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Sheik (SSBU)

Revision as of 17:52, April 18, 2019 by Ray001 (talk | contribs)
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. She was officially confirmed on June 12th, 2018 alongside Zelda and the rest of the returning roster. Sheik is classified as fighter #16.

Sheik is now voiced by Ayumi Fujimura, who voices her alter-ego in both The Legend of Zelda: A Link Between Worlds and Ultimate.

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

Like most Top-Tier characters, Sheik in Smash 4 was considered one of the most potent characters (and the best character in the game during the middle of the game's lifetime), due to her nearly uncontested neutral game. Despite receiving the most nerfs from game updates, she remained a Top-Tier character. Possibly as a result, Sheik has been significantly nerfed overall in the transition from Smash 4 to Ultimate.

Sheik's most notable nerfs are to her already below-average damage racking ability, with her main combo moves like her tilts, neutral aerial and forward aerial, in addition to Needle Storm and Bouncing Fish, all dealing less damage. This requires her to string even more hits in order to rack up notable amounts of damage, exacerbated by her lack of KO ability. Furthermore, Ultimate's faster launch physics, jostling mechanic (which pushes opponents away), and re-addition of directional air dodges hinder many of Sheik's combo strings and KO setups. Her already poor survivability has also been worsened, due to her weight being decreased, and although the weakening of rage makes her combos more consistent, it gives her more difficulty KOing at high percentages. Lastly, while Sheik does benefit from the universally faster jumpsquats and lower landing lag like the rest of the cast, the universal changes have overall indirectly nerfed her, as she already had the overall fastest frame data in Smash 4, and most other characters have received more significant buffs in those aspects, allowing more characters to keep up with her.

Sheik did receive some buffs besides universal changes. 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.

Overall, Sheik's nerfs drastically outweigh her buffs, as the former have exacerbated her main flaws, while the latter were not significant enough to compensate, making her worse than her Smash 4 iteration. Her overall perception has been extremely negative, as many top players such as ZeRo, ESAM, MkLeo and Dabuz have claimed that she is not a viable character, since she has to work notoriously harder to rack up damage and score KOs than the vast majority of the cast. As such, her current representation in Ultimate has been poor, with many notable players such as Vinnie, Mr. R, and VoiD dropping her in favor of other characters.

Aesthetics

Attributes

  •   Like all characters, Sheik's jumpsquat animation takes 3 frames to complete (down from 4).
  •   Sheik's initial dash speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster.
  •   Sheik's air speed is faster (1.1 → 1.155).
  •   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.
  •   Sheik's traction is higher (0.06 → 0.106).
  •   Forward roll has less ending lag (FAF 28 → 27).
  •   Forward roll grants less intangibility (frames 4-15 → 4-12).
  •   Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
  •   Spot dodge has less ending lag (FAF 25 → 24).
  •   Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  •   Air dodge grants more intangibility (frames 2-25 → 2-26).
  •   Air dodge has significantly more ending lag (FAF 31 → 45).
  •   The removal of perfect pivoting hinders her ground mobility, worsens Needle Storm's mindgame potential, and makes her worse at extending combos.

Ground attacks

  • Neutral attack:
    •   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.
      •   This allows them to connect better and jab lock.
      •   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.
      •   However, this worsens 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.
    •   The neutral infinite's finisher has less ending lag (FAF 53 → 36), no longer being the slowest in the game.
    •   All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)). The finisher's knockback was not compensated, and so it deals less knockback.
  • Forward tilt:
    •   Forward tilt deals less damage (4% → 3%), with knockback compensated.
  • Up tilt:
    •   Up tilt has less ending lag (FAF 36 → 33).
    •   The second hit comes out faster (frame 19 → 17), allowing it to connect better from the first hit.
    •   Both hits deal less damage (5% → 3% (hit 1), 6% → 4% (hit 2)).
      •   However the knockback was not fully compensated, thus improving the second hit's combo potential.
    •   The first hit is harder to connect against grounded opponents, due to characters no longer being able to walk or run through each other, and the hitbox being moved.
    •   Up tilt has an altered animation where Sheik's heel hits the ground, bearing a closer resemblance Samus's up tilt.
  • Down tilt:
    •   Down tilt has less ending lag (FAF 30 → 27), improving its combo potential.
    •   It deals less damage (5% → 4.5%). However, this also allows it to combo for longer.
  • Dash attack:
    •   Dash attack has less ending lag (FAF 41 → 35).
    •   It deals more damage (6.5% → 7% (clean), 4.5% → 5% (late)) without compensation on knockback, improving its KO potential.
  • Forward smash:
    •   Forward smash has less ending lag (FAF 51 → 45).
    •   The second hit comes out faster (frame 26 → 20), allowing it to connect better from the first hit.
  • Up smash:
    •   Up smash's first hit has more range.
  • Down smash:
    •   Down smash has less ending lag (FAF 55 → 52).
    •   The first hit deals more damage (3% → 4%).
    •   The second hit launches at a lower angle (48 → 43), improving its KO potential.
    •   Down smash's hits connects more reliably.

