Super Smash Bros. Obliteration/Zelda & Sheik

Zelda/Sheik are Starter/Default Characters in Super Smash Bros. Obliteration. Princess Zelda is Hyrule's resident Princess and the titular character of the Legend of Zelda series of games, as well as the wielder of the Triforce of WIsdom. During the series she is commonly seen by most games end as a damsel in distress having to be rescued by Link from the King of Evil Ganon/Ganondorf or another Villain/Threat that has Hyrule within its sights. Zelda's knowledge about the Goddesses and the Triforce are her biggest asset. She is therefore hoping to take her spell casting prowess, wisdom and knowledge, she is willing to Unleash the light on a competition with a true fight for the ages taking shape.
Sheik is Zelda's Alter Ego and transformed/disguised form first used to escape Ganondorf's capture in Ocarina of Time. Sheik is supposedly said to be a descendant of the male Sheikah, and teaches Link many teleportation songs throughout Ocarina of Time, thus allowing him to teleport and warp near the areas of the games Dungeons. Sheik is now ready to bring his/her speed, agility, and vanishing abilities into the limelight to achieve victory once more to marvel spectators, and fighters alike in a true fight for the ages.
==Zelda Moves==
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(3% = hits 1-2, 5% = hit 3, 11% = total). 	Extends her arm to emit a small blast of magical energy from her hand. It launches opponents slightly backward, making it a decent combo starter at low percents. It hits on frame 11, making it the slowest neutral attack in the game, although it has minimal ending lag. The hitbox follows Zelda's palm, meaning it can miss an opponent if they are small and/or crouching,
Forward Tilt 	 	(10% = hand, 8% = arm). 	A magically-infused, outward fanning knifehand strike. Can be angled and is moderately powerful for tilt.
Up Tilt 	 	(7%) 	Waves her arm in an overhead arcing motion while her hand is infused with magical energy. Due to its speed, it can combo into itself at low percents and into an aerial at medium percents. Its back hit has much more combo potential than its front hit.
Down Tilt 	 	(6%) 	A shin kick. Due to its speed and how it slightly launches opponents into the air, it is a reliable combo starter. Aside from itself, it can also combo into up tilt and then be followed up with a forward tilt or a forward smash. It also has unexpectedly long duration and very low ending lag
Forward Smash	 	(1% = hits 1-4, 13% = hit 5, 17% = total). 	A palm thrust that emits a blast of magical energy. Hits multiple times and deals decently high knockback, making it capable at pressuring shields and enabling it to KO around 108%. 
Up Smash 	 	(2% = hits 1-4, 0.8% = hits 5-7, 5% = hit 8, 14%, 23.6% = total).	Waves her arm in an overhead fanning motion while her hand is infused with magical energy. Hits multiple times and deals high knockback, but has short range. Can KO around 100% when uncharged, 
Down Smash 	 	(12% = front, 10% = back). 	A spinning shin kick. Hits on both sides and is a semi-spike, which can be used as a set-up for a down aerial when launching the opponent off-stage. 
== Aerial Attacks ==
Type 	Name 	Damage 	Description
Neutral	 	(2.5% = hits 1-4 front, 1.5% = hits 1-4 back, 5% = hit 5).	Spins with her arms outstretched and infused with magical energy. Hits multiple times around her before launching opponents. Has a fair amount of utility, as it can be used as a follow-up from her down throw, as a short hopped approach option to initiate combos, or as an edge-guarding option,
Forward	Lightning Kick	(20% = clean foot, 8% = late foot). 	A magically-infused flying kick. Its sweetspot lies at the tip of her foot and deals considerable damage and knockback. The sweetspot is easier to connect if it hits the opponent at the beginning of the move. Otherwise, it deals low damage knockback. Despite its positives, its ending lag is considerable enough for Zelda to get punished at low percents, even if the sweetspot connects. Can KO around 70%-90% near the edge if sweetspotted,
Back 	Wisdom Kick 	  (20% = clean foot, 4% = clean leg late). 	A magically-infused flying kick. Functions almost identically to her forward aerial, with the only differences being that it comes out 3 frames faster and its sweetspot is slightly stronger, KOing around 65%-85% if sweetspotted
Up 	 	(17%) 	Leans back and turns slightly before extending her arm above her head to emits a magical explosion from her index and middle fingers. Slow and requires precise timing to connect, but it has impressive knockback and can KO around 118% on a grounded opponent. It can also clip through the bottom of stage edges and have its hitbox go slightly above the edge or narrow areas of the stage. It is among the strongest up-air attacks in the game so far,
Down 	 	(16% = clean, 5% = late leg, 4% = late foot). 	A magically-infused stomp. It meteor smashes opponents caught below Zelda's waist; the initial hitbox deals a powerful meteor smash, whereas later hitboxes hit opponents with a weaker meteor smash. A very useful edge-guarding option, especially as a follow-up from a down smash, due to the latter's semi-spiking property,
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Kicks in Both Forward/Back Directions, while getting up.
