Threading the Needle: A Beginner's Guide to Sheik
By Lythium and Gaudeo
Introduction
Sheik is awesome. No, seriously. Unfortunately, there are not enough new Sheik players. So, Gaudeo and I have written this guide. Partly to entice new Sheikahs to join our midst, as mains, as casuals, and as beginners. We hope you like it because Gaudeo insisted upon using me as a punching bag a lot. Enjoy!Introduction
Background
Sheik is a character from The Legend of Zelda: Ocarina of Time, and is the alter ego of Zelda. She aids in Link’s quest at various points by teaching him songs that allow him to teleport to various locations. She is frequently depicted as appearing and disappearing mysteriously. Sheik eventually unmasks herself to Link in the Temple of Time, only to be promptly abducted by Ganondorf. (Jeez, way to go.) Sheik first was first introduced to Smash in Super Smash Brothers Melee as the counterpart of Zelda, and enjoyed a high position on the tier list, unlike her counterpart. She’s also from the future! Isn’t that neat?
Pros
- Fast, in terms of both running and attack speed.
- Effective combos.
- Has a reliable lock.
- Good projectile.
- Ability to transform into Zelda at any time.
- Two ways to recover.
Cons
- Lacks killing options until higher percents.
- Weight means that she can be killed earlier than some other characters.
Moveset
Name
Description: a description of the move.
Damage: the amount of damage that said move deals fresh.
Knockback: how far the attack will knock opponents back.
Kills At: the percent at which the move will kill Mario, without DI, from the center of Final Destination.
Notes on the advantages, disadvantages, and possible uses of the attack.
Jab
Description: Sheik sweeps her hand left then right, then jabs repeatedly with her arm straight and fingers extended.
Damage: First two hits deals 3%. Jabs deal 2%, or 1% if hit with the tips of her fingers.
Knockback: Little to none.
Kills At: N/A
Sheik’s Jab is of the infinite variety, meaning once she gets to the third hit she can keep it going forever without interruption for as long as A is held or pressed. It is an effective way to deal a bit of quick damage to an opponent; however, it is easy to DI out of the repeated jabs. It is recommended that when you use it, you only keep it going for a short time to avoid being punished. You can jab cancel the first and second hit of the jab string by pressing down to duck and using another move. For detailed information on how to do this see the Advanced Guide.
Forward Tilt
Description: Sheik kicks her leg forward in an arc.
Damage: 5%
Knockback: Vertical, very little.
Kills At: 305%
The Forward Tilt is Sheik’s bread and butter, providing her with an effective way to rack up damage and combo. It can be linked to almost any attack, though Up Tilt and Up Smash work best because it pops your opponent towards you and a bit up, meaning you can line those two up nicely. You can also follow up a Forward Tilt with another Forward Tilt allowing you to create large combos. To perform a tilt lock using Forward Tilt, press A just as Sheik’s foot reaches the ground, however most characters can break out of a lock at about 50% damage, give or take.
Up Tilt
Description: Sheik raises her leg above her head and slams it down.
Damage: First hit deals 6%. Second hit deals 7%.
Knockback: Predominantly vertical, low.
Kills At: 210%
The Up Tilt is notable for its high priority and ability to combo. It also hits a bit behind Sheik and so can be used to intercept opponents all around her. This, in addition to the good priority, makes it a good attack to use defensively. It also combos very well from a forward tilt, and will usually hit twice when doing so.
Down Tilt
Description: Sheik performs a quick spin while kicking the ground.
Damage: 8%
Knockback: Vertical, low to medium.
Kills At: 250%
Sheik’s Down Tilt hits low and can be used as a both as a combo starter and a utility move. There is a sweetspot on Sheik's foot during the attack. If it hits, it pops opponents vertically and lines them up perfectly for a follow-up with an aerial. Additionally, against fast falling characters, it can be comboed into second Down Tilt.. It is an easy move to jab cancel with for a bit of extra damage. Finally, using your Down Tilt puts you very low to the ground, and can be used as a way to avoid an incoming attack or to set yourself up to counter. (Special thanks to Tristan win for the info)
Smashes
Forward Smash
Description: Sheik kicks twice in front of her, moving forward with each kick.