Aerial attacks

  •   All aerials have less landing lag (10 frames → 6 (neutral), 10 frames → 5 (forward), 12 frames → 7 (back), 21 frames → 13 (up), 30 frames → 22 (down)).
  • Neutral aerial:
    •   Neutral aerial deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with knockback compensated on the clean hit.
    •   The late hit has increased knockback, hindering its combo potential at higher percents.
  • Forward aerial:
    •   Sheik can grab ledges faster after using forward aerial (88 frames → 59).
    •   Forward aerial deals less damage (4.3%/5% → 3.8%/4.5%), with knockback compensated, being the least damaging forward aerial in the game.
  • Back aerial:
    •   Back aerial deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)).
    •   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:
    •   Up aerial's looping hits deal less hitlag, making them harder to SDI out of.
    •   Up aerial auto-cancels earlier (frame 47 → 44).
  • Down aerial:
    •   Down aerial deals more damage (8% → 10%).
    •   The landing hit has increased base knockback.

Throws and other attacks

  •   Grab has less range.
  •   All grabs have more ending lag (FAF 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).
  •   Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 11 (pivot)).
  • Pummel:
    •   Sheik has a new pummel, a knee strike rather than an elbow jab.
    •   It deals more hitlag (5 frames → 11), but has significantly less startup (frame 9 → 1) and ending lag (FAF 24 → 6), shortening its duration. This makes it more reliable for racking up damage, now being one of the fastest pummels in the game.
    •   It deals much less damage (3.1% → 1%).
  • Up throw:
    •   Up throw deals more damage (2% → 3% (throw), 5% → 6% (total)).
    •   Up throw deals more knockback, diminishing its 50/50 setups while not granting it KO potential.
  • Down throw:
    •   Down throw has decreased knockback, improving its combo potential.
  • Edge attack:
    •   Edge attack deals more damage (7% → 9%).

Special moves

  • Needle Storm:
    •   Needle Storm's charge can be canceled by jumping or spot dodging.
    •   It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.
    •   The clean hit lasts longer, with the late hit having a shorter duration instead (frames 1-3/4-10 → 1-5/6-10).
    •   It deals less damage per needle (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).
    •   Its charge can no longer be canceled immediately by rolling, instead incurring 4 frames of lag beforehand.
    •   The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse as a followup from aerials at lower percents, but better at higher percents.
    •   Sheik can throw the needles with the attack button while charging.
    •   After charging the move, Sheik holds the produced needles on one hand until they are fired.
  • Burst Grenade:
    •   Burst Grenade no longer leaves Sheik helpless in the air.
    •   It has less ending lag upon releasing the grenade.
    •   The grenade's vortex is clear/white rather than light blue.
  • Vanish:
    •   Vanish grants intangibility earlier when used on the ground (frame 19 → 14).
    •   Sheik emits a gold flash right before she disappears.
  • Bouncing Fish:
    •   After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%), which also improves their KO potential.
    •   It no longer grants intangibility.
    •   It has slightly more startup (frame 17 → 18).
    •   The first kick deals less damage (12% → 11%), with knockback compensated.
    •   Bouncing Fish produces a splash of water at the start.
  • Sheikah Dance:
    •   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.

Update History

  2.0.0

  •   Up smash's first hit has more range.
  •   Down smash connects more reliably.
  •   Sheik can grab ledges faster after using forward aerial (88 frames → 59).
  •   Up aerial auto-cancels earlier (frame 47 → 44), matching the move's interruptibility.
  •   Burst Grenade has less ending lag.

