Sheik (Super Smash Flash 2)

Sheik is a veteran starter character in Super Smash Flash 2. She can transform into . Her sprites are custom made and based on her planned appearance in with major improvements in her fighting style. Her voice clips come from .
Sheik ranks 12th of S- tier on the current tier list. Sheik has good combo ability, great dashing speed, an amazing grab & throw game, fast attacks and strong finishers in her sweet spotted up smash, down smash, forward aerial, back aerial, and down aerial. Sheik has a good edgeguarding game and is very good at gimping her opponents. She has one of the best grab & throw games in the demo, having one of the longest grabs while also having a set of very useful throws.
However, Sheik suffers from a poor recovery that covers little vertical and horizontal distance, while also having an awkward invincibility window. Sheik is also tall which makes her easy to hit; this, combined with her below average weight, though she is not far from being a medium weight, makes her easy to KO or knock her too far offstage to recover. She also finds trouble KOing on stage, as most of her strongest moves are best used for edgeguarding or gimping, and the sweet spot of her up smash is hard to connect with and down smash is hard to combo into.
Sheik has a very strong presence in online tournaments, with many top players using her to great effect. This can be attributed to her low skill floor combined with her high skill ceiling allowing her to be a strongly viable solo main in both low and high level play.
== Attributes ==
Sheik has good ground mobility with having the seventh fastest dashing speed. Sheik has good combo ability with her up tilt and forward tilt, up throw, down tilt, down throw, and forward throw at low percent being excellent combo starters. She has reliable KO moves in her forward air, sweet spotted back air, sweet spotted up smash, down aerial, and down smash. She has a good projectile in Needle Storm, which she can use to camp, gimp her opponents as they try to recover and stop her opponents approach.
She has one of the best grab and throw games in the demo, with the seventh longest grab range. She has a very useful set of throws, with up throw being her best combo throw due to the amount of hitstun it leaves the opponent in at low to death percentages for great follow ups. It is also a chain grab on fast fallers. Back throw is good by the ledge for setting up edge guarding situations, which for the most part are in Sheik's favor. It can also be used on stage to set up tech chasing situations. Her down throw is her strongest throw, which is good for follow ups at low to mid-low percents, but can be easily D.I.'ed which leaves for hardly any reliable follow ups at mid to high percentages. Arguably her worst throw is her forward throw, which even at low percents, allows for little follow up options due to the low amount of hitstun the move grants. It can hardly chain grab high fallers or at low percentages. Although it can set up tech chasing situations on and at low to mid percents.
Her ground game, though going mostly unnoticed is excellent, with the aforementioned tilts being great tools. Forward tilt is good for starting and extending combos while also allowing for grab follow ups. Down tilt is good for getting pokes in while also popping opponents in the air to start combos. Up tilt is a good anti-air option while also covering most of Sheik's body.
However, Vanish covers little vertical and horizontal distance, while also having an awkward invincibility frame window that leaves her vulnerable to being edge guarded or gimped. This is also furthered exacerbated by it not having a hitbox at the end of the move, but a windbox which leaves her susceptible to being edge hogged if she is not next to the opponent on the ledge during the hitbox portion of the move. Another problem is the landing lag she receives when she tries to recover on stage, which leaves her open if the windbox is shielded or it does not connect with the opponent. The windbox can also be reflected, pushing her offstage and into a helpless state, even if she landed on the ground.
Her slightly below average weight makes her easy to knock off stage while also allowing for her to be KO'd earlier than middle weights. She also heavily relies on edgeguarding to get kills due to most of her on stage KO moves being hard to connect with or situational. Although this problem is not as big as it was last demo or her incarnations in the main games.
She also lacks options to defend herself from below due to a lack of landing options which gives her trouble when it comes to being juggled, especially by characters with ranged or disjointed up tilts. Down aerial is too slow to be used effectively to escape due to its slow start up and low priority. Needle, even though it is a good projectile with many uses, has little priority, even when charged, allowing characters with high priority to cancel them out.