Damage: First kick deals 5% (uncharged) or 7% (fully charged). Second kick deals 9% (uncharged) or 12% (fully charged).
Knockback: Horizontal, medium to high.
Kills At: 110% charged, 150% uncharged.
Despite its horizontal range, the Forward Smash is only marginally useful when you are far from your opponent. The only way to ensure that the second hit, which houses the move’s killing power, is to hit with Sheik’s thigh on the first kick. Otherwise the move can be shielded, spot dodged, or punished. Some opponents, like Marth, can actually roll backwards the same distance that the Forward Smash moves Sheik forward and end up right in front of you after the attack finishes to punish you if you space it incorrectly. However, it is a two-hit combo with good range, so with practice, the forward smash can be put to good use for both damage building and KO’s.
Up Smash
Description: Sheik raises both arms above her head held together, and then forcefully slashes them back down away from her sides. The first hit hits on her body and the second where the wind forms around her.
Damage: First hit deals 17% (uncharged) or 23% (fully charged). Second hit deals 12% (uncharged) or 17% (fully charged).
Knockback: Vertical (first hit) or horizontal (second hit), high to very high.
Kills At: 60% charged, sweetspotted. 80% uncharged, sweetspotted. 105% charged, unsweetspotted. 150% uncharged, unsweetspotted.
Sheik’s best smash for killing. The attack consists of two hits, the first of which has a sweetspot at the top, and sends opponents vertically. The second does not have a sweetspot, and sends opponents off at a diagonal angle. The first has the best killing potential, although the second is no slouch. The sweetspot for the first attack is at the tips of Sheik’s fingers right as she starts to bring her hands back down. It isn’t the easiest sweetspot to land, but it’s definitely worth it to learn how to. In many cases, especially at lower percents, you can land both hits for about 30% damage. You can follow a Forward Tilt with an Up Smash for some excellent damage and kill potential as well in some circumstances. DACUS is also an effective way to land an Up Smash, and you can learn about it in the Advanced Guide.
Down Smash
Description: Sheik spins on her back on the ground, sticking her legs out.
Damage: First hit deals 13% (uncharged) or 18% (fully charged). Second and third hits deal 10% (uncharged) or 14% (fully charged).
Knockback: Diagonal and up, high.
Kills At: 115% charged, 160% uncharged.
The Down Smash is one of Sheik’s best options for getting an opponent to lay off her, and is generally a good attack to surprise an opponent. It comes out fast with multiple hits, long range, and good knockback, so you can use it to give yourself some space against an opponent who is pressuring you. It is also a fairly reliable kill move on its own at higher percents. You can sometimes hit twice with a Down Smash at lower percents, but it normally it will knock them away before it can. The first hit is strongest, so aim to land it by using it when close. Down smash can also be used after a Jab Cancel; however it is not extraordinarily effective after a Forward Tilt since the Tilt pushes characters so high, though it is still a viable option if the opponent tries to DI down.
Aerials
Neutral Air
Description: Sheik performs a forward kick.
Damage: Deals 13% during the first frames, then 5% for the remainder.
Knockback: Horizontal, medium at sweetspot, otherwise low.
Kills At: 165%
Mostly used as a killing attack and combo ender, the Neutral Air has slightly more range than the Forward Air, and has significantly greater knock back. If you do not manage to hit in those frames the attack is largely useless. It has too much lag to effectively combo, but you can use it to get an opponent off of you since it comes out quick.
Forward Air
Description: Sheik claws her left hand in front of her.
Damage: Deals 9%.
Knockback: Horizontal, medium to low.
Kills At: 190%
Sheik’s Forward Air is basically built for comboing, since it has very little knockback and sets you up for another attack. The attack if fairly fast and is a good follow up for any attack that knocks opponents into the air in front of you. However because of the low knockback, be prepared to follow your Forward Air up or else you are going to get hit right back when the opponent recovers from hitstun.
