Sheik (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Sheik has been buffed significantly from ''Brawl'', which has allowed her to become a dominant character in competitive play like she was in ''Melee''. The partial reversion of some 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.
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.


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 reintroduction of [[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 and the [[rage]] mechanic.
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 reintroduction of [[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 and the [[rage]] mechanic.
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===Attributes===
===Attributes===
*{{nerf|Sheik is [[Weight|lighter]] (85 → 81). This hinders her endurance. While this would also make her less susceptible to combos, her faster falling speed, higher gravity, and the changes to [[hitstun]] canceling collectively result in her being more susceptible to combos.}}
*{{buff|Sheik [[walk]]s faster (1.3 → 1.4).}}
*{{buff|Sheik [[walk]]s faster (1.3 → 1.4).}}
*{{buff|Sheik [[dash]]es faster (1.92 → 2.016).}}
*{{buff|Sheik [[dash]]es faster (1.92 → 2.016).}}
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*{{change|Sheik [[Falling speed|falls]] faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{change|Sheik [[Falling speed|falls]] faster (1.58 → 1.75). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{change|Sheik's [[gravity]] is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her horizontal endurance.}}
*{{change|Sheik's [[gravity]] is higher (0.1409 → 0.15). This slightly improves her aerial mobility, but slightly hinders her horizontal endurance.}}
*{{nerf|Sheik is [[Weight|lighter]] (85 → 81). This worsens her endurance, while the changes to hitstun canceling, her faster falling speed and increased gravity result on her being more susceptible to combos despite being a lightweight character, resulting in her endurance becoming worse overall.}}
*{{nerf|[[Item throw]] is weaker (0.896 → 0.866).}}
*{{nerf|[[Item throw]] is weaker (0.896 → 0.866).}}
*{{nerf|Sheik is no longer connected to {{SSB4|Zelda}} via [[Transform]] or [[character selection screen]] input.<ref name="Direct"/> As a result, she can no longer access Zelda's significantly better KO potential and longer vertical recovery to alleviate her own.}}
*{{nerf|Sheik is no longer connected to {{SSB4|Zelda}} via [[Transform]] or [[character selection screen]] input.<ref name="Direct"/> As a result, she can no longer access Zelda's significantly better KO potential and longer vertical recovery to alleviate her own.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's second hit has decreased start-up lag (frame 3 → 2). Neutral infinite has also received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a palm thrust.}}
*{{buff|Neutral attack's first hit deals 1% less damage (3% → 2%), improving its [[jab cancel]]ing potential.}}
*{{buff|Neutral attack's second hit has decreased start-up lag (frame 3 → 2). Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a palm thrust.}}
*{{nerf|Neutral infinite deals less damage (2% (near)/1% (far) → 0.8%/0.6%).}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}}
*{{nerf|All tilt attacks deal less damage (5% → 4% (forward), 6% (hit 1)/7% (hit 2) → 5%/6% (up), 8% → 5% (down)).}}
*{{buff|Forward tilt deals 1% less damage (5% → 4%), although its knockback scaling was compensated (100 → 158/165). These changes improve its combo potential.}}
*{{buff|Forward tilt has increased knockback scaling (100 → 158/165), improving its combo potential.}}
*{{nerf|Forward tilt has increased ending lag (frame 22 → 25).}}
*{{nerf|Forward tilt has increased ending lag (frame 22 → 25).}}
*{{buff|Forward tilt and up tilt's first hit's durations increased (frames 5-6 (both) → 5-8).}}
*{{buff|Forward tilt and up tilt's first hit have longer durations (frames 5-6 (both) → 5-8).}}
