...Because all the other characters were getting one.
Anyway, I'll be compiling move info, changes, and videos all into this thread, and any contributions would be helpful.
Buffs
- Fsmash hits harder, and severely punishes bad DI.
- Vanish has very reduced landing lag.
- Up+B out of shield is, oddly enough, a viable tactic since her Vanish's knockback has inexplicably been buffed to KO power.
- Dsmash has a shorter cooldown time, leaving her open for a shorter amount of time than in Melee.
- Her tilts have weaker knockback. While this may seem bad at first, it actually means that her tilts now combo into more tilts.
- Sheik's utilt has stronger knockback and damage, on the second hit. It can't really combo into anything, though.
- Her chain recovery is actually a recovery now.
- Shorthop seems a little lower than her Melee shorthop, though it might just be because of characters being larger in Brawl.
- Her tag disappears when you're in Vanish.
- Sheik's uthrow has less ending lag than in Melee. It's easier to follow up from this than it is from dthrow.
- Sheik can crawl and cling to walls.
- If you decide to Transform right after respawning, you no longer negate your respawn invincibility.
- Dash attack and Dthrow no longer combo effectively.
- Oddly enough, when the opponent DIs fthrow or bthrow, they can be popped straight up, which causes more stun time than dthrow.
- Dsmash has similar knockback, but can be DI'd extremely vertical now.
- It seems to be impossible to sweetspot the ledge with Vanish from above.
- Transform takes forever and a day. : (
- Fair doesn't KO until 150%. Learn to use bair and nair.
- All of Sheik's aerials have been nerfed, though to a lesser extent than fair.
- On the bright side, ftilt combos into fair at 150%.
- You can no longer cancel needle throwing lag by landing during the animation.
- You can no longer needle cancel turnaround if you already have fully charged needles.
- In fact, you can no longer do anything except throw the needles if they're fully charged.
- Needles are relatively weak in Brawl, unable to cancel projectiles effortlessly like they did in Melee.
- Using the Chain as an attack is rather difficult now. The non-sweetspot areas have roughly no hitstun, and characters can easily recover through any attempts to edgeguard with it.
- Needles work differently. You tap B once to start charging, tap again to throw, press R all the way down or Z to stop charging, and left or right while standing to roll.
- In exchange for the lack of dash canceling or dashdancing, Sheik's foxtrot isn't half bad.
- Dair is... different. Sheik will pause in the air, then drop down faster than her fastfall speed with the dair.
- The side hitboxes of Sheik's usmash now sends people away. Her upper hitbox still sends people straight up.
NOTE: All damage ratings are based on training mode, where diminishing returns is NOT in effect.
B Moves (Special Attacks)
Neutral: Needle Storm
Damage: 3% per needle, up to 6 needles at full charge
Pretty much everything about the Needle Storm's been covered in the above section, so I'll just rehash it here.
Needles work differently than from Melee. You tap B once to start charging, tap again to throw, press R all the way down to stop charging, and left or right while standing to roll. If your needles are fully charged, you will automatically throw them the next time you tap B.
Side: Chain
Damage: Not enough to matter (3% weak hit, 5% strong hit)
By hitting Side+B, Sheik throws out a chain. By holding B and rotating the control stick, you can shake the chain around. It was a pretty useless offensive move back in Melee, and it's even more useless in Brawl. It deals extremely minor damage with barely any hitstun along the chain, while the sweetspot deals minor damage and has some electric hitstun.
New to Brawl, Sheik can now tether recovery with the Chain. Just hit Side+B when you're recovering and in range of the ledge to toss the chain to the ledge, then hit A to grab the ledge. It works pretty much the same way everyone else's tether recovery does in Brawl. If you attempt to tether recovery when out of range or being edgehogged, Sheik will perform the normal Side+B Chain. (this is a bad thing for you)
Up: Vanish
Damage: 15%
When on the ground, Sheik pauses, then disappears in an explosion. When in the air, Sheik does a flip jump, then disappears in an explosion. In the time before the explosion you can control Sheik's aerial movement to a degree, and by holding the control stick in a direction, you'll go in that direction when you reappear.
Sheik's explosion does damage both when she disappears and when she reappears in another explosion. Her Vanish also has one of the stronger knockbacks among her moves, making it a viable KO attack if you can deal with the fact that there's a very obvious startup sequence.
