -27 -25
uair 5 7 12 29 37 24 39 12 7 -5 -5 -17 -21 -19 -24 -22 -27 -25
uair 8 20 12 29 37 24 39 9 6 -6 -6 -18 -19 -7 -22 -10 -25 -13
uair 8 20 12 29 37 24 39 9 6 -6 -6 -18 -19 -7 -22 -10 -25 -13
dashattack 6 6 N/A N/A 36 N/A 37 10 6 -23 N/A N/A N/A N/A -23 -23 -25 -25
dashattack 6 6 N/A N/A 36 N/A 37 10 6 -23 N/A N/A N/A N/A -23 -23 -25 -25
dashattack 7 12 N/A N/A 36 N/A 37 7 5 -18 N/A N/A N/A N/A -23 -18 -25 -20
dashattack 7 12 N/A N/A 36 N/A 37 7 5 -18 N/A N/A N/A N/A -23 -18 -25 -20
dair 15 33 10 48 N/A 20 48 11 6 -4 -4 -14 -31 -13 N/A N/A -27 -9
dair 15 33 10 48 N/A 20 48 11 6 -4 -4 -14 -31 -13 N/A N/A -27 -9
bair 4 7 8 24 N/A 16 37 8 5 -3 -3 -11 -19 -16 N/A N/A -28 -25
bair 4 7 8 24 N/A 16 37 8 5 -3 -3 -11 -19 -16 N/A N/A -28 -25
bair 4 7 8 24 N/A 16 37 10 6 -2 -2 -10 -18 -15 N/A N/A -27 -24
bair 4 7 8 24 N/A 16 37 14 8 0 0 -8 -16 -13 N/A N/A -25 -22
bair 8 19 8 24 N/A 16 37 6 4 -4 -4 -12 -16 -5 N/A N/A -25 -14
bair 8 19 8 24 N/A 16 37 7 5 -3 -3 -11 -15 -4 N/A N/A -24 -13
bair 8 19 8 24 N/A 16 37 9 6 -2 -2 -10 -14 -3 N/A N/A -23 -12
bair 8 19 8 24 N/A 16 37 10 6 -2 -2 -10 -14 -3 N/A N/A -23 -12
usmash 12 12 N/A N/A 40 N/A 47 17 9 -18 N/A N/A N/A N/A -18 -18 -26 -26
usmash 12 12 N/A N/A 40 N/A 47 17 9 -18 N/A N/A N/A N/A -18 -18 -26 -26
usmash 14 16 N/A N/A 40 N/A 47 13 7 -16 N/A N/A N/A N/A -18 -16 -26 -24
usmash 14 16 N/A N/A 40 N/A 47 13 7 -16 N/A N/A N/A N/A -18 -16 -26 -24
usmash 14 16 N/A N/A 40 N/A 47 13 7 -16 N/A N/A N/A N/A -18 -16 -26 -24
usmash 14 16 N/A N/A 40 N/A 47 13 7 -16 N/A N/A N/A N/A -18 -16 -26 -24
jab2 2 4 N/A N/A 16 N/A 17 3 3 -8 N/A N/A N/A N/A -10 -8 -12 -10
jab2 2 4 N/A N/A 16 N/A 17 3 3 -8 N/A N/A N/A N/A -10 -8 -12 -10
jab2 2 4 N/A N/A 16 N/A 17 3 3 -8 N/A N/A N/A N/A -10 -8 -12 -10
jab1 2 3 N/A N/A 16 N/A 17 4 3 -9 N/A N/A N/A N/A -10 -9 -12 -11
jab1 2 3 N/A N/A 16 N/A 17 4 3 -9 N/A N/A N/A N/A -10 -9 -12 -11
jab1 2 3 N/A N/A 16 N/A 17 4 3 -9 N/A N/A N/A N/A -10 -9 -12 -11
ftilt_m 5 10 N/A N/A 27 N/A 29 7 5 -11 N/A N/A N/A N/A -16 -11 -19 -14
ftilt_m 5 10 N/A N/A 27 N/A 29 7 5 -11 N/A N/A N/A N/A -16 -11 -19 -14
ftilt_m 5 10 N/A N/A 27 N/A 29 7 5 -11 N/A N/A N/A N/A -16 -11 -19 -14
nair 3 6 8 30 42 16 48 14 8 0 0 -8 -23 -20 -30 -27 -37 -34
nair 3 6 8 30 42 16 48 14 8 0 0 -8 -23 -20 -30 -27 -37 -34
nair 3 6 8 30 42 16 48 14 8 0 0 -8 -23 -20 -30 -27 -37 -34
nair 3 6 8 30 42 16 48 10 6 -2 -2 -10 -25 -22 -32 -29 -39 -36
nair 7 30 8 30 42 16 48 9 6 2 -2 -10 -21 2 -28 -5 -35 -12
nair 7 30 8 30 42 16 48 9 6 2 -2 -10 -21 2 -28 -5 -35 -12
nair 7 30 8 30 42 16 48 9 6 2 -2 -10 -21 2 -28 -5 -35 -12
nair 7 30 8 30 42 16 48 9 6 2 -2 -10 -21 2 -28 -5 -35 -12
dsmash 5 9 N/A N/A 46 N/A 49 13 7 -29 N/A N/A N/A N/A -33 -29 -37 -33
dsmash 5 9 N/A N/A 46 N/A 49 13 7 -29 N/A N/A N/A N/A -33 -29 -37 -33
dsmash 5 9 N/A N/A 46 N/A 49 13 7 -29 N/A N/A N/A N/A -33 -29 -37 -33
dsmash 16 19 N/A N/A 46 N/A 49 10 6 -20 N/A N/A N/A N/A -23 -20 -27 -24
dsmash 16 19 N/A N/A 46 N/A 49 10 6 -20 N/A N/A N/A N/A -23 -20 -27 -24
dsmash 22 24 N/A N/A 46 N/A 49 10 6 -15 N/A N/A N/A N/A -17 -15 -21 -19
dsmash 22 24 N/A N/A 46 N/A 49 10 6 -15 N/A N/A N/A N/A -17 -15 -21 -19
fsmash_m 12 12 N/A N/A 46 N/A 50 5 4 -29 N/A N/A N/A N/A -29 -29 -34 -34
fsmash_m 12 12 N/A N/A 46 N/A 50 5 4 -29 N/A N/A N/A N/A -29 -29 -34 -34
fsmash_m 12 12 N/A N/A 46 N/A 50 5 4 -29 N/A N/A N/A N/A -29 -29 -34 -34
fsmash_m 27 29 N/A N/A 46 N/A 50 10 6 -10 N/A N/A N/A N/A -12 -10 -17 -15
fsmash_m 27 29 N/A N/A 46 N/A 50 10 6 -10 N/A N/A N/A N/A -12 -10 -17 -15
fsmash_m 27 29 N/A N/A 46 N/A 50 10 6 -10 N/A N/A N/A N/A -12 -10 -17 -15
fair 5 7 8 10 N/A 16 33 13 7 0 -1 -9 -2 0 N/A N/A -21 -19
utilt 5 10 N/A N/A 26 N/A 33 8 5 -10 N/A N/A N/A N/A -15 -10 -23 -18
utilt 5 10 N/A N/A 26 N/A 33 8 5 -10 N/A N/A N/A N/A -15 -10 -23 -18
utilt 19 24 N/A N/A 26 N/A 33 4 3 2 N/A N/A N/A N/A -3 2 -11 -6
utilt 19 24 N/A N/A 26 N/A 33 4 3 2 N/A N/A N/A N/A -3 2 -11 -6


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