*{{nerf|The changes to [[lock]]s remove forward tilt's ability to lock opponents until 50%.}}
*{{nerf|The changes to [[lock]]s remove forward tilt's ability to lock opponents until 50%.}}
*{{buff|Up and down tilts deal less damage (6% (hit 1)/7% (hit 2) → 5%/6% (up), 8% → 5% (down)), improving their combo potentials.}}
*{{nerf|Up tilt's second hit and down tilt's durations are shorter (frames 19-14 → 19-23 (up), frames 5-8 → 5-6 (down)).}}
*{{nerf|Up tilt's second hit and down tilt's durations are shorter (frames 19-14 → 19-23 (up), frames 5-8 → 5-6 (down)).}}
*{{nerf|Dash attack deals less damage (7% (clean)/5% (late) → 6.5%/4.5%).}}
*{{nerf|Dash attack deals less damage (7% (clean)/5% (late) → 6.5%/4.5%), although its clean hit's knockback was somewhat compensated (50 (base)/100 (scaling) → 70/90).}}
*{{change|Clean dash attack has altered knockback (50 (base)/100 (scaling) → 70/90).}}
*{{nerf|Forward smash's second hit deals 1% less damage (9% → 8%), although its knockback was compensated (50 (base)/100 (scaling) → 60/109).}}
*{{nerf|Forward and up smash attacks deal less damage (14% → 13% (forward), 17%/12% → 15%/11% (up)).}}
*{{buff|Forward smash's second hit has increased knockback (50 (base)/100 (scaling) → 60/109).}}
*{{nerf|Forward smash now consists of one hit instead of two when using a [[Item#Types of items|battering item]].}}
*{{nerf|Forward smash now consists of one hit instead of two when using a [[Item#Types of items|battering item]].}}
*{{change|Forward smash now uses a [[Slash#Stab|stab]] effect, instead of a [[normal]] effect.}}
*{{change|Forward smash now uses a [[Slash#Stab|stab]] effect, instead of a [[normal]] effect.}}
*{{buff|Sweetspotted up smash has increased knockback scaling (82 → 86).}}
*{{nerf|Up smash deals less damage (17% (sweetspot)/12% (sourspot) → 15%/11%), although its sweetspot's knockback scaling was compensated (82 → 86).}}
*{{nerf|The removal of [[Dash attack canceled up smash|DACUS]] significantly hinders up smash's approach potential.}}
*{{nerf|The removal of [[Dash attack canceled up smash|DACUS]] significantly hinders up smash's approach potential.}}
*{{nerf|Due to consisting of two hits instead of three, down smash deals less damage (13% (hit 1)/10% (hits 2-3) → 3% (hit 1)/6% (hit 3)) and has increased start-up lag (frame 4 → 11).}}
*{{nerf|Due to its initial hitbox being removed, down smash deals less damage (13% (hit 1)/10% (hits 2-3) → 3% (hit 1)/6% (hit 2)) and has increased start-up lag (frame 4 → 11). However, its knockback scaling was compensated (155 → 165).}}
*{{buff|Down smash's second hit has increased knockback scaling (155 → 165).}}
*{{nerf|Down smash has increased ending lag (frame 49 → 55) and decreased range. It also no longer grants [[intangibility]] on Sheik's legs. Altogether, these changes significantly hinder its safety.}}
*{{nerf|Down smash has increased ending lag (frame 49 → 55), decreased range, and no longer grants [[intangibility]] on Sheik's legs. Altogether, these changes significantly hinder its safety.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Clean sweetspotted and clean sourspotted neutral aerial deal less damage (13% (clean sweetspot)/10% (clean sourspot) → 8%/7%), although their knockback was compensated. Neutral aerial also auto-cancels later (frame 25> → 31>).}}
*{{nerf|Clean sweetspotted and clean sourspotted neutral aerial deal less damage (13% (clean sweetspot)/10% (clean sourspot) → 8%/7%), although their knockback was compensated. Neutral aerial also auto-cancels later (frame 25> → 31>).}}
*{{nerf|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, forward aerial no longer deals consistent damage (9% → 5% (arm)/4.3% (body)). Additionally, its sourspot takes priority over its sweetspot. Lastly, it has decreased range.}}
*{{change|Forward aerial deals less damage (9% → 5% (arm)/4.3% (body)). Due to its angle being altered (30° → 50°), it is also no longer a [[semi-spike]]. These changes grant it combo potential, but slightly hinder its edge-guarding potential.}}