== Moveset ==
=== Ground attacks ===
Attack 	Description 	Damage
Neutral attack	Performs two knifehand strikes in front of her, and then performs a flurry of knifehand strikes. The player can continue the flurry by repeatedly pressing or holding the attack button after the second hit. 	
Neutral attack	Performs two knifehand strikes in front of her, and then performs a flurry of knifehand strikes. The player can continue the flurry by repeatedly pressing or holding the attack button after the second hit. 	
Neutral attack	Performs two knifehand strikes in front of her, and then performs a flurry of knifehand strikes. The player can continue the flurry by repeatedly pressing or holding the attack button after the second hit. 	
Forward tilt 	Performs a roundhouse kick upward. An excellent combo starter like her other tilt attacks due to its speed and the low upward knockback it has, able to be followed up with most grounded moves and grab at low percents and all of her aerial attacks up to high percents. However, it also launches the farthest of her tilt attacks, making it the most difficult to follow up with at high percents.	7%
Up tilt 	Stretches a leg directly upward and then swings it down. Both hits knock opponents directly upward with low knockback, with the second hit being weaker. Her fastest tilt attack and an excellent combo starter like her other tilt attacks, though it slightly lacks in horizontal range. A reliable anti-air option as well. 	
Up tilt 	Stretches a leg directly upward and then swings it down. Both hits knock opponents directly upward with low knockback, with the second hit being weaker. Her fastest tilt attack and an excellent combo starter like her other tilt attacks, though it slightly lacks in horizontal range. A reliable anti-air option as well. 	
Down tilt 	Sweeps her leg while crouching. Has the farthest horizontal range and the least knockback of her tilt attacks and possibly the most effective combo starter of them. Combos into most grounded moves at mid percents and aerials up to high percents. Also hits opponents hanging on a ledge. 	8%
Dash attack 	Lunges forward while swinging her hands out. Deals low upward knockback and is strongest at the start of the move. A strong combo starter and burst movement option, though it is held back by its very small hitboxes and noticeable ending lag. 	
Dash attack 	Lunges forward while swinging her hands out. Deals low upward knockback and is strongest at the start of the move. A strong combo starter and burst movement option, though it is held back by its very small hitboxes and noticeable ending lag. 	
Forward smash 	Unleashes two consecutive kicks whilst leaping forwards. The first hit leads into the second, which launches opponents forward. Has low startup lag but deals relatively low knockback for a smash attack, not being a KO move until very high percents and instead forcing opponents off-stage for a follow up. 	
Forward smash 	Unleashes two consecutive kicks whilst leaping forwards. The first hit leads into the second, which launches opponents forward. Has low startup lag but deals relatively low knockback for a smash attack, not being a KO move until very high percents and instead forcing opponents off-stage for a follow up. 	
Up smash 	Raises her arms up and then swings them downward and outward. Launches opponents upward, with the move being strongest at the start when her hands are together. Deals the most knockback of her smash attacks, serving as a fast and strong KO move at the start, with the late hit being a combo starter at low percents. 	
Up smash 	Raises her arms up and then swings them downward and outward. Launches opponents upward, with the move being strongest at the start when her hands are together. Deals the most knockback of her smash attacks, serving as a fast and strong KO move at the start, with the late hit being a combo starter at low percents. 	
Down smash 	Spins around on the ground while kicking with both legs. Hits three times, with the first hit being the strongest and the final two hits attacking in both directions. A fast KO move at high percents but easily punishable due to its long duration and small hitboxes. 	
Down smash 	Spins around on the ground while kicking with both legs. Hits three times, with the first hit being the strongest and the final two hits attacking in both directions. A fast KO move at high percents but easily punishable due to its long duration and small hitboxes. 	