It's practically impossible to sweetspot the ledge with Sheik's Vanish. However, landing after a Vanish will give you relatively little landing lag, making you far less vulnerable than in Melee.
Down: Transform
Damage: lol there's no hitbox
Sheik transforms into Zelda. This takes about a full two seconds to happen, so don't do it unless you're clearly safe (opponent is in the process of dying, or recovering from WAY out there).
A Moves (Normal Attacks)
Neutral
Damage: 3% first two, 1-2% rapid hits
Sheik will slash forward with her hand twice. Holding or pressing A past that point will cause Sheik to begin a rapid slashing sequence that takes a bit of time to stop.
Forward Tilt
Damage: 5%
Sheik does a twirling kick. This is a really fast attack and has low to moderate knockback. It combos into more ftilts (ACTUALLY HAPPENS - will add to consecutive hits meter), and can eventually combo into an aerial, a grab, or a smash attack. It'll probably never kill, but its knockback is amazing for comboing into something that does.
Up Tilt
Damage: 6% first hit, 7% second hit
Sheik kicks upward, then swings her leg down for a second hit. The first hit has barely any knockback and typically leads directly into the second, which has pretty decent knockback. It probably won't KO or combo, but it's useful to get your opponent off you or if your ftilt won't combo into anything else.
Down Tilt
Damage: 8%
Sheik does a sweeping kick underneath. Has a little less knockback than the forward tilt. I've mostly just been using this for mixups during shield pressure, though it might have some other uses...
Forward Smash
Damage: 5% first hit, 9% second hit
Sheik kicks forward twice. The first kick has little knockback and if not DI'd out of, will lead into the second kick, which has strong knockback. This attack can KO at around 130% without DI.
Up Smash
Damage: 12% side hit, 17-18% upper hit
Sheik thrusts her hands upward, then brings them down at an angle to her sides. The stronger, upper hit will send the opponent upward with VERY strong knockback, while the side hit will send the opponent off to the side at a slightly horizontal angle.
Down Smash
Damage: 13% strong hit, 10% late hit
Sheik breakdances. Has good knockback. Is a good move. Approved by Drephen.
Ledge Attack
Damage: 8%
Sheik pushes off of the ledge and kicks across the stage with her full body height.
Ledge Attack (over 100%)
Damage: 8%
Sheik slowly gets up from the ledge and elbows forward.
Aerial Attacks
NOTE: Witchking has alerted me to ZodiakLucien, who discovered that certain aerials are "lagless." That is, they have no additional lag from landing while performing the aerial.
Neutral Aerial
Damage: 13% strong hit, 5% late hit
Lagless: Yes
A very fast aerial with decent range. It also has pretty strong knockback, but only in the beginning part of the attack.
Forward Aerial
Damage: 9%
Lagless: Yes
A decently fast aerial with little lag. Unlike Melee, this move won't kill often. It has extremely low base knockback, though it will be able to kill at around 150%. You're better off using this for spacing or shield pressure, really.
Back Aerial
Damage: 12% strong hit, 6% late hit
Lagless: Yes
A decently fast aerial with good range and little lag. This move has about as much knockback as the nair, but only if you connect with the tip of her outstretched foot. Since it's got good range and can be spammed, though, this will probably be your best edgeguarding attack.
Up Aerial
Damage: 11% strong hit, 6% late hit
Lagless: No
You're probably noticing a pattern with these aerials. Anyway, it's fast, and has good range above Sheik. This attack now decays in power similar to nair and bair, in that the immediate strong hit can be devastating but the late weak hit barely has any knockback. Obviously, this attack sends upward.
Down Aerial
Damage: 10%
Lagless: No
It sucks. Sheik pauses in the air, then shoots down. It's her only aerial that has a laggy startup and laggy landing. A hit pops them up into the air, too, so it's pretty much useless for edgeguarding with.
Throws
Forward Throw
Damage: 7%
Sheik throws the opponent forward. Weak knockback, low knockback growth. Can be DI'd to straight up.
Back Throw
Damage: 7%
Sheik throws the opponent backward. Weak knockback, low knockback growth. Can be DI'd to straight up.
Up Throw
Damage: 5%
Sheik kicks the opponent upward. Weak knockback, low knockback growth. Can be DI'd slightly to the sides. This probably has the most potential for comboing with.
