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To all the Zelda/Sheik mainers

SeventhSage

Smash Apprentice
Joined
Nov 27, 2007
Messages
92
Location
Saint-Janvier
Tell us how you feel about the move. Do you like it ? Do you add this move to your moveset when you play competitively ? Did you found something useful about that move ? Anything to share? Want a coffee ?

Discuss... and/or feel free to Copy/Paste all, or part of the following;

ZELDA
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A:
A Combo:
A Jab:
Dash A:

Fsmash:
Usmash:
Dsmash:

Ftilt:
Utilt:
Dtilt:

Nair:
Fair:
Bair:
Uair:
Dair:

Neutral Special:
Side Special:
Up Special:
Down Special:

Grab:
Dash Grab:
Pummel:
Fthrow:
Bthrow:
Uthrow:
Dthrow:

Spotdodge:
Froll:
Broll:

Utaunt:
Ftaunt:
Dtaunt:

ATs:

SHEIK
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A :
A Combo :
A Jab:
Dash A:

Fsmash:
Usmash:
Dsmash:

Ftilt:
Utilt:
Dtilt:

Nair:
Fair:
Bair:
Uair:
Dair:

Neutral Special:
Side Special:
Up Special:
Down Special:

Grab:
Dash Grab:
Pummel:
Fthrow:
Bthrow:
Uthrow:
Dthrow:

Spotdodge:
Froll:
Broll:

Utaunt:
Ftaunt:
Dtaunt:

ATs:



¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬


ZELDA
¬¬¬¬
A : Much better than melee
A Combo : None
A Jab: None
Dash A: Strong move, on the Slow side

Fsmash: Not bad as a KOer
Usmash: Can combo into itself, Strong Star KO move
Dsmash: Fast smash move, Efficient on edges

Ftilt: Not bad for a tilt
Utilt: Great for a tilt, Can KO most in early 100s%
Dtilt: High chance of tripping, Spike from knee to heel, Can infinite on some walls

Nair: Bad priority but can punish well
Fair: Weaker than melee on sourspot, Way better when sweetspotted, Has a time-stop effect
Bair: Weaker than melee on sourspot, Way better when sweetspotted, Has a time-stop effect
Uair: It is far more dangerous than in melee, one of the most reliable KO moves for Zelda
Dair: Weak when sourspotted but the 3rd strongest spike when sweetspotted*, Lightning Kick effect only affects airborne enemies, not those on the ground

Neutral Special: Nayru's Love; longer reflect duration, reliable reflector, always sends enemies in front of you, deals decent damage, crystal seems smaller
Side Special: Huge final hitbox, much faster traveling speed, detonates faster, will always explode even if Zelda's hit, much more reliable projectile, can be used for ATs (Jump+ Din'sFire to the ground to free yourself from IC's chaingrab...)
Up Special: Hits on both casting and impact, can be used for mindgames, makes up for lower than average running speed, casting move always sends the opponent in the same manner, impact deals fire damage and is under-rated as a move
Down Special: Transform; best move in the game. Period.

Grab: Awesome animation. Definatly better than melee's.
Dash Grab: Seems better. Anyone could confrim/deconfirm?
Pummel: idk... nice fx tho
Fthrow: Seems weaker than melee, still not bad, better than Bthrow this time ?!

Dthrow: Seems somewhat good for chasing,

Spotdodge: Somewhat easy learning curve, I guess.

Utaunt: [Shooting Star] I think it looks awkward with her dress... I dont use it unless I wanna Taunt (Sheik's Utaunt is her handstand thing and it says: FUN FUN FUN!)
Ftaunt: [Element of Fire] Her coolest looking one. Impressive and somewhat mystic. When I do it it says SHOW ME WHATCHU GOT
Dtaunt: [Buh Bye] Soooooooooo mean. Who would have expected Zelda to do that? Lol... whenever I do the ''buh bye'' taunt, it says CIAO!