=== Aerial attacks ===
Attack 	Description 	Damage
Neutral aerial	Performs a sex kick, extending her foot. Her fastest aerial attack tied with back aerial. Deals high knockback at the start of the kick, with the late hit being useful as a combo starter. Also useful for breaking combos, edgeguarding, landing safely, and attacking out-of-shield due to its high speed and long duration. 	
Neutral aerial	Performs a sex kick, extending her foot. Her fastest aerial attack tied with back aerial. Deals high knockback at the start of the kick, with the late hit being useful as a combo starter. Also useful for breaking combos, edgeguarding, landing safely, and attacking out-of-shield due to its high speed and long duration. 	
Neutral aerial	Performs a sex kick, extending her foot. Her fastest aerial attack tied with back aerial. Deals high knockback at the start of the kick, with the late hit being useful as a combo starter. Also useful for breaking combos, edgeguarding, landing safely, and attacking out-of-shield due to its high speed and long duration. 	
Forward aerial	Swings one hand in a chopping motion downward. Has low startup but high ending lag and short range. A strong KO move and edgeguarding tool due to launching opponents horizontally with high knockback. 	13%
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Back aerial 	Kicks behind her, extending her foot. Her fastest aerial attack tied with neutral aerial. Has sex kick properties and multiple sour spots, with the sweetspot being at her foot. Deals strong knockback when sweetspotted and has long range with lingering hitboxes, making it a strong combo finisher and edgeguarding option. However, it also extends her hurtbox out, and its KO potential is held back by staling.	
Up aerial 	Flips upside-down and twirls her legs upward. Has sex kick properties, with the early hit being a KO move at high percents. Its quick startup and long range also allows for juggling. However, like with back aerial, it also extends her hurtbox out far. 	
Up aerial 	Flips upside-down and twirls her legs upward. Has sex kick properties, with the early hit being a KO move at high percents. Its quick startup and long range also allows for juggling. However, like with back aerial, it also extends her hurtbox out far. 	
Down aerial 	Thrusts a leg downward. Her slowest aerial attack, it has a long duration and does not weaken over time. Launches opponents upward and can be used as a combo starter or extender when landing with the move. 	11%
=== Grab and throws ===
Attack 	Description 	Damage
Grab 	Reaches an arm forward. 	
Pummel 	Jabs the opponent. 	2%
Forward throw	Bashes her shoulder into the opponent. Launches at a low angle. 	
Forward throw	Bashes her shoulder into the opponent. Launches at a low angle. 	
Back throw 	Pulls the opponent behind her and then kicks them. Good near the ledge for gimping opponents. 	
Back throw 	Pulls the opponent behind her and then kicks them. Good near the ledge for gimping opponents. 	
Up throw 	Falls onto her hands and then kicks opponent up with both legs. Can combo into any of her aerial attacks.	
Up throw 	Falls onto her hands and then kicks opponent up with both legs. Can combo into any of her aerial attacks.	
Down throw 	Throws opponent to the ground and then axe kicks onto them. Her most versatile combo throw. 	
Down throw 	Throws opponent to the ground and then axe kicks onto them. Her most versatile combo throw. 	
=== Other attacks ===
Attack 	Description 	Damage
Floor attack	Gets up and spins around. 	
Ledge attack	Gets up and leg sweeps in front of her.	7%
=== Special moves ===
Special move 	Name 	Description 	Damage
Neutral special move	Needle Storm 	Accumulates up to seven needles in her hand that are then thrown upon pressing the special input again. The needles are thrown directly forward when grounded and diagonally downward when airborne. The player can shield or dodge while charging to cancel the move and store the charge. While small and very weak, the needles travel quickly and cover a large distance, and they also have transcendent priority. This makes them one of her best options for camping and zoning, as well as for gimping recoveries and landing safely. Its quick startup lag also allows the player to follow up with the move and rack up damage.	
