Sheik (SSB4): Difference between revisions

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Sheik has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. The partial reversion to some of her attacks and the outright updating of others have restored many of her options that she lost in ''Brawl'', while changes to gameplay mechanics also greatly benefit her restored strengths. For example, Sheik's grab game has regained much of its utility because of synchronization between such changes: her grabs and back throw have less ending lag, which grants the latter combo potential, whereas forward and down throws greatly benefit from both their altered angles and the changes to [[hitstun canceling]]. The removal of [[chain grab]]bing also heavily benefits her as she was previous extremely vulnerable to them.
Sheik has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. The partial reversion to some of her attacks and the outright updating of others have restored many of her options that she lost in ''Brawl'', while changes to gameplay mechanics also greatly benefit her restored strengths. For example, Sheik's grab game has regained much of its utility because of synchronization between such changes: her grabs and back throw have less ending lag, which grants the latter combo potential, whereas forward and down throws greatly benefit from both their altered angles and the changes to [[hitstun canceling]]. The removal of [[chain grab]]bing also heavily benefits her as she was previous extremely vulnerable to them.


Sheik's special moveset has also largely improved: [[Needle Storm]] has increased knockback and travels faster; [[Vanish]]'s reappearance is safer thanks to it receiving a hitbox alongside its [[wind]]box; and her new special moves, [[Burst Grenade]] and [[Bouncing Fish]], provide greater utility than [[Chain]] and [[Transform]] respectively. Sheik also benefits greatly from the changes to [[pivoting]], which improves her grounded mobility, allows her to extend combos with her tilt attacks, and improves Needle Storm's [[mindgame]] potential. Although Sheik's KO potential is not as potent as it was in ''Melee'', it has nevertheless improved, thanks to the increased knockback scaling on her smash attacks and up aerial, as well as the additions of Bouncing Fish, the changes to [[DI]], the removal of [[momentum canceling]] and the introduction of the [[rage]] mechanic.
Sheik's special moveset has also largely improved: [[Needle Storm]] has increased knockback and travels faster (although the move has seen various nerfs as well); [[Vanish]]'s reappearance is safer thanks to it receiving a hitbox alongside its [[wind]]box; and her new special moves, [[Burst Grenade]] and [[Bouncing Fish]], provide greater utility than [[Chain]] and [[Transform]] respectively. Sheik also benefits greatly from the changes to [[pivoting]], which improves her grounded mobility, allows her to extend combos with her tilt attacks, and improves Needle Storm's [[mindgame]] potential. Although Sheik's KO potential is not as potent as it was in ''Melee'', it has nevertheless improved, thanks to the increased knockback scaling on her smash attacks and up aerial, as well as the additions of Bouncing Fish, the changes to [[DI]], the removal of [[momentum canceling]] and the introduction of the [[rage]] mechanic.


In addition to her moveset, Sheik herself has also improved, as her [[walk]]ing, [[dash]]ing, and [[air speed]]s are much faster. Her faster air speed is especially useful in two ways: it now enables her aerial combo game to flow much more fluidly, which is especially evident with her forward aerial's altered angle, and it significantly improves her recovery alongside Bouncing Fish's horizontal travel distance, and the removal of [[edge-hogging]].
In addition to her moveset, Sheik herself has also improved, as her [[walk]]ing, [[dash]]ing, and her [[air speed]]s are much faster. Her faster air speed is especially useful in two ways: it now enables her aerial combo game to flow much more fluidly, which is especially evident with her forward aerial's altered angle, and it significantly improves her recovery alongside Bouncing Fish's horizontal travel distance, and the removal of [[edge-hogging]].


