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Sheik (SSBU): Difference between revisions

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(→‎Changes from Super Smash Bros. 4: Removing incorrect changes (again). Dthrow actually deals *less* knockback (can't KO under 400% now, when it could KO at around 330% in Smash 4), and fthrow's is either the same or the difference is way too small.)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Sheik was nerfed from her previous iteration in Smash 4. Her combo game was significantly toned down as her forward throw and down throw have more knockback which significantly worsens her combo potential. Sheik's already poor survivability was also worsened since she is now even lighter than before (Now being even lighter than {{SSBU|Kirby}}). Needle Storm was also nerfed as it charges slower and the charge can no longer be immediately canceled. Her forward aerial also deals less damage and has less range making it less effective for trading and spacing.
Sheik has been nerfed overall in the transition from ''Smash 4'' to ''Ultimate''. Several of her attacks deal far less damage, most notably her main combo moves like all [[tilt]]s, neutral aerial and forward aerial, in addition to Needle Storm and Bouncing Fish. This requires her to string even more hits together in order to rack up notable amounts of damage, exacerbated by her lack of KO ability. Her already poor survivability has also been worsened due to her weight being decreased, and while the weakening of [[rage]] makes her combos more consistent, it gives her more difficulty KOing at high percentages. Furthermore, while Sheik benefits from the universally faster jumpsquats and lower [[landing lag]] like the rest of the cast, most other characters have received more significant buffs in those aspects, due to her having already had the overall fastest frame data in ''Smash 4'', allowing more characters to keep up with her.


Sheik did receive some buffs, however, her smash attacks are a lot more reliable now since they kill earlier and are much easier to land as well as having an improved pummel, better mobility, and her aerials benefiting from the universal landing lag reduction.
Sheik did receive some buffs besides universal changes, however. Her [[rapid jab]] connects much more reliably and its finisher has less ending lag, making it more effective for damage racking despite its individual hits dealing less damage. Her up tilt, down tilt and Needle Storm (especially the aerial version) also have less ending lag, improving their combo potential, while her generally least used moves in ''Smash 4'' such as her dash attack, down smash, down aerial and up throw deal more damage. Most notably, however, her back aerial deals more damage and knockback, improving its previously lacking KO potential when sweetspotted (though it is still a relatively weak aerial), and her pummel has gone from one of the slowest to one of the fastest, allowing it to be used more safely.
 
However, top Sheik players from Smash 4 like {{Sm|Mr.R}}, {{Sm|VoiD}} and {{Sm|ZeRo}} do believe that her nerfs significantly overweigh her buffs and that she is much worse than her iteration in Smash 4, it is currently unknown how the nerfs will affect her in the long run.  


Despite Sheik's buffs, top Sheik players from ''Smash 4'' like {{Sm|Mr.R}}, {{Sm|VoiD}} and {{Sm|ZeRo}} believe they are outweighed by her nerfs, and that she is much worse than her iteration in ''Smash 4''. It is currently unknown how the nerfs will affect her in the long run.


===Aesthetics===
===Aesthetics===
*{{change|Sheik's design is now based on the [[zeldawiki:Armor|Sheikah Set]] from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', including the long white scarf of the Stealth Mask.}}
*{{change|Sheik's design is now based on the [[zeldawiki:Armor|Sheikah Set]] from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', including the long white scarf of the Stealth Mask.}}
**Sheik's color scheme is more subdued, and her hair features simple detailing similar to ''Brawl''.
*{{change|Sheik's color scheme is more subdued, and her hair features simple detailing similar to ''Brawl''.}}
*{{change|Sheik's voice is deeper and more masculine than previously.}}
*{{change|Sheik's voice is deeper and more masculine than previously.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Sheik's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Sheik's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Sheik [[dash]]es significantly faster.}}
*{{buff|Sheik's initial [[dash]] speed (1.7 → 2.016) and run speed (1.5 → 2.42) are much faster.}}
*{{buff|Sheik's [[air speed]] is faster (1.1→ 1.155).}}
*{{buff|Sheik's [[air speed]] is faster (1.1 → 1.155).}}
*{{nerf|Sheik's [[weight]] has been decreased. She is now lighter than {{SSBU|Kirby}}.}}
*{{change|Sheik's [[weight]] has been decreased (81 → 78), now being lighter than {{SSBU|Kirby}}. This further worsens her endurance, but makes her less susceptible to combos.}}
*{{buff|Forward [[roll]] has less ending lag (frame 28 → 27).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-15 → 4-12).}}
*{{nerf|Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (frame 28 → 33).}}
*{{buff|[[Spot dodge]] has less ending lag (frame 25 → 24).}}
*{{nerf|Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-25 → 2-26).}}
*{{nerf|Air dodge has significantly more ending lag (frame 31 → 45).}}