Up Air
Description: Sheik performs a quick screwdriver kick.
Damage: Deals 11% during the first frames, then 6% for the remainder.
Knockback: Vertical, high at sweetspot, otherwise medium.
Kills At: 150%
The Up Air is an excellent option for following up anything that knocks your opponent into the air. The shape and size of the hitbox make it excellent option for attacking your opponent in the air. Like the Neutral Air, the Up Air is best used at the last possible moment to ensure that the most damaging frames hit the opponent. You can use your Up Air as a follow up to a Down Throw, since the Down Throw sends the opponent into a perfect position for it. You can also use it for a KO at higher percents.
Down Air
Description: Sheik performs a down kick, propelling herself at a downward angle.
Damage: 10%
Knockback: Low.
Kills At: 215%
Sheik's Down Air is a strong attack, which unfortunately, has limited use. The attack is laggy, with significant start up and end lag, and as such, telegraphs itself terribly. The only legitimate use for the Down Air is to escape from a juggle by quickly getting back to the ground. And if you hit your opponent, so much the better! Off the Stage, using Down Air is suicide.
Back Air
Description: Sheik performs a kick aimed behind her.
Damage: Deals 11% damage during the first frames, then 6% for the remainder.
Knockback: Medium to low.
Kills At: 195%
Sheik’s Back Air is a useful tool for killing. Like the Up and Neutral Air, the first few frames are the most powerful, and you should use your Back Air accordingly. It also has great range on its hitbox, and as such, it is one of your safer attacks.
Specials
Needle Storm (Neutral B)
Description: Sheik throws a slim, nearly-invisible needle.
Damage: Each needle deals 3% damage, allowing this move to deal a maximum of 18%.
Knockback: Very low.
Kills At: N/A
Needle Storm is an excellent projectile, and is an integral aspect of playing Sheik. Pressing B will cause Sheik to start charging her needles, and pressing B again will make her throw the needles out. Sheik can charge up to six needles at a time, giving her the ability to rack up 18% in damage. On the ground she will throw the needles horizontally forward, whereas in the air she will throw them at a 315 degree angle (down and forward). Needles are an excellent way to rack up damage against an opponent, and are also useful to disrupt attacks. For example, needles can hit Meta Knight out of the early parts of his tornado. You can also fire off a single needle by pressing B twice in quick succession. This is great to disrupt or harass an opponent, plus needles move very quickly and are practically invisible, making them difficult to dodge. Holding fully charged needles is also an excellent way to threaten an opponent, since it makes them reluctant to commit to anything that could be disrupted by it.
Chain (Side B)
Description: Sheik pulls out a long metal chain, which can be manipulated to whip the chain around.
Damage: Unknown.
Knockback: Insignificant, except medium at sweetspot.
Kills At: 595% sweetspotted, N/A unsweetspotted.
The chain is a strange attack. When it is deployed, Sheik extends it in front of her. You can hit an opponent 2 to 3 times, and then she pulls it back in. If you hold B, you can keep the chain out and move it with the analog stick. The chain is useful for keeping opponents at bay and punishing irregular movement patterns. It is also affected by the physics engine and so can be tossed over a ledge and left hanging, which is especially useful on Lylat Cruise and similar stages, where it nearly reaches the floor. When holding off an opponent it is important not to flail the chain wildly, as it has almost no knockback or hitstun, and persistent opponents can get in and attack through it. There is a sweetspot at the tip of the chain that has significantly more knockback and can be used to keep opponents back, so you should aim to repeatedly hit an opponent with that to keep them away. Off of the stage, the chain acts as a tether recovery, and has a deceptively long reach. Learning its range is key, as missing off of the stage means almost certain death. The chain can also be used to perform a lock, which is detailed in the Advanced Guide.
Vanish (Up B)
Description: Sheik vanishes into thin air. She reappears a short distance away.