SHEIK
¬¬¬¬
A : Fast reliable close-range move
A Combo : Can combo into itself
A Jab: Can rack up tremendous damage when the enemy is badly cornered
Dash A: Fast move with many uses

Fsmash: Second hit has increased knockback since melee, first hit drags the opponent into the 2nd one
Usmash: Best KO move, can be ''hyphen smashed'' (run+usmash), more damage and significantly increased knockback, less landing lag, increased knockback on the sides
Dsmash: Great defensive move with long priority time, slightly less knockback than in melee, fast and reliable move

Ftilt: Can tilt lock and make your opponent swear
Utilt: Increased knockback on the second hit
Dtilt: Useful move, average on priority and power but fast and unpredictable

Nair: Perhaps Sheik's most reliable aerial move
Fair: Nerfed since melee, still an efficient move
Bair: Great aerial when sweetspotted, okay aerial when sourspotted
Uair: Better juggle move but less potent as a KO move
Dair: Not bad Stall-then-Fall dair, useful at time like for mindgames, can result in SDs for n00bs lol...

Neutral Special: Needle Storm is an easy 18%.... its damage significantly decreases if you uses it too often or twice in a row. Great for gimping or easy damage. Can be reflected.
Side Special: The chain has several tricks (chain jacket...) but essentially, it is a better move than in melee, it can deal ridiculous damage if you smash it in the south/southeast direction very quickly, or any other direction as long as you move it fast in a very small area, it can deal up to 30-70% in only a few seconds... still there is a noticeable learning curve to that move but it can be a pain in the *** when the dude knows what he's doing... the Chain is also a Tether Recovery move...
Up Special: Vanish.... mmmmmm vanish... okay first this move is delicious. Second, it is ****ing humiliating to die by this move because it doesnt even look like a move. Sheik just disappears and then... blam, you die. It is Sheik's 2nd best KO move and it has an amazing animation. Also a great recovery move with lots of invincibility frames. There are so few tricks you can do with Vanish... just check out youtube and sheik's tricks part one or..two whatever ..
Down Special: Transform into Zelda ? That's because I need power. **** off Sheik's amazing style (for now) I must KO that *****...

Dash Grab: Not bad
Pummel: Always pummel your foe when you are Sheik... her grab and throws aren't that powerful...
Dthrow: The throw I always use, idk why... should I use another throw ?

Spotdodge: Her spotdodge is **** fast, that's harder against Tabuu than most characters imo

Utaunt: FUN FUN FUN - As Sheik handstands
Ftaunt: SHOW ME WHATCHU GOT - Sheik's drags her chain out
Dtaunt: CIAO! - Sheik's annoyed melee taunt

ATs: TILTLOCK FTW... JAB LOCK MAY BE EVEN BETTER ? nah maybe just vs casual gamers.... i dont think Sheik's jab can seriously piss off professional players, can it ?


*First being Ganon's dair and 2nd being Ness' dair
 

popsofctown

Smash Champion
Joined
Mar 13, 2008
Messages
2,505
Location
Alabama
ZELDA
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A: Occasionally the best move to do. Zelda has a disjoint jab!! Hilarious when it stops dash attacks because it's disjointed.
A Combo: Hahaha.... you ran into my jab, again, cuz you're confused, you didn't know she had a jab.
A Jab: You mean pummel? coolest in the game.
Dash A: It chains together!! it's fair to poor. Missed dashes are less punishable than missed usmash, remember that.

Fsmash: I use it when ftilt won't reach. It's my favorite after dtilt. Over time, this move becomes less important to me.
Usmash: You can DI out sometimes, which kind of sucks. I get sick of people who complain about it. It's nice being able to upsmash anything though.
Dsmash: Is faster than her jab. Double hits are fun. I use the back hitbox because i'm awesome.

Ftilt: One of the most underrated moves. It seems about a frame faster than fsmash, can be uptilted, and decays more slowly (because none of us use it). Combos to upsmash!!!
Utilt: The first hitbox comes out real fast and kills early. As for the other hitboxes, they are only useful if you use this move as a one-move juggle trap. It's rare, but occasionally you can make it so your opponent airdodges to miss the 12 o' clock hitbox, only to get hit during his two landing frames at 9 o' clock.
Dtilt: Zelda's best kill move. I use this move to get more kills than anything else. It combos into Fsmash, ftilt, downsmash,... oh fun/ important fact, if someone is getting hit at the very end of the move, and even fsmash won't reach, you can do a quick hyphen smash after a trip.