*{{change|Due to its angle being altered (30° → 50°), forward aerial is no longer a [[semi-spike]]. This grants it combo potential at low to high percentages, but slightly hinders its edge-guarding potential.}}
*{{nerf|Forward aerial has decreased range and its sourspot takes priority over its sweetspot.}}
*{{change|Forward aerial now has a [[slash]] effect, instead of a normal effect.}}
*{{change|Forward aerial now has a [[slash]] effect, instead of a normal effect.}}
*{{change|Forward aerial's angle animation has slightly changed. Sheik now lunges farther inward.}}
*{{change|Forward aerial's animation has slightly changed. Sheik now lunges farther inward.}}
*{{nerf|Back aerial deals less damage (12% (clean sweetspot)/11% (clean sourspot)/6% (late) → 8%/7%/5%), although its knockback was compensated. Additionally, it has increased landing lag (10 frames → 12). Lastly, late back aerial has a shorter duration (frames 7-17 → 7-14).}}
*{{nerf|Back aerial deals less damage (12% (clean sweetspot)/11% (clean sourspot)/6% (late) → 8%/7%/5%), although its knockback was compensated. Additionally, it has increased landing lag (10 frames → 12). Lastly, late back aerial has a shorter duration (frames 7-17 → 7-14).}}
*{{buff|Due to consisting of loop hitboxes instead of a clean hitbox and a late hitbox, up aerial now uses the [[Autolink angle|auto-link angle]] instead of having [[sex kick]] properties (11% (clean)/6% (late) → 1% (hits 1-3)/4% (hit 4)). This improves its KO and juggling potential.}}
*{{buff|Due to consisting of loop hitboxes instead of a clean hitbox and a late hitbox, up aerial now uses the [[Autolink angle|auto-link angle]] instead of having [[sex kick]] properties (11% (clean)/6% (late) → 1% (hits 1-3)/4% (hit 4)). This improves its KO and juggling potential.}}
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*{{change|Up aerial now has slash and stab effects, instead of a normal effect.}}
*{{change|Up aerial now has slash and stab effects, instead of a normal effect.}}
*{{nerf|Clean down aerial deals 2% less damage (10% → 8%), although its knockback scaling was compensated (80 → 90). Down aerial also has increased landing lag (26 frames → 30).}}
*{{nerf|Clean down aerial deals 2% less damage (10% → 8%), although its knockback scaling was compensated (80 → 90). Down aerial also has increased landing lag (26 frames → 30).}}
*{{buff|Down aerial received a landing hitbox that deals 2%. Due to its angle being altered (70° → 280°), clean down aerial is now a [[meteor smash]].}}
*{{buff|Down aerial has received a landing hitbox that deals 2%, improving its safety. Due to its angle being altered (70° → 280°), clean down aerial is now a [[meteor smash]], granting it edge-guarding potential.}}
*{{change|Due to Sheik's faster falling speed, down aerial descends significantly faster. This improves its combo breaking ability, but significantly hinders its safety while off-stage.}}
*{{change|Due to Sheik's faster falling speed, down aerial descends significantly faster. This makes it better at breaking combos, but significantly hinders its safety while off-stage.}}
*{{change|Down aerial now has a stab effect, instead of a normal effect.}}
*{{change|Down aerial now has a stab effect, instead of a normal effect.}}


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*{{buff|Pummel deals 0.1% more damage (3% → 3.1%).}}
*{{buff|Pummel deals 0.1% more damage (3% → 3.1%).}}
*{{nerf|Forward throw has increased knockback scaling (65 → 79), hindering its combo potential at high percentages.}}
*{{nerf|Forward throw has increased knockback scaling (65 → 79), hindering its combo potential at high percentages.}}
*{{change|Forward throw is faster and its angle has been altered (57° → 72°). This improves its combo potential on heavyweights and fast-fallers, but slightly hinders its combo potential on lightweights.}}