Damage: Unknown.
Knockback: High.
Kills At: 135%
Vanish is one of Sheik’s recovery moves and also a good KO move. The hitbox for Vanish is the explosion when Sheik disappears. After she reappears, she is rendered helpless until she hits the ground, and has significant landing lag. You can choose where she reappears by tilting the control stick in that direction, making it somewhat unpredictable. Sheik also has some invincibility when the attack begins, giving her a bit of cover when she attempts it. Vanish also has the ability to be used as a counter, due to the invulnerability that it grants. The attack does make a distinctive noise when it starts up, making it somewhat hard to catch opponents with. In the air Sheik hops up slightly before the explosion, which may catch opponents sometimes. Sheik can also perform some extraordinary edgeguarding with Vanish, and you can read all about it in the Advanced Guide.
Transform (Down B)
Description: Sheik transforms into Zelda.
Damage: None.
Knockback: N/A
Kills At: N/A
For detailed information on how to play with Zelda, see the Zelda boards and the Advanced Guide. Choosing when and where to play as Zelda is largely a matter of personal preference and proficiency, and is not a requirement for playing as Sheik.
Other Attacks
Dash Attack
Description: Sheik throws her arms forward, and then forcefully separates them.
Damage: 7%
Knockback: Vertical, medium.
Kills At: 210%
The dash attack is a surprisingly good attack and a great way to mix up your approach game. It comes out fast and does good damage with little enough knockback at low percents that it can be followed through, and at very high percents it can be used as a KO if it is fresh. We recommend not overusing your Dash Attack because it is easily punished.
Ledge Attack
Description: Sheik swiftly kicks her foot up over the edge to the side. Over 100% she gets up slowly and lashes out with her elbow.
Damage: 8%
Knockback: Horizontal, very low.
Kills At: N/A
There’s nothing much to say about this attack. Like all Ledge Attacks it is easily countered and should only be used as a mix up.
Get-Up Attack
Description: Sheik kicks around her, or right and then over her head, depending on how she falls.
Damage: 6% if she fell, 5% if she tripped
Knockback: Negligible.
Kills At: N/A
I doubt many players really consider this a move. After you’ve fallen or tripped you can perform this move by hitting A. Useful in tech chases, but not much else.
Grabs & Throws
Pummel
Description: Sheik pulls back her fist and then hits the opponent.
Damage: 3%
Knockback: None.
Kills At: N/A
You can reliably Pummel once at low percents and more as an opponent’s percent rises. The damage is low, but it adds up over the course of a match, so don’t ignore it. It’s a good idea to do so, unless your opponent is at less than 10% before you throw. Sheik also has some limited grab release options, which are detailed in the Advanced Guide.
Forward Throw
Description: Sheik rams the opponent with her shoulder.
Damage: 3% then 2%
Knockback: Very low.
Kills At: 555%
The Forward Throw is marginally useful and should be used sparingly as a tool for confusing opponents and mixing things up. It hits fast and for good damage, but leaves you with limited options for follow up because of the forward knockback of the throw. It is easily followed up by a Forward Air however, and in some cases a Dash Attack can hit as they are coming to the ground.
Up Throw
Description: Sheik tosses the opponent in the air and then kicks them up with both legs.
Damage: 3%, then 2%
Knockback: Vertical, low.
Kills At: 515%
Up Throws are useful for setting up opponents for an up air, but not much else. The Up Throw is also Sheik’s least damaging throw.
Down Throw
Description: Sheik tosses the opponent down and the elbow drops onto them.
Damage: 3% then 3%
Knockback: Vertical, medium.
Kills At: 355%
The Down Throw is perfect for setting up several different aerial and ground based combos despite its slightly lower damage when compared to the back and forward throws. You can follow a Down Throw up with an Up Air, Neutral Air, or Forward Air until very high percents, and at low to mid percents you can even follow it up with ground attacks, most notably Up Smash and Forward Tilt.
Back Throw
Description: Sheik tosses her opponent behind her and knocks them away with a hard kick.