Nair: Underestimated... but not too much so :(. The autocancelling can be useful. It's a very fun move to watch. Doesn't show up to my tournaments a whole lot, but it's important in key situations and matchups.
Fair: An important move i suppose, but not one that should make you feel safe.
Bair: A great move, practically spammable, it will almost never fail you.
Little known combo: SH sourspot fair (on grounded opponent) to a sweetspot bair.
Uair: Over-rated, it requires a mindgame win to do anything at all. It gets me kills at tournaments just because no one is used to it. Is a legitimate help in certain key matches, like G&W.
Dair: My pet favorite! This is the move i like master and love. I spam it, i've found ways (read: excuses) to spam it without getting punished (read: to remember it sweetspotting instead of remembering punishment). I love spiking people with it, it's great against some recoveries. The sourspot hitbox occasionally makes combos.

Neutral Special: Another pet favorite. The invincibility frames are fun. I use it when I'm just about to land, when it's too late to do an aerial but to early to do a land move. I love using it as an attack/reflect move, as in, at the same time. If you can attack, shoot, or dodge, i'll punish 2/3 options with N love instead of just one. (actually three, it outlast spotdodge....lol)
Side Special: Highly airdodgeable, but fun against people who don't know how to airdodge it. Also makes shameful appearances in tourney. I SH it in a way that lets me barely float above the ground as i approach. Like Yoda.
Up Special: Very edgehoggable. Makes me cry
Down Special: The best move in the game. It opens up worlds.

Grab: One of the worst in the game, but it looks cool.
Dash Grab: Even worse, but looks equally cool.
Pummel: Coolest ever.
Fthrow: meh
Bthrow: can kill, but meh
Uthrow: meh
Dthrow: AWESOMEly fun to watch, and good too.

Spotdodge:
Froll:
Broll:

Utaunt: I dunno, just don't like it
Ftaunt: The one i use
Dtaunt:Too cocky for me

ATs: not... really

SHEIK
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A : 2 frame jab yes
A Combo : I'm learning that i actually shouldn't use this
A Jab:
Dash A: awesome and speedy. Specially when you are too lazy to learn dacus.

Fsmash: It's ok.
Usmash: Tippering is so much fun
Dsmash: I-drephen-smash

Ftilt: It's so awesome, pure percentage
Utilt: I use it to hit tall people who are just barely right behind me. It's actually faster than downsmash
Dtilt: Characters with aerials that don't hit low will get confused and disoriented if you combo with this.

Nair: It's awesome, it autocancels
Fair: I over use it. It's lovely because it has such low afterlag.
Bair: It's beast long range. Great kill move
Uair: Jump to DJ so fast that no one thinks you can rocket up like that, then upair. anyone who doesn't get hit is a grizzled brawl vet.
Dair: Underrated, the stall tricks people.

Neutral Special: I get obligated to camp with it... it's a double edged sword somewhat
Side Special: It's fun, unexpected, and makes gratifying electric sounds.
Up Special: It's an incredible counter move. It kills! with Fire!
Down Special: The best move in the game. It opens up worlds.

Grab: not that great
Dash Grab: That great. I grab everything. the grab armor will snatch all sorts of good aerials.
Pummel: It's bad...
Fthrow: I use it
Bthrow: I use it sometimes too
Uthrow: I'm not sure it needs to be used
Dthrow: I do it... because i play Zelda :p

Spotdodge:
Froll:
Broll:

Utaunt:I don't taunt with Sheik
Ftaunt:I actually still don't know what her taunts are
Dtaunt:It's weird, is charging needles my taunt?

ATs: Chain lock is so gratifying and good.
 

SinkingHigher

Smash Lord
Joined
May 4, 2008
Messages
1,886
Location
Canada
ZELDA
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A: Good priority, stops attacks/interupts charges.
Dash A: Really quick output. Great set-up tool.

Fsmash: A little slow on start up, but powerful.
Usmash: Sliding ability is great. Good for set-ups, "combos" and catching opponents.
Dsmash: One of the fastest moves. Breaks weak locks. Finished d-tilt lock. Good knockback/KO power.