===Ground attacks===
===Ground attacks===
*{{change|[[Forward tilt]] deals less damage, but this also allows it to combo at higher percents.}}
*[[Neutral attack]]:
*{{buff|[[Up tilt]] has less endlag.}}
**{{change|The first and second hits, as well as the neutral infinite, have altered angles and knockback to keep opponents close to Sheik, akin to other neutral attacks.}}
**{{nerf|Both hits of up tilt deal less damage.}}
***{{buff|This allows them to connect better and [[jab lock]].}}
*{{buff|[[Forward smash]] has slightly more range.}}
***{{buff|The neutral infinite also comes out faster (frame 9 → 5) and deals drastically less [[hitlag]], allowing it to connect more reliably from the second hit and making it harder to escape.}}
**{{buff|Forward smash's two hits link together more reliably.}}
***{{nerf|However, this removes Sheik's guaranteed [[jab cancel]] setups with the first and second hits, which played a large part in the utility of her neutral attack in ''Smash 4''.}}
*{{buff|[[Down smash]]'s animation is noticeably faster.}}
**{{buff|The neutral infinite's finisher has less ending lag (frame 53 → 42), no longer being the slowest in the game.}}
**{{nerf|All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)).}}
*[[Forward tilt]]:
**{{nerf|Forward tilt deals less damage (4% → 3%), with knockback compensated.}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (frame 36 → 33).}}
**{{buff|The second hit comes out faster (frame 19 → 17), allowing it to connect better from the first hit.}}
**{{nerf|Both hits deal less damage (5% → 3% (hit 1), 6% → 4% (hit 2)), with knockback compensated.}}
**{{nerf|The first hit is harder to connect against grounded opponents, due to characters no longer being able to walk or run through each other.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (frame 30 → 27), improving its combo potential.}}
**{{change|It deals less damage (5% → 4.5%). However, this also allows it to combo for longer.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (frame 41 → 35).}}
**{{buff|It deals more damage (6.5% → 7% (clean), 4.5% → 5% (late)).}}
*[[Forward smash]]:
**{{buff|Forward smash has less ending lag (frame 51 → 45).}}
**{{buff|The second hit comes out faster (frame 26 → 20), allowing it to connect better from the first hit.}}
*[[Up smash]]:
**{{nerf|Up smash can no longer hit twice.}}
*[[Down smash]]:
**{{buff|[[Down smash]] has less ending lag (frame 55 → 52).}}
**{{buff|The first hit deals more damage (3% → 4%).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag.}}
*{{buff|All aerials have reduced landing lag (10 frames → 6 (neutral), 10 frames → 5 (forward), 12 frames → 7 (back), 21 frames → 13 (up), 30 frames → 22 (down)).}}
*{{nerf|[[Forward aerial]] has slightly worse range, worsening its spacing utility.}}  
*[[Neutral aerial]]:
**{{nerf|Forward aerial deals slightly less damage.}}
**{{nerf|Neutral aerial deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with knockback compensated on the clean hit.}}
*{{buff|[[Up aerial]] deals slightly more knockback.}}
**{{nerf|The late hit has increased knockback, hindering its combo potential at higher percents.}}
*{{buff|[[Back aerial]] deals noticeably higher knockback, making it a viable KO option at high percents.}}
*[[Forward aerial]]:
**{{nerf|Forward aerial deals less damage (4.3%/5% → 3.8%/4.5%), with knockback compensated.}}
**{{change|The move now slightly shifts Sheik forward. This increases its range relative to her position, but makes it harder to space precisely.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)).}}
**{{buff|It deals considerably more knockback, with the clean hit's sweetspot now KOing middleweights at around 175% from the center of most stages, compared to being unable to KO under 200% in ''Smash 4''.}}
*[[Up aerial]]:
**{{buff|Up aerial's looping hits deal less hitlag, making them harder to [[SDI]] out of.}}
*[[Down aerial]]:
**{{buff|Down aerial deals more damage (8% → 10%).}}
**{{buff|The landing hit has increased base knockback.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Sheik's [[pummel]] is faster.}}
*{{nerf|All [[grab]]s have increased ending lag (frame 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).}}
**{{change|Pummel is now a knee jab rather than an elbow jab.}}
*{{nerf|Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 11 (pivot)).}}
*{{nerf|[[Forward throw]] and [[down throw]] deal slightly more knockback, reducing their combo potential.}}
*[[Pummel]]:
**{{change|Sheik has a new pummel, a knee strike rather than an elbow jab.}}
**{{change|It is significantly faster, but deals much less damage (3.1% → 1%).}}
*[[Up throw]]:
**{{buff|Up throw deals more damage on release (2% → 3%) and has increased knockback, allowing it to KO in [[Sudden Death]].}}
*[[Down throw]]:
**{{buff|Down throw has decreased knockback, improving its combo potential.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special Moves===
===Special Moves===
*[[Needle Storm]]:
*[[Needle Storm]]:
**{{nerf|Needle Storm charges more slowly, and the charge can no longer be immediately canceled.}}
**{{buff|Needle Storm's charge can now be canceled by jumping.}}
**{{buff|Aerial Needle Storm has less endlag, allowing for followups.}}
**{{buff|It has less ending lag, allowing for better followups with the aerial version.}}
**{{nerf|It deals less damage per needle (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).}}
**{{nerf|Its charge can no longer be canceled immediately by rolling.}}
**{{change|Sheik now holds the needles in her hand.}}
**{{change|Sheik now holds the needles in her hand.}}
*[[Burst Grenade]]:
*[[Burst Grenade]]:
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*[[Vanish]]:
*[[Vanish]]:
**{{change|Sheik emits a gold flash right before she disappears.}}
**{{change|Sheik emits a gold flash right before she disappears.}}
**{{nerf|Vanish no longer has invincibility frames worsening Sheik's recovery}}
*[[Bouncing Fish]]:
*[[Bouncing Fish]]:
**{{nerf|Bouncing Fish has slightly increased startup.}}
**{{buff|After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%), which also improves their KO potential.}}
**{{nerf|Bouncing Fish is weaker}}
**{{nerf|It no longer grants intangibility.}}
**{{nerf|It has slightly more startup (frame 17 → 18).}}
**{{nerf|The first kick deals less damage (12% → 11%), with knockback compensated.}}
**{{change|Bouncing Fish produces a splash of water at the start.}}
**{{change|Bouncing Fish produces a splash of water at the start.}}
*[[Sheikah Dance]]:
*[[Sheikah Dance]]:

