Super Smash Bros. Galaxy Deluxe/Sheik Moveset

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.
As with Zelda, this is the first time in the series to not have Sheik voiced by Jun Mizusawa since Super Smash Bros. Melee; as a result of Zelda's The Legend of Zelda: A Link Between Worlds-based recast, Ayumi Fujimura now also voices Sheik, continuing the trend from the former voicing both characters in the previous games. 
Sheik is currently ranked 35th out of 82 characters placing her in A- tier. This is a large drop from her previous ranking in Super Smash Bros. 4, where she was ranked 4th out of 54. Sheik's biggest strengths revolve around her fast frame data, which grants her an amazing neutral game, strong edgeguarding game, and strong advantage state. Her speed complements this fast frame data by allowing her to stuff out opponents and rack up damage by performing long combo strings. Finally, Sheik has a strong set of specials, as Needle Storm gives Sheik a useful projectile for zoning, camping or setting up for a KO with Bouncing Fish; while both Bouncing Fish and Vanish gives Sheik a versatile recovery.
However, Sheik has several noticeable weaknesses. Her most prominent weakness is her poor endurance, as her high falling speed and gravity makes her prone to combos, while her lightweight makes her relatively easy to KO at earlier percents. On the other hand, due to her moves' low power and damage, Sheik may have trouble KOing if she is unable to connect any of her KO confirms. This allows her opponents to live up to high percents, giving them rage and making it easier for them to KO Sheik. Finally, Sheik's grab game is sub-par, as none of her throws can KO at realistic percents while her best throws cannot reliably set up into combos at high percents.
Overall, Sheik is a character that excels at combing and racking up damage, however her subpar KO ability and endurance at high percents makes her prone to comebacks. Although opinions on her were low in the early metagame, they have since shifted in a more positive light thanks to the effort of players such as Eim, Mr.R, and VoiD.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Kodachi (小太刀) / Reverse Kodachi (逆小太刀) / Piercing Strikes (連突) / Piercing Strikes Finish (連突終) 	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. It has very minimal start-up (frame 2) and, despite having a very meager overall damage output, it is nevertheless decent for damage racking, especially if the opponent fails to SDI.
Neutral attack 	Neutral attack 	Kodachi (小太刀) / Reverse Kodachi (逆小太刀) / Piercing Strikes (連突) / Piercing Strikes Finish (連突終) 	1.6% 	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. It has very minimal start-up (frame 2) and, despite having a very meager overall damage output, it is nevertheless decent for damage racking, especially if the opponent fails to SDI.
Neutral attack 	Neutral attack 	Kodachi (小太刀) / Reverse Kodachi (逆小太刀) / Piercing Strikes (連突) / Piercing Strikes Finish (連突終) 	0.3% (loop), 2% (last) 	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. It has very minimal start-up (frame 2) and, despite having a very meager overall damage output, it is nevertheless decent for damage racking, especially if the opponent fails to SDI.
Forward tilt 	Forward tilt 	Cycle Kick (円弧, Circular Arc) 	3% 	A roundhouse kick. Deals very poor damage, but its minimal start-up (frame 5) and ending lag (FAF 25) compensates for this. As a result, it boasts excellent combo potential from low to high percentages, including a up aerial at high percentages for a potential KO confirm.
Up tilt 	Up tilt 	Spindle Tree (真弓) 	3% (hit 1), 4% (hit 2) 	A stretch kick followed by an axe kick. The first hit is hard to land on grounded opponents. Like forward tilt, its low damage output is compensated by its minimal start-up (frame 5) and decent ending lag (FAF 33). As a result, it is a respectable combo option.
Down tilt 	Down tilt 	Whirlwind (旋風) 	4.5% 	A legsweep. Sheik's foot has a hitbox that launches the opponent at 90°, whereas the rest of her leg launches at 45°. The sweetspot combos into forward tilt, neutral/forward/up/back aerials, and up smash, the latter of which is a KO confirm (albeit one that requires strict timing) at around 90%. The sourspots, however, have signifcantly less combo potential in comparison. Although update 3.0.0 shrunk and repositioned the leg hitboxes in order to make the foot hitbox easier to land, proper spacing is nevertheless pivotal in order to use down tilt to its fullest.
Dash attack 	Dash attack 	Gale (疾風) 	7% (clean), 5% (late) 	Lunges to perform outward fanning knifehand strikes with both hands. While situational, its minimal start-up (frame 5) and decent base knockback make it serviceable at punishing or catching landings.
Forward smash 	Forward smash 	Twin Snake (双蛇) 	5% (hit 1), 8% (hit 2) 	A roundhouse kick followed by a jumping spinning sidekick. Both attacks cause Sheik to move forward. One of Sheik's best KOing options, although its power compared to other forward smashes is below-average. Crosses up shields if performed close enough.