Ftilt: Much too slow to be useful. Requires prediction of moves, therefore easily punished.
Utilt: Same as the f-tilt.
Dtilt: One of Zelda's best moves. The poke-lock is great. It can spike. Good for set-ups.

Nair: Fast-falled looks cool but honestly isn't as useful as I would hope. Good set-up power for U-smashes.
Fair: Insane KO power. Sourspots can be irritating, however you only use them at high %s so it shouldn't matter.
Bair: Same as above. More powerful, hardly noticable.
Uair: Little difficult to time, easy to dodge and punish. Risky move - good KO power.
Dair: Sweet sweet move. KO's bad-recoverys from early on. Sourspots can be "comboed".

Neutral Special: Ending lag is horrible, but reflectors are a much needed tool.
Side Special: One of the best projectiles. KO ability, good for spacing.
Up Special: Potentially a strong move. Obvious mind games. Weak hits and endling lag, but that doesn't really matter. Great horizontal knockback can lead to quick KOs.

ATs:
Love Jumps: Good for recoveries but not entirely practical. It's usefulness depends on the stage.
Farore Boost: Apart from providing some added distance to FW, it's practically useless.
Ledgewarp: Awesomeness. Can instantly f/b air out of re-appearance for KO.
Transformation Glide: Good for recovery from above. Provided a more controlled situation for Sheik.
 

Tezmata

Smash Apprentice
Joined
Aug 3, 2008
Messages
103
Location
Austin, Texas
ZELDA
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A: One of the better jabs in the game.
A Combo: It's not so much a combo, but see above.
A Jab: What?
Dash A: I picture Zelda making a whiny noise as she does it saying "Quiiiit it" and that's basically what the move does.

Fsmash: Powerful and pretty good overall. I'm glad that DI'ing out of it isn't as easy as it was in Melee.
Usmash: Fantastic move. Again, one of the best in the game.
Dsmash: SCHWEET!

Ftilt: I'm not crazy about it like most of her moves but it's decent nonetheless.
Utilt: Interesting range and enormous knockback. Easy to punish though.
Dtilt: A necessary move to play as Zelda. I'm surprised I haven't seen it used as much as I think it deserves to be.

Nair: Eh. But that's how I feel about (most) nairs.
Fair: Absolutely devastating. The move that makes the girl, even if it isn't as great anymore.
Bair: See above. The difference is only slight.
Uair: OMGWTFFIRE? It's pretty. It's also a good KO move, but like most of Zelda's up-moves, easily punishable.
Dair: I wish it would sweetspot on a grounded opponent but it's still spectacular as it is.

Neutral Special: Convenient against certain characters and approaches. Nothing you can rely on too much though because of the ending lag.
Side Special: In my opinion, the best projectile. You can mindgame the opponent into airdodging at the wrong time if you mix up the releases. It shouldn't be relied on as much as it currently is with most players though.
Up Special: Great move overall. The invisibility frames (that are complete invisibility in Brawl) allow for mindgames on reappearances. You can grab a ledge directly out of it. You can even aim it at the opponent to hit with that little burst of flame and ruin any edgehogging.
Down Special: I hear it's called Transform, but I like to call it "Decay-B-Gone" or "Counterpick."

Grab: Not so fantastic.
Dash Grab: See above.
Pummel: Pretty sweet. More original than the typical kneeing animations.
Fthrow: Boo.
Bthrow: Eh.
Uthrow: Boo.
Dthrow: That's what I'm talking about. Nice animation too.

Spotdodge: A good thing to learn to effectively time for a Zelda main.
Froll: It's... a roll?
Broll: What do you want?

Utaunt: Eh.
Ftaunt: Cool.
Dtaunt: Airhump FTW.

ATs: Stafy? :p

SHEIK
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A : Eh.
A Combo : OK.
A Jab: ?
Dash A: Really great.

Fsmash: Not always that great because the first hit can knock them just far enough away to avoid the second but still an OK move.
Usmash: I think we all know this is an amazing move that more or less defines Sheik's KO ability.
Dsmash: Breakdancing FTW.