Revision as of 08:46, December 21, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Sheik's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Sheik.
Sheik
in Super Smash Bros. Ultimate
Sheik SSBU.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Sheikah Dance
SheikHeadSSBU.png
Now Sheik joins the battle wearing the Sheikah costume from The Legend of Zelda: Breath of the Wild. Keep the pressure on your opponent by using his [sic] speedy dash to quickly close in on (or get away from) your opponent!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Sheik (シーク, Sheik) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. She is voiced by Ayumi Fujimura, who, although she has not voiced Sheik previously, did portray her alter-ego in A Link Between Worlds, and portrays her in Ultimate as well. Sheik is classified as fighter #16.

How to unlock

Complete one of the following:

With the exception of the third method, Sheik must then be defeated on Gerudo Valley.

Changes from Super Smash Bros. 4

Sheik has been nerfed overall in the transition from Smash 4 to Ultimate. Several of her attacks deal far less damage, most notably her main combo moves like all tilts, neutral aerial and forward aerial, in addition to Needle Storm and Bouncing Fish. This requires her to string even more hits together in order to rack up notable amounts of damage, exacerbated by her lack of KO ability. Her already poor survivability has also been worsened due to her weight being decreased, and while the weakening of rage makes her combos more consistent, it gives her more difficulty KOing at high percentages. Furthermore, while Sheik benefits from the universally faster jumpsquats and lower landing lag like the rest of the cast, most other characters have received more significant buffs in those aspects, due to her having already had the overall fastest frame data in Smash 4, allowing more characters to keep up with her.

