Editing Sheik (SSBM)
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Jun Mizusawa reprises her role as Sheik from ''[[The_Legend_of_Zelda:_Ocarina_of_Time|Ocarina of Time]]'' in the game. In the Japanese version of ''Melee'', she is the only ''[[Legend of Zelda]]'' character with any actual dialogue (a single phrase spoken in Japanese). She shares this trait with {{SSBU|Zelda}} in ''Ultimate''. | Jun Mizusawa reprises her role as Sheik from ''[[The_Legend_of_Zelda:_Ocarina_of_Time|Ocarina of Time]]'' in the game. In the Japanese version of ''Melee'', she is the only ''[[Legend of Zelda]]'' character with any actual dialogue (a single phrase spoken in Japanese). She shares this trait with {{SSBU|Zelda}} in ''Ultimate''. | ||
Sheik currently ranks 5th | Sheik currently ranks 5th on the tier list, in the top of A tier. One of Sheik's greatest strengths is her formidable combo game. Sheik's [[down throw]] is one of the best [[combo]] starters in ''Melee'', as it can [[chaingrab]] many characters and start [[tech chase]]s on [[fastfaller]]s, leading to heavy damage or even a [[zero-to-death combo]] if Sheik is able to get in her opponent's head. Sheik possesses a fast [[dashing speed]] and great [[frame]] data on her attacks, with wide coverage, good [[reach]], and a fair amount of [[disjoint]] to boot, which makes her extremely difficult to break through defensively. Sheik's strong combo/punish game is bolstered by access to numerous great finishing moves. Her forward aerial is notoriously dangerous, as it's fast, powerful, surprisingly large, and sends opponents into a [[semi-spike]] that is extremely hard for many characters to [[recover]] from. Sheik is also an excellent [[planking|ledge planker]], with intangibility on her up special that can be abused while regrabbing [[edge]]s to stall indefinitely. | ||
Sheik's primary weakness is her recovery. Her up special, [[Vanish]], is slow, travels a relatively short distance, and lacks a hitbox when she reappears, providing her with virtually no protection as she returns to the [[stage]]. On top of that, Sheik receives a large amount of landing [[lag]] upon landing on the stage. As a result, her recovery is easily [[edgehog|edgehogged]], and often punished if she lands on the stage. Sheik also has trouble dealing with [[crouch canceling]], as none of her moves besides a grab can break through crouch canceling at low percents. This, combined with her slow [[air speed]], limits her ability to find openings in [[neutral game|neutral]], especially against slippery characters such as {{SSBM|Jigglypuff}} and the {{SSBM|Ice Climbers}}. Additionally, Sheik's combos can be unreliable against fastfallers, because her down throw tech chase requires her to correctly predict or react to her opponent's actions, which can limit her damage output if she incorrectly reads the opponents' tech patterns. | Sheik's primary weakness is her recovery. Her up special, [[Vanish]], is slow, travels a relatively short distance, and lacks a hitbox when she reappears, providing her with virtually no protection as she returns to the [[stage]]. On top of that, Sheik receives a large amount of landing [[lag]] upon landing on the stage. As a result, her recovery is easily [[edgehog|edgehogged]], and often punished if she lands on the stage. Sheik also has trouble dealing with [[crouch canceling]], as none of her moves besides a grab can break through crouch canceling at low percents. This, combined with her slow [[air speed]], limits her ability to find openings in [[neutral game|neutral]], especially against slippery characters such as {{SSBM|Jigglypuff}} and the {{SSBM|Ice Climbers}}. Additionally, Sheik's combos can be unreliable against fastfallers, because her down throw tech chase requires her to correctly predict or react to her opponent's actions, which can limit her damage output if she incorrectly reads the opponents' tech patterns. | ||