Floor Attack (Back) 	 	(6%) 	Same as Front Attack, just with Less Power.
Floor Attack (Trip) 	 	(7%) 	Kicks in Both Forward/Back Directions, near the ground.
Ledge Attack 	 	(8%) 	Performs a Lunging Kick While Climbing Up.
Dash Attack 	 	(12% = clean base), 9% = clean tip), 6% = late).	A double palm thrust that emits a blast of magical energy from her hands, similarly to Peach's dash attack,
Its sweetspot is located at its beginning. Can KO at medium to high percents near the edge,
== Grabs and Throws ==
Type 	Name	Damage 	Descripton
Grab 	 	(N/A) 	Grabs an Opponent
Pummel 	 	(3%) 	A blast of magical energy. Moderately slow, but Damaging Pummel,
Forward	 	(7% = Hit 1, 5% = Throw, 12% = Total 	Magically spins the opponent in front of herself and then throws them away. One of the most damaging forward throws in the game,
it is also Zelda' Strongest Throw, and it is useful for initiating edge-guards
Back 	 	(8% = Hit 1, 3% = Throw, 11% = Total).	Magically spins the opponent and turns around with them in tow before throwing them away. It can KO Bowser at 176% near the edge without rage and with optimal directional influence from the opponent
Up 	 	(7% = Spin, 4% = Throw, 11% = Total). 	Magically spins the opponent overhead and then throws them upward, One of the most damaging up throws in the game, it also has aerial follow-up potential against heavyweights and fast-fallers,
Down 	 	(1% = hits 1-4, 2% = throw). 	Magically shoves the opponent underneath herself and then blasts them with fiery, magical energy from her hands. It launches the opponent almost directly overhead, which allows it to be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. The latter two combos can also be performed even at high percents to score a relatively secure KO
==Taunts==
Up = Holds one arm straight up while assuming an elegant pose and having her hand infused with magic.
Side = Turns toward the screen, puts her hands together in front of her torso and conjures Din's Fire between them.
Down = Waves to the side while leaning forward slightly and smiling.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Nayru's Love 	(2% = hits 1-3, 5% = (hit 4), 1.25x = (reflected projectiles). 	Creates a crystalline barrier around herself that deals damage and reflects projectiles with 25% more power and speed than they originally had. Has 11 frames of intangibility from frames 5-15,
Side Special 	Din's Fire 	(14% = sweetspot, 7% = sourspot). 	Launches a magical fireball when the special button is held. It can be aimed up or down and releasing the button causes it to explode. The longer the button is held down, the farther the blast will travel, automatically detonating when it reaches its maximum distance. It will renders Zelda helpless if used in midair,
Up Special 	Farore's Wind	(6% = hit 1, 10% = ground hit 2 near, 7% = ground hit 2 far, 12% = ground hit 2 near, 8% = ground hit 2 far).	Teleports in a given direction, which deals damage upon contact while disappearing and while reappearing. When combined with a jump, its range is greatly increased. The first hit launches opponents directly overhead, which can possibly lead into the second hit if it is aimed up. The second hit deals very high knockback, to the point of KOing as low as 50% near the upper blast line depending on weight and DI, making it one of Zelda's most reliable KOing options and a powerful out of shield option. Has high ending lag in the air if missed, and Zelda cannot move around for more than a second,
Down Special 	Transform 	(N/A) 	Transforms into Sheik
==Sheik Moves==
==Attacks==
 		 	
Neutral 		(2% = hit 1, 3% = hit 2, 0.8% = close, 3% = last, 8.8% = total)	Two quick knifehand strikes followed by a barrage of knifehand thrusts followed by a palm thrust. The palm thrust has
somewhat weak knockback and has high ending lag,
Forward Tilt 		(5%) 	A roundhouse kick that knocks the opponent into the air with low knockback. Easily combos into itself and other moves.