  3.0.0

  •   The neutral infinite's finisher has less ending lag (FAF 42 → 36).
  •   Down tilt's tipper hitbox is easier to land.
  •   Forward aerial has more range.
  •   Needle Storm can be charged faster.
  •   Charged Needle Storm is much harder to parry, as each needle must now be manually parried as opposed to every needle after the first being automatically parried.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% An inward knifehand strike, followed by an upward knifehand strike. When button mashed, Sheik performs a barrage of knifehand strikes, followed by a palm thrust.
1.6%
0.3% (loop), 2% (final)
Forward tilt Cycle Kick 3% A roundhouse kick.
Up tilt   3% (hit 1), 4% (hit 2) Performs a stretch kick that transitions to an axe kick.
Down tilt   4.5% A legsweep.
Dash attack   7% (clean), 5% (late) Lunges to perform an outward fanning knifehand strikes with both of her arms.
Forward smash   5% (hit 1), 8% (hit 2) A roundhouse kick followed by a spinning side kick. Both attacks cause Sheik to move forward.
Up smash Razor Wing 15% (hit 1), 11% (hit 2) Raises her arms overhead and then quickly swings them downward to perform outward fanning knifehand strikes. There is a hitbox at Sheik's hands, just before she swings down her arms, that hit opponents above her. If close enough to a tall character, it is possible to hit with both strikes.
Down smash   4% (hit 1), 6% (hit 2) A modified butterfly kick performed from the windmill (a breakdancing move).
Neutral aerial   6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sourspot) A flying kick.
Forward aerial Hatchet 4.5% (sweetspot), 3.8% (sourspot) A lunging, downward knifehand strike.
Back aerial   9.5% (clean sweetspot), 7.5% (clean sourspot), 6% (late) A high-angled back kick.
Up aerial   1% (hits 1 - 3), 4% (hit 4) A diagonal, corkscrew flying kick. This is concluded by another kick with the opposite leg.
Down aerial   10% (descent), 2% (landing) A diagonal flying kick. It is a stall-then-fall, and its clean hitbox is a meteor smash during its beginning.
Grab   Reaches out.
Pummel   1% A knee strike.
Forward throw 5% (hit), 2% (throw) The tie shan kao[1] (a technique used in Bajiquan).
Back throw 5% (hit), 2% (throw) Throws opponent behind herself and performs a mid-level side kick.
Up throw 3% (hit and throw) A handstand kick.
Down throw 3% (hit and throw) A collar drag takedown followed by a somersault axe kick.
Floor attack (front)   7% Kneels and performs a palm thrust in front of herself, and then behind herself.
Floor attack (back)   7% A kip-up transitioned into a double-footed scorpion kick.
Floor attack (trip)   5% Squats on one leg and performs a spinning roundhouse kick.
Edge attack   9% Performs a corkscrew dropkick while climbing up.
Neutral special Needle Storm 1.5% (per needle, close), 0.8% (per needle, far) Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 30°. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and so cannot stop or be stopped by other attacks (including, for example, other projectiles).
Side special Burst Grenade 1% (grenade), 1% (vortex), 12.6% (explosion) Throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown a farther when used in the air or when thrown over an edge, and its explosion is strong enough to KO middleweights at 115% near the edge, making it useful for edge-guarding. If Sheik is attacked before the grenade explodes, the grenade will detach from the tripwire and become a non-explosive item that anyone can use.
Up special Vanish 12% (disappearance), 5% (reappearance) After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line. It also grants a small vertical boost when used in the air. Conversely, its reappearance hitbox deals much less damage, but also has a windbox that can push away opponents who are very close to wherever Sheik reappears. It grants intangibility on frames 19-53. Reappearing near a edge renders her helpless, though self-destructing with the move is difficult to do because it allows Sheik to grab the edge the moment she enters helplessness.
Down special Bouncing Fish 11% (first kick), 13% (following kicks) A 360° Tengkong Pantui Cepu[2] (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects. Upon missing, she experiences landing lag if she lands before the move's animation is over. It can also be executed earlier by pressing the special button again, and covers more distance if the control stick is held in whatever direction Sheik is facing. Its long horizontal travel distance, respectable damage output, and high knockback scaling make it one of Sheik's most viable KOing options. It KOs middleweights at 120% while near the edge, and grants intangibility on frames 3-4. Due to its earliest input hitting on frame 17 and its landing lag, however, it is punishable if it misses.
Final Smash Sheikah Dance 3% (first hit), 2% (first hit, late), 50% (entire move) Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit of her Final Smash launches opponents the opposite direction of the initial dash. Only one opponent can be trapped in her Final Smash, though anyone nearby will also take damage during the duration.

Victory poses

  • Kicks once (similar to her forward tilt), spins on the ground (similar to her down smash), then poses with her arms bent across her body.
  • Crouches, swipes with her hand twice, then stands up while rearing back her right hand up to her face.
  • Performs the fumikomi geri[3] (a stomp-style kick in karate), followed by a mid-level side kick, and then exhales loudly before performing the tate shuto uke[4] (a blocking technique in Shotokan).
A flourished and abridged remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.

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. Items are absent.
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

 
Finding Sheik 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 has a separate awakening battle from Zelda, who appears in the opening cutscene.