Up smash 	Up smash 	Razor Wing (割符, Split Mark) 	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 hits opponents above her. If performed close enough to a tall character, it is possible to land both hits of the move, but this is difficult to achieve. When sweetspotted, it is Sheik's strongest move overall and one of her best KOing options. However, it has high ending lag and the second hit fails to KO at reasonable percentages.
Down smash 	Down smash 	Windmill (大車輪, Large Wheel) 	4% (hit 1), 6% (hit 2) 	A modified butterfly kick performed from the windmill (a breakdancing move). Despite having a slightly below-average overall damage output for a smash attack, it is very unreliable for KOing due to it second hit's meager damage output. As of update 7.0.0, it has respectable start-up (frame 8) for a smash attack, which makes it decent at punishing rolls and setting up edge-guards.
Neutral aerial 	Neutral aerial 	Falling Leaves (落葉) 	6% (clean sweetspot), 5% (clean sourspot), 4% (late sweetspot), 3% (late sour spot) 	A flying kick. It has very minimal start-up (frame 3) and sex kick properties, which collectively make it a great combo breaker and out of shield option. It is also useful for edge-guarding due to its somewhat powerful sweetspot and its long-lasting sourspot. The late hitbox, upon landing onstage, also combos into Bouncing Fish at around 100% for a KO confirm. Auto-cancels in a short hop, but requires strict timing to do so.
Forward aerial 	Forward aerial 	Hatchet (鉈) 	4.5% (sweetspot), 3.8% (sourspot) 	A lunging, downward arcing knifehand strike. Its sweetspot is located on Sheik's arm, while the sourspot is on her body. It comes out on frame 5 with minimal ending lag. Low base knockback, but very high knockback scaling. Combos into itself and other moves exceptionally well, including Bouncing Fish which can lead to a KO. Safe on shield if properly spaced. Has a very generous auto-cancel window, being able to do so after 11 frames.
Back aerial 	Back aerial 	Flying Swallow (飛燕) 	9.5% (clean sweetspot), 7.5% (clean sourspot), 6% (late) 	A side kick. While its power is slightly below-average for a back aerial, it can easily gimp characters with lackluster recoveries or KO outright while offstage starting at around 90%. Like up aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. Auto-cancels in a short hop.
Up aerial 	Up aerial 	Drill (錐) 	1% (hits 1-3), 4% (hit 4) 	An upward corkscrew flying kick followed by a thrust kick with the opposite leg. KOs reliably near the top blast zone, and can be set up into by forward tilt or down tilt, though this requires precise timing and doesn't KO until around 120%. It can be used after a forward tilt to drag the opponent down and lead into another forward tilt. Like back aerial, it hits on frame 4, making it one of the fastest moves of its kind in the game. It does not auto-cancel in a short hop.
Down aerial 	Down aerial 	Butcher Bird Revised (百舌改) 	10% (descent), 2% (landing) 	A downward flying kick. It is a stall-then-fall, and its clean hitbox is a meteor smash during its beginning frames. One of Sheik's least useful and most situational moves, as its lag makes it very punishable, and trying to use it offstage will most likely result in an instant self-destruct.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out. Sheik has one of the shortest overall grab ranges among the cast.
Pummel 	Pummel 	Knee Strike (膝打) 	1% 	A knee strike. Fast but weak.
Forward throw 	Forward throw 	Shoulder Strike (肩打) 	5% (hit), 2% (throw) 	Performs the tie shan kao[1] (a technique used in Bajiquan). Combos into aerials and Bouncing Fish at low percents. Can combo into Bouncing Fish at higher percents, though this is easily avoidable with an air dodge. However, this can be conditioned and punished with Sheik's extremely fast mobility and frame data.
Back throw 	Back throw 	Heel Strike (踵打) 	5% (hit), 2% (throw) 	Throws the opponent behind herself and then performs a mid-level side kick. It can potentially combo into neutral, forward, and back aerials at low percentages. It can also combo into Bouncing Fish at medium to high percentages, which has respectable KO potential while near the edge. However, this combo is risky, as it is heavily dependent on DI.
Up throw 	Up throw 	Handstand Strike (倒立打) 	3% (hit and throw) 	Heaves the opponent up and then performs a handstand kick. It is one Sheik's least useful moves in general, due to its consistency as a read-dependent set-up into Vanish being worsened significantly since SSB4, as well as its meager damage output and inability to KO at reasonable percentages (it fails to KO middleweights until around 288% on Final Destination).