Side special move 	Bouncing Fish	Leaps forward with an arced kick to bounce off of opponents she makes contact with. Upon bouncing, her trajectory can be adjusted slightly left or right. One of her strongest KO options at the cost of high startup and ending lag, as well as a set distance the move must be landed from, though it can be comboed from moves such as down throw. Also serves as a horizontal recovery move that does not leave her helpless, though it can only be used once before landing. 	12%
Up special move 	Vanish 	Disappears in an explosion and reappears a short distance away. She teleports in one of eight directions determined by the player. The initial explosion deals high knockback, while the reappearance has a windbox that pushes opponents away. She can also grab a ledge and drift heavily left or right before disappearing when used in midair. A solid horizontal and vertical recovery move, though it also leaves her helpless. 	10%
Down special move 	Transform 	Surrounds herself in magic and transforms into . Can be used to switch from Sheik to Zelda mid-match. She is also intangible while surrounded in magic. 	
Final Smash 	Light Arrow 	Wields a large bow and paralyzes opponents directly in front of her before firing a Light Arrow straight forward. The arrow deals very high knockback at a semi-spike angle, being able to KO at very low percents. 	
Final Smash 	Light Arrow 	Wields a large bow and paralyzes opponents directly in front of her before firing a Light Arrow straight forward. The arrow deals very high knockback at a semi-spike angle, being able to KO at very low percents. 	
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Appears out from a cloud of smoke. 	Appears out from a cloud of smoke. 	Appears out from a cloud of smoke.
Taunts 	Neutral 	Gets in a stance and uses both hands to make a crushing motion 	
Taunts 	Side 	Takes out her harp and plays a short medley on it. 	
Taunts 	Down/Up 	Stands on her hand. 	
Idle poses 	colspan="3" 	 	
Victory theme 	A remix of the theme that plays when Link obtains a Triforce Piece in .	A remix of the theme that plays when Link obtains a Triforce Piece in .	A remix of the theme that plays when Link obtains a Triforce Piece in .
Victory pose 	Kicks twice in front of her and then poses in a ninja stance. 	Kicks twice in front of her and then poses in a ninja stance. 	Kicks twice in front of her and then poses in a ninja stance.
== Changes from 1.0.3.2. ==
Sheik received buffs and nerfs, but was buffed overall. Her mobility was increased, and her kill options as well as her combo game, were slightly improved.
=== Aesthetics ===
*
=== Attributes ===
*
=== Ground attacks ===
*
*
=== Aerial attacks ===
*
*
=== Grab and throws ===
*
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*
=== Special moves ===
*
*
== In competitive play ==
=== Match Ups ===
=== Notable Players ===
==== Active ====
* Pho
==== Inactive ====
=== Tier placement history ===
== Gallery ==
=== Costumes ===
=== Screenshots ===
STauntNew.png|Sheik taunting while uses his up tilt on Waiting Room.
Zelda sheik.png|Sheik and taunting at Hyrule Castle.
Sheik 1.png|Sheik and next to the Moon on Clock Town.
Ball - Sheik.png|Ball version.
=== Early designs ===
Sheik1.png|Sheik charging Needle Storm on Meteo Campaigns.
Sheik2.png|Sheik and Naruto using their back aerial on Hidden Leaf Village.
Sheik3.png|Sheik taunting on .
Sheik4.png|Sheik using her up tilt, while sidesteps the attack on Hylian Skies.
=== Misc. ===
SSF2 - Classic mode - Zelda Sheik.png|Sheik's and 's congratulations screen on Classic mode.
SSF2 - All-Star mode - Zelda Sheik.png|Sheik's and Zelda's congratulations screen on All-Star mode.
== Trivia ==
*Steven stated that Sheik, , and were his hardest character projects. In Sheik's case, it was due to how she bends her body when attacking and how she moves, especially her down smash.
Category:First-party characters
Category:Starter characters
Category:Veteran characters
Category:Super Smash Flash 2
Category:Super Smash Flash series