Fighter Battle

No. Image Name Type Power Stage Music
16 Sheik Shield 2,500 Final Destination Final Destination

Template:-

Spirits

Sheik's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sheik in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main target

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
104 Geno Super Mario RPG: Legend of the Seven Stars Sheik  
Peach  
Kirby  
Bowser  
Mario  
Attack 13,700 Mario Galaxy (Battlefield form) N/A •Defeat the main fighter to win
•Timed battle
•The enemy's FS Meter charges quickly
Rainbow Road Medley
193 Impa The Legend of Zelda series Sheik   Shield 9,400 Temple •Defense ↑
•Item: Deku Nut
•The enemy has increased defense after a little while Gerudo Valley
261 Byrne The Legend of Zelda series Sheik   Attack 1,800 Spirit Train (Battlefield form) N/A •The enemy's punches and elbow strikes have increased power
•The enemy's throws have increased power
Stamina battle
Full Steam Ahead
660 Sothe Fire Emblem series Sheik   Grab 3,600 Mushroomy Kingdom (Battlefield form) N/A •The enemy favors dash attacks
•The enemy has increased move speed
Time of Action
677 Jakob Fire Emblem series Sheik   Grab 3,500 Spear Pillar (Battlefield form) •Item: Throwing Types •The enemy's throwing-type items have increased power
•Items will be pulled toward the enemy
Lost in Thoughts All Alone (for 3DS / Wii U)
735 Kat & Ana WarioWare series Sheik (×2) ( , ) Neutral 9,000 Suzaku Castle •Item: Throwing Types •The enemy loves to jump The Mysterious Murasame Castle Medley
751 Gray Fox Metal Gear Solid series Sheik   Attack 9,700 Shadow Moses Island Assist Trophy Enemies (Gray Fox)
•Move Speed ↑
•The enemy has increased move speed
•Hostile assist trophies will appear
Encounter
835 Rover Animal Crossing series Sheik  
Villager (x2) (  )
Shield 8,800 Spirit Train N/A •Take your strongest team into this no-frills battle Title Theme - Animal Crossing: Wild World
990 Cammy Street Fighter series Sheik   Neutral 9,300 Bridge of Eldin (hazards off) •Jump Power ↓ •The enemy's kicks and knee strikes have increased power
Stamina battle
•All fighters have reduced jump power
Cammy Stage Type B
1,016 Loki Bayonetta series Sheik   Shield 9,200 Umbra Clock Tower (Battlefield form) •Invisibility
•Item: Timer
•The enemy is invisible after a little while
•Items will be pulled toward the enemy
•The enemy is easily distracted by items
Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)
1,069 Mummy Castlevania series Sheik   (x2) Grab 3,600 Dracula's Castle (Ω form) N/A •The enemy's throws have increased power
•The enemy has super armor but moves slower
Stamina battle
Mad Forest
1,085 Shinobu StreetPass Mii Plaza series Sheik  
Mii Swordfighter   (Nia Wig, Ninja Suit)
Grab 1,500 Golden Plains (hazards off) •Item: Bullet Bill •The enemy is easily distracted by items Boss 1 - Sakura Samurai: Art of the Sword
1,313 Makoto Niijima Persona series Sheik  
Wario  
Attack 3,000 Dracula's Castle (Ω form) •N/A •Defeat the main fighter to win
•The enemy is invisible
Last Surprise

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
655 L'Arachel Fire Emblem series Robin  
Sheik  
Wario  
Shield 1,600 Castle Siege •Health Recovery •The enemy is healed when the enemy's at high damage Preparing to Advance Rennac
1,052 Trevor C. Belmont Castlevania series Simon  
Palutena  
Sheik  
Shield 13,000 Dracula's Castle •Assist Trophy Enemies (Alucard) •Hostile assist trophies will appear when the enemy's at high damage
•Reinforcements will appear during the battle
Beginning Grant Danasty
1,306 Phantom Thieves of Hearts Persona series Joker  
Pikachu  
Captain Falcon  
Zero Suit Samus  
Chrom  
Sheik  
Grab 13,300 Mementos •Sudden Final Smash
•Item: Daybreak Parts
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•Reinforcements will appear during the battle
Wake Up, Get Up, Get Out There Makoto Niijima

Alternate costumes

 
               

Gallery

Character Showcase Video

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 and tips, while Palutena and Viridi refer to Sheik with male pronouns in Palutena's Guidance, albeit in the latter instance is done for comedic purposes as Pit then mentions her being an alter-ego of Zelda.
  • 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 also the first installment in the series that gives Sheik a Final Smash different from Zelda's.
  • Like in the previous installment, Sheik will revert to her Brawl idle animation while holding a small throwable item.
  • In Palutena's Guidance, Sheik is referred to in the sense of having been present before in Smash 4 ("Sheik appears to be wearing a traditional Sheikah outfit this time around."), despite every other newly recorded Zelda character guidance bringing up the characters having separate incarnations throughout the franchise (Ganondorf being the same person, Link being a different person than before and Zelda and Young Link being specific incarnations). This implies that she's the same version of Zelda/Sheik seen in Brawl and Smash 4 that was based upon the design made during the development of Twilight Princess for Brawl.

Notes

1.^ translates to "Applying Mountain Lean"
2.^ translates to "Vacant Cross-Legged Side Flip"
3.^ translates to "Stomping Kick"
4.^ translates to "Vertical Knife Hand Block"

References