Damage: 3% then 2%
Knockback: Diagonal and up, low.
Kills At: 735%
The back throw is Sheik’s least useful throw. It doesn’t easily set up for any other attacks, and doesn’t do enough damage to warrant using it for its own sake. In most cases, you should only use this if you are aiming to put an opponent off stage so you can gimp them.
Tactics & Support
Sheik is an incredibly variable character who can be played in a wide variety of ways. The following is just a loose guide of the many options you have while playing Sheik. These are descriptions of how we play our Sheiks, but remember that no two players play Sheik in exactly the same way, so consider these as examples of how you can play a Sheik, rather than instructions on how Sheik must be played.
Lythium’s Sheik
In my experience, the key to playing an offensive Sheik is being relentless. Never give your opponent the chance to breathe, and throw your attacks out as often as you can. That being said, you will often be in a position where you are going to get hit. For an offensive Sheik, this doesn’t particularly matter because a reckless, calculating style is what I aim for. Any move that will rack up damage, do it. The quicker, the better! Combos and needles are essential to playing on offensive. I love tilt-locking, and it’s a great way to rack up damage for an offensive Sheik. Also, Sheik’s Forward Tilt can lead to almost any combo, making it invaluable for offensive play. I constantly have my needles charged, and pressuring opponents with needles is a great way to play offensively because your opponent literally won’t know what hit them. Even Sheik’s Forward Smash is good way to build damage. Pressuring will capitalize on your opponents’ weaknesses. Something to remember: mix things up! Constant attack doesn’t mean predictability. An offensive Sheik that is predictable will be punished badly. I find the chain exceptional for mixing things up. Whip it out to give your opponent a lovely sweetspotted tap with it, and by the time they recover, you’ll already be attacking. The chain is also a fun way to gimp opponent’s recovery. Also, knowing when to shield or dodge is ridiculously important for any offensive player. Sheik won’t do well against a fully-charged Warlock Punch. Play smart! P.S. – I never DACUS.
Gaudeo’s Sheik
Playing a defensive Sheik is all about using your ground speed to stay out of the opponents range. Pressure them with your needles and force them into approaching. Never give them room to breathe by tossing single needles frequently. I personally like to toss single needles in to disrupt approaches that you forced opponents into. Needles can be hard to follow up, so don’t get caught in the needle to dash attack trap. Mix it up, even if that means letting an opportunity go by. Your aim is to land small combos and get out before your opponent can hit you back. Sometimes just playing a simple punish game is enough, and other times you will need to be creative. Remember that Sheik’s jab comes out on the second frame, so you can catch opponents with it before their shield comes up. Also consider that Sheik’s chain has considerable range, and that you can manoeuvre it very quickly to intercept an opponent who is approaching. Just remember to focus on the tip, since hitting with the rest of the chain is going to be painful for you. Even on defence mixing things up is key. By changing the attacks you punish with and the ranges you punish at, you can ensure that an opponent cannot recognize your patterns and counter punish you. I mix my killing moves in from the beginning as well, both because they do good damage at the end of a combo, and because I have found that opponents tend to stop reacting to them as killing moves and so play around them less effectively at high percents. DACUS is a good way to punish an opponent, but in my experience Sheik’s amazing Forward Tilt is not. Forward Tilt locking is, in my opinion, too prone to being countered to be used effectively in a defensive game. However the key to playing defensively is to be unpredictable, so use whatever you find effective.
Useful Threads
Match-Up Thread – A detailed guide to Sheik’s match-ups. Currently in the works, but very helpful.
SinkingHigher's Advanced Guide – A guide to both Sheik and Zelda’s ATs and glitches. So incredibly useful for taking your Sheik to the next level.
Sheik WiFi Friend Finder – A thread where you can connect with other Sheik players to practice and compare techniques.
Sheik Video & Video Critique Thread – A thread where you can watch videos of other players matches or post your own for analysis by the community.
Not enough? Check out Voyeur's Sheik Boards Catalog.