Down throw 	Down throw 	Guillotine (断頭) 	3% (hit and throw) 	A collar drag takedown followed by a somersault axe kick. It can combo into neutral and forward aerials at low percents, and up aerial at low to medium percents.
Floor attack (front)	Floor attack (front)	 	7% 	A kip-up transitioned into a double-footed scorpion kick.
Floor attack (back) 	Floor attack (back) 	 	7% 	Kneels and performs a palm thrust in front of herself and then behind herself.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Squats on one leg and performs a roundhouse kick.
Edge attack 	Edge attack 	 	9% 	A corkscrew dropkick.
Neutral special 	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° angle. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and thus cannot stop or be stopped by other attacks (including, for example, other projectiles).
Side special 	Side special 	Burst Grenade 	1% (grenade), 1% (vortex), 12.6% (explosion) 	Throws a grenade attached to a tripwire. On detonation, the grenade 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 farther when used in the air or when thrown over an edge. The 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 	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 an 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 	Down special 	Bouncing Fish 	11% (first kick), 13% (subsequent 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 perform subsequent kicks 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. Due to its earliest input hitting on frame 17 and its noticeable landing lag, however, it is punishable if it misses.
Final Smash 	Final Smash 	Sheikah Dance 	1% (dashing hit), 2% (first hit), 3% (hits 1, 2, 4-6, 8-10, 12, 13), 2% (hits 3, 7, 11, 14), 12% (final)	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 punches, kicks and slashes from multiple directions before finally launching the trapped opponent with an upward slash. The last hit launches opponents in the opposite direction of the initial dash. Only one opponent can be trapped, although bystanders will also take damage during Sheikah Dance.
== Appearing ==
Appears from a whirlwind that scatters a few leaves.
== Taunt ==
Up taunt: Performs the pike (a breakdancing move).
Side taunt: Pulls out the tripwire she uses for Burst Grenade and stretches it out, which emits a "twang" sound.
Down taunt: A modified version of the age-uke (a blocking technique in Japanese martial arts).
== Idle ==
Rears back her left hand up to her face, then quickly swings it outward.
Performs a modified passé.
== Victory Pose ==
Left: Performs her forward tilt (Cycle Kick) and then her down smash (Windmill) before striking a pose with her arms crossed in front of her face.
Up: Performs the first two hits of her neutral attack (Kodachi + Reverse Kodachi), then stands up while rearing back her right hand up to her face.
Right: Performs the fumikomi geri[3] (a stomp-style kick in karate), followed by a mid-level side kick, and then performs the tate shuto uke[4] (a blocking technique in Shotokan).
== Victory Theme ==
Sheik: The Legend Of Zelda Victory Theme
== Classic Mode: Masquerade ==
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 	Mushroom Kingdom U	Underground Theme - Super Mario Land	
5 	Little Mac 	Boxing Ring 	Tunnel Scene - X-Scape 	
6 	Mii Brawler (x2)  Mii Gunner (x2)  Mii Swordfighter (x2)	Final Destination 	Meta Crystal 	Horde Battle. Items do not appear.
* Mii Brawler costume combinations: Majora's Mask and Skull Kid's Outfit, Hockey Mask and SSB T-Shirt.
* Mii Gunner costumes: Shy Guy Mask and Butler Outfit, Ray Mk III Helmet and Ray Mk III Outfit.
* Mii Swordfighter costumes: Black Knight Helm and Black Knight Armor, Yiga Clan Mask and Yiga Clan Outfit.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Dark Pit (Flying) 	Temple Ruins 	Dark Pit's Theme 	
== Palutena's Guidance ==
: Pit: It's Sheik!
: Palutena: Sheik appears to be wearing a traditional Sheikah outfit this time around.
: Viridi: Ooh! So exotic! That armor is right up my alley. I wonder if it comes in a children's small...
: Pit: I always get nervous when Sheik gets close. If I make one wrong move, I'll get pummeled with a flurry of quick attacks!
: Palutena: His attacks may be fast, but they aren't very strong. That's why he'll try to end the fight quickly. He's also very light, so focus on launching Sheik at lower damage percentages.
: Viridi: And he doesn't have much reach, so keep your distance until you're ready to rush him with your Upperdash Arm.
: Pit: Good advice! But... you guys do know Sheik is just Zelda, right? In disguise? Wait, is there a new timeline?!
== Color ==
# Original
# Red
# Blue
# Purple
# Green
# Grey
# Yellow
# White
== Story Mode ==
Shiek Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the sans of Girl & Dog.
No.	Name 	Type 	Power	Stage 	Music
16 	Sheik	Shield	2,500	Final Destination	Final Destination
== Spirit ==
Category:Character Movesets