Down Throw
Damage: 6%
Sheik throws the opponent into the ground, then kicks him, popping him up. Weak knockback, low knockback growth. Can be DI'd to 45 degree angles toward either side.
This section is dedicated to 1v1 stock matches. FFA's, items, etc. tend not to show all the capabilities of a character, especially not in competitive play.
vs Diddy Kong
Captain Jack (Sheik) vs Shohei (Diddy)
vs Donkey Kong
Ankoku (Sheik) vs KyeHawk (DK)
vs Falco
Eazy (Sheik) vs Keitaro (Falco)
vs Fox
Keitaro (Sheik) vs Mog (Fox)
Reno (Sheik) vs HBK (Fox) 1
Reno (Sheik) vs HBK (Fox) 2
choknater (Sheik) vs DNA (Fox)
Ankoku (Sheik) vs SCOTU (Fox)
vs Jigglypuff
Ankoku (Sheik) vs Samurai Panda (Jigglypuff)
vs King DeDeDe
Ankoku (Sheik) vs Samura Panda (DeDeDe)
vs Kirby
Ankoku (Sheik) vs Kagu (Kirby) 1
Ankoku (Sheik) vs Kagu (Kirby) 2
vs Ike
Lucien (Sheik) vs Hostility (Ike) 1
Lucien (Sheik) vs Hostility (Ike) 2
Lucien (Sheik) vs Hostility (Ike) 3
Lucien (Sheik) vs Hostility (Ike) 4
Lucien (Sheik) vs Hostility (Ike) 5
Ankoku (Sheik) vs KyeHawk (Ike)
Reno (Sheik) vs HBK (Ike) 1
Reno (Sheik) vs HBK (Ike) 2
Reno (Sheik) vs HBK (Ike) 3
Reno (Sheik) vs HBK (Ike) 4
Reno (Sheik) vs HBK (Ike) 5
Reno (Sheik) vs HBK (Ike) 6
Reno (Sheik) vs HBK (Ike) 7
Reno (Sheik) vs HBK (Ike) 8
Captain Jack (Sheik) vs Masashi (Ike)
vs Link
Hiroshi (Sheik) vs Zoro (Link)
vs Lucario
Ankoku (Sheik) vs Anther (Lucario) 1
Ankoku (Sheik) vs Anther (Lucario) 2
Ankoku (Sheik) vs Anther (Lucario) 3
vs Lucas
KoreanDJ (Sheik) vs Compton (Lucas)
vs Luigi
Ankoku (Sheik) vs The Mann (Luigi) 1
Ankoku (Sheik) vs The Mann (Luigi) 2
vs Marth
Jinx (Sheik) vs KoreanDJ (Marth)
Ankoku (Sheik) vs Khovastis (Marth) 1
Ankoku (Sheik) vs Khovastis (Marth) 2
Eazy (Sheik) vs Keitaro (Marth)
Leon (Sheik) vs DSF (Marth) 1
Leon (Sheik) vs DSF (Marth) 2
vs Ness
choknater (Sheik) vs NWA (Ness)
vs Peach
Ankoku (Sheik) vs Mikey Lenetia (Peach) 1
Ankoku (Sheik) vs Mikey Lenetia (Peach) 2
vs Pikachu
Ankoku (Sheik) vs Anther (Pikachu)
vs Pit
KoreanDJ (Sheik) vs nuro (Pit)
Captain Jack (Sheik) vs Masashi (Pit)
vs ROB
Ankoku (Sheik) vs Kagu (ROB)
Captain Jack (Sheik) vs Masashi (ROB)
vs Snake
Hiroshi (Sheik) vs Zoro (Snake)
vs Sonic
Ankoku (Sheik) vs Log (Sonic) 1
Ankoku (Sheik) vs Log (Sonic) 2
vs Toon Link
Hiroshi (Sheik) vs Zoro (Toon Link)
Ankoku (Sheik) vs Log (Toon Link)
vs Wario
Ankoku (Sheik) vs Samurai Panda (Wario)
choknater (Sheik) vs NWA (Wario)
Captain Jack (Sheik) vs Naoya (Wario)
vs Wolf
Ankoku (Sheik) vs Omniswell (Wolf) 1
Ankoku (Sheik) vs Omniswell (Wolf) 2