Up Tilt 		(5% = hit 1, 6% = hit 2, 11% = total). 	A modified axe kick. Hits both on the upswing and downswing. The first hit has set knockback so it can be reliably followed
up by the second hit. Commonly used to continue combos,
Down Tilt 		(4%) 	A quick leg sweep. Fairly low knockback, so it can be immediately followed by her neutral or forward aerial. The hitbox at Sheik's heel sends opponents flying straight upward, which can allow Sheik to KO with an up aerial at about 130%,
Forward Smash		(5% = hit 1, 8% = hit 2, 13% = total). 	Two crescent kicks that moves her forward as they are executed. The first has low set knockback, allowing it to follow up into the second. It is the weakest forward smash in the game, KOing at 152%. Interestingly enough, it has a stab effect,
Up Smash 		(15% = sweetspot, 11% = sourspot). 	Raises her arms over her head and quickly brings them down to her sides to perform outward fanning knifehand strikes. Has a slash effect. The sweetspot is on her fingertips during the beginning of the move while the sourspot in on the the downswing. Sheik's arms and her head have intangibility when the hitboxes are present. The sweetspot KOs at roughly 110%, while the sourspot cannot KO reliabl
Down Smash 		(3% = hit 1, 6% = hit 2, 9% = total). 	Performs a windmill, a breakdancing technique, while kicking the opponent. Hits twice with the last hit having moderate knockback, though not enough for KOing reliably, doing so at 160%. Using this move as a finisher is risky, as it has rather low range, shieldstun, and high ending lag, making her vulnerable to punishment,
Down Smash =
==Aerial Attacks==
 	 	 	
Neutral	Sheik	(8% = clean sweetspot, 7% = clean sourspot, 5% = late sweetspot, 4% = late sourspot).	heik performs a sex kick. It is her fastest aerial (frame 3), good for breaking combos and functions as a great out of shield option. The strong hit can also combo into Bouncing Fish at mid percents. Its lingering hitbox is capable of covering Sheik's landing, catching opponents off-guard, and applying pressure against opponents that are attempting to aim their recovery to the ledge.
Forward	 	(5% = Arm, 4% = Body) 	Leans forward and quickly forms a downward knifehand strike. Has a slash effect. Arguably Sheik's most versatile move: it has fast start-up (frame 5), decent range, low landing lag, and a very generous auto-cancel window, making it highly effective in an SHFF. It can be used to approach, is safe when spaced well on shield, and due to its moderate knockback it is very good at comboing into itself multiple times and into grabs, tilts, neutral aerial, a reverse aerial rush back aerial, and even Bouncing Fish depending on percent and positioning, while being capable of KOing at 160% at the ledge. It is also a strong edge-guarding option thanks to its low lag and Sheik's reliable recovery,
Back 	 	(8% = clean sweetspot, 7% = clean sourspot, 5% = late). 	A back kick. It has weak knockback, being the seventh weakest back aerial when clean, but has large hitboxes, Can be used for a reverse aerial rush and is a decent edgeguarding tool.
Up 	 	(1% = loop/hits 1-3, 4% = hit 4, 7% = total). 	Sheik inverts herself and performs a corkscrewing kick. The first three hits have the autolink angle against aerial opponents, which allows all four hits to connect easily. The final hit has strong knockback and is a solid KO move at moderate damage percentages, depending on rage. It can combo out of down throw. Interestingly enough, the first three hits have a slash effect, while the finishing hit has a stab effect.
Down 	 	(8% = descent, 2% = landing). 	A flying kick downward. A stall-then-fall, it can meteor smash during the beginning, but it is hard to recover from because of the fast descent. Has high ending and landing lag, making it unsafe on shield. This move is considered to be Sheik's worst aerial, possibly her worst move, and is arguably the riskiest meteor smash in the game(competing with Zero Suit Samus), as Sheik will likely get KOed before her opponent. Thus, it is almost never used in competitive play.