Sheik did receive some buffs besides universal changes, however. Her rapid jab connects much more reliably and its finisher has less ending lag, making it more effective for damage racking despite its individual hits dealing less damage. Her up tilt, down tilt and Needle Storm (especially the aerial version) also have less ending lag, improving their combo potential, while her generally least used moves in Smash 4 such as her dash attack, down smash, down aerial and up throw deal more damage. Most notably, however, her back aerial deals more damage and knockback, improving its previously lacking KO potential when sweetspotted (though it is still a relatively weak aerial), and her pummel has gone from one of the slowest to one of the fastest, allowing it to be used more safely.

Despite Sheik's buffs, top Sheik players from Smash 4 like Mr.R, VoiD and ZeRo believe they are outweighed by her nerfs, and that she is much worse than her iteration in Smash 4. It is currently unknown how the nerfs will affect her in the long run.

Aesthetics

  • Change Sheik's design is now based on the Sheikah Set from The Legend of Zelda: Breath of the Wild, including the long white scarf of the Stealth Mask.
  • Change Sheik's color scheme is more subdued, and her hair features simple detailing similar to Brawl.
  • Change Sheik's voice is deeper and more masculine than previously.

Attributes

  • Buff Like all characters, Sheik's jumpsquat animation now takes 3 frames to complete (down from 4).
  • Buff Sheik's initial dash speed (1.7 → 2.016) and run speed (1.5 → 2.42) are much faster.
  • Buff Sheik's air speed is faster (1.1 → 1.155).
  • Change Sheik's weight has been decreased (81 → 78), now being lighter than Kirby. This further worsens her endurance, but makes her less susceptible to combos.
  • Buff Forward roll has less ending lag (frame 28 → 27).
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-12).
  • Nerf Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (frame 28 → 33).
  • Buff Spot dodge has less ending lag (frame 25 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (frame 31 → 45).

Ground attacks

  • Neutral attack:
    • Change The first and second hits, as well as the neutral infinite, have altered angles and knockback to keep opponents close to Sheik, akin to other neutral attacks.
      • Buff This allows them to connect better and jab lock.
      • Buff The neutral infinite also comes out faster (frame 9 → 5) and deals drastically less hitlag, allowing it to connect more reliably from the second hit and making it harder to escape.
      • Nerf However, this removes Sheik's guaranteed jab cancel setups with the first and second hits, which played a large part in the utility of her neutral attack in Smash 4.
    • Buff The neutral infinite's finisher has less ending lag (frame 53 → 42), no longer being the slowest in the game.
    • Nerf All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)).
  • Forward tilt:
    • Nerf Forward tilt deals less damage (4% → 3%), with knockback compensated.
  • Up tilt:
    • Buff Up tilt has less ending lag (frame 36 → 33).
    • Buff The second hit comes out faster (frame 19 → 17), allowing it to connect better from the first hit.
    • Nerf Both hits deal less damage (5% → 3% (hit 1), 6% → 4% (hit 2)), with knockback compensated.
    • Nerf The first hit is harder to connect against grounded opponents, due to characters no longer being able to walk or run through each other.
  • Down tilt:
    • Buff Down tilt has less ending lag (frame 30 → 27), improving its combo potential.
    • Change It deals less damage (5% → 4.5%). However, this also allows it to combo for longer.
  • Dash attack:
    • Buff Dash attack has less ending lag (frame 41 → 35).
    • Buff It deals more damage (6.5% → 7% (clean), 4.5% → 5% (late)).
  • Forward smash:
    • Buff Forward smash has less ending lag (frame 51 → 45).
    • Buff The second hit comes out faster (frame 26 → 20), allowing it to connect better from the first hit.
  • Up smash:
    • Nerf Up smash can no longer hit twice.
  • Down smash:
    • Buff Down smash has less ending lag (frame 55 → 52).
    • Buff The first hit deals more damage (3% → 4%).

Aerial attacks

  • Buff All aerials have reduced landing lag (10 frames → 6 (neutral), 10 frames → 5 (forward), 12 frames → 7 (back), 21 frames → 13 (up), 30 frames → 22 (down)).
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with knockback compensated on the clean hit.
    • Nerf The late hit has increased knockback, hindering its combo potential at higher percents.
  • Forward aerial:
    • Nerf Forward aerial deals less damage (4.3%/5% → 3.8%/4.5%), with knockback compensated.
    • Change The move now slightly shifts Sheik forward. This increases its range relative to her position, but makes it harder to space precisely.
  • Back aerial:
    • Buff Back aerial deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)).
    • Buff It deals considerably more knockback, with the clean hit's sweetspot now KOing middleweights at around 175% from the center of most stages, compared to being unable to KO under 200% in Smash 4.
  • Up aerial:
    • Buff Up aerial's looping hits deal less hitlag, making them harder to SDI out of.
  • Down aerial:
    • Buff Down aerial deals more damage (8% → 10%).
    • Buff The landing hit has increased base knockback.