However, Sheik also received a few nerfs, some of which are due to gameplay changes. The removal of [[DACUS]] significantly weakens her up smash's versatility while her up smash itself is slower and weaker. Although Sheik's forward tilt is still a very useful combo starter, its combo potential was nevertheless worsened due to its increased knockback and ending lag. On top of this, her already below average damage output has lowered even further, which forces players to rely on combos to rack up damage before attempting to score a KO. Despite rage alleviating Sheik's KO potential, it also offsets her combo game at medium to high percentages, and her unimpressive endurance means that she cannot utilize it as consistently or effectively as other characters while they can easily use rage to kill her even earlier. Lastly, game updates have nerfed Sheik in certain ways, with update [[1.1.5]] most notably removing many of her 50/50 KO mix-ups.
However, Sheik also received a few nerfs, some of which are due to gameplay changes. The removal of [[DACUS]] significantly weakens her up smash's versatility while her up smash itself is slower and weaker. Although Sheik's forward tilt is still a very useful combo starter, its combo potential was nevertheless worsened due to its increased knockback and ending lag. On top of this, her already below average damage output has lowered even further, which forces players to rely on combos to rack up damage before attempting to score a KO. Despite rage alleviating Sheik's KO potential, it also offsets her combo game at medium to high percentages, and her unimpressive endurance means that she cannot utilize it as consistently or effectively as other characters while they can easily use rage to kill her even earlier. Lastly, game updates have nerfed Sheik in certain ways, with update [[1.1.5]] most notably removing many of her 50/50 KO mix-ups.
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===Special moves===
===Special moves===
*{{nerf|[[Needle Storm]] deals less damage (3% (near)/2% (far) → 1.9%/1.2%), although its knockback was compensated. It also has decreased range and increased ending lag, hindering its zoning potential. They can also no longer [[lock]] opponents due to their altered angle (0° → 60°).}}
*{{nerf|[[Needle Storm]] deals less damage (3% (near)/2% (far) → 1.9%/1.2%). It also takes longer to fully charge (taking 7 windups to fully charge instead of 6), has decreased range as the needles both cover less distance and have smaller hitboxes (2.4u → 1.5u) and Needle Storm has increased ending lag (frame 41 → 48 (1-5 needles), 54 (6 needles), hindering its zoning potential. They can also no longer [[lock]] opponents due to their altered angle (0° → 60°).}}
*{{change|Needle Storm has significantly increased knockback (24 (base)/34 (scaling) → 0/180) though it still cannot KO at realistic percentages. They also have an increased hitlag multiplier (0.5x → 0.8x) making them safer on shield but easier to SDI especially with their altered angle.}}
*{{buff|Needle Storm travels significantly faster. The changes to [[pivoting]] also improves its [[spacing]] potential.}}
*{{buff|Needle Storm travels significantly faster. The changes to [[pivoting]] also improves its [[spacing]] potential.}}
*{{change|Sheik has a new side special, [[Burst Grenade]]. Sheik throws a grenade attached to a tripwire that can be detonated at will. Unlike [[Chain]], it functions similarly to an [[item]]-based [[projectile]], as its grenade will become a non-[[explosive]] item if Sheik is grabbed or attacked before she can detonate it.}}
*{{change|Sheik has a new side special, [[Burst Grenade]]. Sheik throws a grenade attached to a tripwire that can be detonated at will. Unlike [[Chain]], it functions similarly to an [[item]]-based [[projectile]], as its grenade will become a non-[[explosive]] item if Sheik is grabbed or attacked before she can detonate it.}}
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*{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}}
*{{nerf|Compared to Chain, Burst Grenade cannot be freely maneuvered, making it less effective at zoning. It also cannot be used as a [[tether recovery]], and renders Sheik [[helpless]] in the air, making it unusable for recovery. Lastly, it is [[reflect]]able and its explosion is [[absorb]]able.}}
*{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}}
*{{change|Burst Grenade launches at a higher angle than Chain (361° → 55°).}}
*{{nerf|[[Vanish]]'s disappearing hitbox deals less damage (15% → 12%), hindering its KO potential. Its explosion is now also absorbable.}}
*{{nerf|[[Vanish]]'s disappearing hitbox deals less damage (15% → 12%) although its knockback scaling was compensated (80 → 102). Its explosion is now also absorbable.}}
*{{buff|Vanish's reappearing windbox has received a hitbox that deals 5%, improving its safety.}}
*{{buff|Vanish's reappearing windbox has received a hitbox that deals 5%, improving its safety.}}
*{{buff|Sheik has a new down special, [[Bouncing Fish]]. It is a 360° Tengkong Pantui Cepu, a kick used in {{s|wikipedia|Nanquan}}. Unlike [[Transform]], it deals 12% damage with moderate knockback (26 (base)/90 (scaling)), propels Sheik forward and can bounce off walls for additional height, while granting intangibility on frames 3-4. This allows it to be comboed into from several moves even at high percents, KO near edges, escape [[juggling]], and extend Sheik's recovery, giving it significantly more utility.}}
*{{buff|Sheik has a new down special, [[Bouncing Fish]]. It is a 360° Tengkong Pantui Cepu, a kick used in {{s|wikipedia|Nanquan}}. Unlike [[Transform]], it deals 12% damage with moderate knockback (26 (base)/90 (scaling)), propels Sheik forward and can bounce off walls for additional height, while granting intangibility on frames 3-4. This allows it to be comboed into from several moves even at high percents, KO near edges, escape [[juggling]], and extend Sheik's recovery, giving it significantly more utility.}}
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