==Other Attacks==
 		 	
Floor Attack (Front)		(6%) 	Kneels and punches in Both, Forward/Back Directions, while getting up
Floor Attack (Back) 		(5%) 	Same as Front Attack, Just with Less Power.
Floor Attack (Trip) 		(6%) 	Kneels and Punches in Forward/Back Directions Close to the Ground
Ledge Attack 		(7%) 	Pulls herself up and kicks both legs forward along the ground,
Dash Attack 		(6.5% = clean, 4.5% = late).	A slashing knife hand strike while running forward. Has decent knockback.
==Grabs/Throws==
 		 	
Grab 		(N/A) 	Grabs an Opponent
Pummel 		(2.1%) 	Jabs the opponent with her arm, a relitively short pummel.
Forward		(5% = hit 1, 2% = throw, 7% = total).	Slams into the opponent with her torso. Can combo into a forward or up aerial, and Bouncing Fish until mid percentages against most characters, depending on DI, and a jump cancel up smash on heavyweights and fast-falling characters. At high percent, depending on DI and without rage, it can lead to Bouncing Fish against opponents attempting to jump or air dodge as a semi-guaranteed KO set-up offstage,
Back 		(5% = hit 1, 1% = throw, 6% = total).	Throws opponent behind and back kicks them away. Can potentially follow up with aerials or Bouncing Fish.
Up 		(3% = hit 1, 1% = throw, 4% = total) 	Performs a kip-up and kicks the opponent into the air. Due to it having high base knockback and high ending lag, it has no guaranteed follow-ups until high percentages, and is her overall least powerful/least useful throw,
Down 		(4% = hit 1, 3% = throw, 7% = total).	Throws opponent on the ground, then performs an axe kick knocking the opponent up into the air. Can combo into any aerial (except down aerial) depending on opponent's DI until high percents, where opponents fly too high for her to followup. This is also her strongest throw, but does not KO until 305%.
==Taunts==
Up = Balances on one hand.
Side = Pulls out the string used on her Burst Grenade and briefly strums it.
Down = Performs a threatening ninja pose with her right arm in front of her face.
==Special Moves==
 	 	 	
Neutral Special	Needle Storm 	(1.9% = near, 1.2% = far per needle, 6 needles max).	Sheik accumulates up to six needles that can be stored and released immediately or later. If thrown in the air, the needles travel at approximately a 45 degree angle. One of Sheik's best options for camping/zoning, as it can nullify approaches and has transcendent priority.
Side Special 	Burst Grenade	(1% = hit, 1% = pull, 12% = explosion, 14% = total).	Throws a grenade on a string. On detonation, it creates a small area that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special attack button. The grenade can be thrown a further distance when Sheik is in the air or when thrown over an edge. If Sheik is attacked before the grenade explodes, it will become an item for anyone to use. Sheik will fall into a helpless state if it is used in the air and uninterrupted,
Up Special 	Vanish 	(12% = vanish, 4% = reappear, 16% = total). 	After a short delay, Sheik vanishes in a puff of smoke, reappearing nearby in a controlled direction. The vanish hitbox has high knockback, able to KO at high percentages. The reappearance hitbox has much weaker, set knockback, but can push shielded opponents who are in the location that Sheik reappears in. Sheik has intangibility before dissappearing and a bit after reappearing. Reappearing near a ledge puts her helpless, though self-destructing with the move is hard due to her grabbing the ledge the moment she enters helplessnes. Due to a glitch, holding a direction and then using the move right after suffering knockback also gives her a boost on the chosen direction,
Down Special 	Transform 	(N/A) 	Transforms into Zelda
==Final Smash (Both Forms)==
Type 	Name 	Damage 	Description
Final Smash	Light Arrow	(1% (hit 1), 39% (first opponent), 29% (second opponent), 21% (third opponent).	Zelda/Sheik Wields her bow and then fires a single Light Arrow that deals significant damage and knockback and launches opponents usually to KO at 45°. However, the damage and knockback decrease for each consecutive opponent hit,
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