*{{change|Forward throw transitions faster and its angle has been altered (57° → 72°). These changes improve its combo potential on heavyweights and fast-fallers, but slightly hinder its combo potential on lightweights.}}
*{{buff|Back throw has decreased ending lag, improving its set-up potential.}}
*{{buff|Back throw has decreased ending lag, granting it set-up potential.}}
*{{nerf|Down throw has increased knockback scaling (75 → 90), removing its 50/50 KO mix-ups.}}
*{{nerf|Down throw has increased knockback scaling (75 → 90), removing its 50/50 KO mix-ups.}}
*{{change|Down throw's angle has been altered (83° → 77°).}}
*{{change|Down throw's angle has been altered (83° → 77°).}}
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===Special moves===
===Special moves===
*{{nerf|Fully charged [[Needle Storm]] deals less damage (18% (near)/12% (far) → 11%/7%). It also has increased ending lag and decreased range, hindering its zoning potential.}}
*{{nerf|[[Needle Storm]] deals less damage (3% (near)/2% (far) → 1.9%/1.2%). It also has decreased range and increased ending lag, hindering its zoning potential.}}
*{{buff|Needle Storm has increased knockback and travels significantly faster. The reintroduction of [[pivoting]] also improves its [[mindgame]] potential.}}
*{{buff|Needle Storm has increased knockback and travels significantly faster.}}
*{{buff|The reintroduction of [[pivoting]] improves Needle Storm's [[mindgame]] 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.}}
*{{buff|Compared to Chain, Burst Grenade deals more damage and has significantly more knockback, making it capable of KOing. Like Chain, it can block incoming projectiles, although only its grenade can do so. Unlike Chain, it has damaging [[wind]]boxes that [[Wind#Pulling attacks|pull]] opponents and does not have a set range, making it significantly better at edge-guarding.}}
*{{buff|Compared to Chain, Burst Grenade's explosion deals more damage (3% (Chain)/5% (tip) → 12%) and has significantly more knockback, making it capable of KOing. Like Chain, it can block incoming projectiles, although only its grenade can do so. Unlike Chain, it has damaging [[wind]]boxes that [[Wind#Pulling attacks|pull]] opponents and it does not have a set range, making it significantly better at edge-guarding.}}
*{{nerf|Unlike Chain, Burst Grenade cannot be freely maneuvered, making it worse at zoning. It also cannot be used as a [[tether recovery]] and renders Sheik [[helpless]] in the air, making it unusable for recovery.}}
*{{nerf|Unlike Chain, Burst Grenade cannot be freely maneuvered, making it worse at zoning. It also cannot be used as a [[tether recovery]] and renders Sheik [[helpless]] in the air, making it unusable for recovery.}}
*{{nerf|Burst Grenade is [[Reflection|reflectable]] and its explosion is [[Absorption|absorbable]].}}
*{{nerf|Burst Grenade is [[Reflection|reflectable]] and its explosion is [[Absorption|absorbable]].}}
*{{nerf|[[Vanish]]'s disappearing hitbox deals 3% less damage (15% → 12%), hindering its KO potential. Its explosion is also absorbable.}}
*{{nerf|[[Vanish]]'s disappearing hitbox deals 3% less damage (15% → 12%), hindering its KO potential. Its explosion is also now 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 damage, has high knockback scaling, and propels Sheik forward, making it capable of KOing and granting recovery.}}
*{{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 damage, has high knockback scaling, and propels Sheik forward, making it capable of KOing and usable for recovery.}}
*{{nerf|[[Light Arrow]] deals less damage (3% (hit 1)/45% (first opponent)/25% (third opponent) → 1%/44%/24%) and has decreased knockback, slightly hindering its KO potential.}}
*{{nerf|[[Light Arrow]] deals less damage (3% (hit 1)/45% (first opponent)/25% (third opponent) → 1%/44%/24%) and has decreased knockback, slightly hindering its KO potential.}}


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