Throws/other attacks

  • Nerf All grabs have increased ending lag (frame 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).
  • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 11 (pivot)).
  • Pummel:
    • Change Sheik has a new pummel, a knee strike rather than an elbow jab.
    • Change It is significantly faster, but deals much less damage (3.1% → 1%).
  • Up throw:
    • Buff Up throw deals more damage on release (2% → 3%) and has increased knockback, allowing it to KO in Sudden Death.
  • Down throw:
    • Buff Down throw has decreased knockback, improving its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Needle Storm:
    • Buff Needle Storm's charge can now be canceled by jumping.
    • Buff It has less ending lag, allowing for better followups with the aerial version.
    • Nerf It deals less damage per needle (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).
    • Nerf Its charge can no longer be canceled immediately by rolling.
    • Change Sheik now holds the needles in her hand.
  • Burst Grenade:
    • Buff Burst Grenade no longer leaves Sheik helpless in the air.
    • Change Burst Grenade's vortex is now clear/white rather than light blue, which may make it harder for opponents to see.
  • Vanish:
    • Change Sheik emits a gold flash right before she disappears.
  • Bouncing Fish:
    • Buff After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%), which also improves their KO potential.
    • Nerf It no longer grants intangibility.
    • Nerf It has slightly more startup (frame 17 → 18).
    • Nerf The first kick deals less damage (12% → 11%), with knockback compensated.
    • Change Bouncing Fish produces a splash of water at the start.
  • Sheikah Dance:
    • Change Sheik has a new Final Smash called Sheikah Dance, replacing Light Arrow. Sheik dashes forward while the Sheikah symbol flashes on-screen. If the initial attack lands, Sheik will trap the opponent in place and repeatedly slash them with her dagger before launching them away, similar to Triforce Slash.

Classic Mode: Masquerade

Sheik's opponents are characters who wear masks or other forms of headwear to conceal their identity.

Round Opponent Stage Music Notes
1 Meta Knight Fountain of Dreams Forest Stage
2 Captain Falcon Big Blue Death Wind
3 Samus Norfair Opening/Menu - Metroid Prime
4 Roy Koopa Mushroom Kingdom U Underground Theme - Super Mario Land
5 Little Mac Boxing Ring Tunnel Scene - X-Scape Little Mac is in his wireframe with hoodie costume.
6 Mii Fighter Team Final Destination Meta Crystal The Mii Fighters are all wearing masks or helmets.
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Sheik does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

During the mode itself, Sheik can be unlocked early on shortly after rescuing Mario, where the player arrives at a crossroads and has the choice to rescue her, Marth or Villager. If one of the others is rescued first, Sheik's path will be blocked by a force field created by Master Hand, which will disappear upon defeating a boss or can be circumvented by looping back to the other side.

Sheik's Spirit and awakening battle are separate from those of Zelda, as all characters have their own awakening battles on the map regardless of their status as alternate forms or alter-egos; it is nonetheless unknown whether this Sheik is an alter-ego of the playable Zelda.

Alternate costumes

https://www.youtube.com/watch?v=sPK2K78Evow

Gallery

Character Showcase Video

<youtube>cCQXBEiARns</youtube>

Trivia

  • Sheik is currently referred to with male pronouns on the Smash Blog [1] despite being referred to with female pronouns in every Smash appearance thus far, as well as on various other official Nintendo social websites.[2][3][4] Likewise, the game itself uses both female and male pronouns: Sheik is referred to with female pronouns in her moveset, while Palutena and Viridi refer to Sheik with male pronouns in Palutena's Guidance.
  • Ultimate is the first Smash game where Sheik's design is based off of a different The Legend of Zelda game than her alter-ego, Zelda.
  • Ultimate is the first Smash game where Sheik has a different Final Smash than Zelda.
  • Ultimate marks the first time in any video game where Sheik is shown using her dagger.
    • Ironically, Sheik no longer appears to have the dagger on her person.

References