Ftilt: <3<3<3
Utilt: <3<3
Dtilt: <3

Nair: Not a fan actually. Again, I just don't use nairs as much as I should.
Fair: Not as great as in Melee (then again, what is about her?), but still a good move.
Bair: As with most bairs, a staple of the character.
Uair: Surprisingly powerful in Brawl. Not too strong but moreso than you'd expect.
Dair: Definitely a useful move once you've mastered it. It's another mind-gamer if you use it properly.

Neutral Special: Great move for canceling attacks and briefly stunning the opponent.
Side Special: I think it's more useful than we give it credit for (and not just for recovery). It's also just plain fun.
Up Special: A really fantastic move to use, even when grounded.
Down Special: Decay-B-Gone.

Grab: It's a'ight.
Dash Grab: Pretty darn swanky.
Pummel: Eh.
Fthrow: It's alright.
Bthrow: I use this more than I should. It's not that great.
Uthrow: Meh.
Dthrow: Mehh.

Spotdodge: Not so important to use as with Zelda, but it's a good skill for any character to use.
Froll: Moves well into a tilt-lock.
Broll: Good for setting up the chain or some needles.

Utaunt: Really cool. I want to be able to do that.
Ftaunt: Nostalgic.
Dtaunt: Is stealth the Autumn Day Strangler?

ATs: I choose Waluigi this time. :p:p

Yes, I know AT means Advanced Technique. I just prefer to pretend it means Assist Trophy.
 

Ztarfish

Smash Journeyman
Joined
Nov 23, 2007
Messages
484
Location
B-Town Colorado
A: I dunno, I don't find myself using this move too often. It's ok I spose
Dash Attack: Lame, so easily shieldgrabbed it's not even funny, honestly I think it's her worst move, though that's not saying much considering the rest of her moveset

Fsmash: Yayyy Fsmash. I think it's the prettiest looking out of all of her smashes. However the only thing I think it has going for it in comparison to the other smashes is that it's long ranged.
Usmash: Ah everyone's favorite. It's fast, got great priority, gets em up into the air, and undecayed can kill below 100%. There's really not a reason not to like this move.
Dsmash: Great GTFO move.

Ftilt: Wonky lil move, kind of random where they get sent, but not that bad.
Utilt: Ugh slow. I cannot use this dang move. Apparently it kills earlier than Snake's utilt, but no one freakin knows that cause it's slow and hard to hit with.
Dtilt: Yay for trip combos. I'm a sucker for Dtilt trip -> Ftilt with any character and Zelda's no different

Nair: Probably her most reliable aerial, but I find it more effective on rising rather than falling, so probably not so good as an approach. I like to land during a Nair and then Utilt though, even if it doesn't hit..
Fair: What happened to melee's kicks :( S'alright. I don't like the new sweetspot mechanics though. Honestly I don't feel like this move is all that epic but meh
Bair: The better of the twin kicks, either way I can't really tell if I'm doing one or the other
Uair: Ah my favorite of her killing aerials. Her uair is so badass and is def the strongest in the game. Feels absolutely wonderful when you catch your opponent with one of these.
Dair: Blargh, after the sweetspot boost I still find myself never using this move. Probably cause going offstage with Zelda is always sketchy for me. Wonderful usage in water though.

B: Good move, but not cause of it's reflecting properties. Those crystals are fuxing annoying and should be abused whenever anyone's in range, sort of like a less annoying version of Bullet Seed. It's relecting properties last deceptively long as well. Kind of a lame reflector in general though.
Side-B: People say it's lame. I like it. It is kind of retardedly hard to hit with though. Don't expect to hit a lot with this
Up-B: EW. I hate her recovery like srsly. It's so linear it makes my eyes twitch. Very hard to execute from certain angles, and I find myself at those angles a lot. Lame. Also not a fan of on the ground teleporting unless I'm too lazy to walk or something.

Love Jump/Farore Boost/Transormation: I'm putting this under the same thing since they're all basically the same thing. I personally don't use them, but when I'm trying to Uair someone and they suddenly rocket away with Nayru's Love, it's kind of annoying, but I dunno. Seems like an unintended version of Sora's Aerial Recovery from KH2, if any of you know what I'm talking about.
Ledgewarp: Eh, I don't do it, but I've seen how cool it can be. Rather flashy. Requires you AND your opponent be in very specific places for it/a followup to work. Myself I like to stick to the basics. Yeah I'm boring.
 
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