nyuuzyou/wikis huggingface dataset:
Sheik (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
===Kick===
Ledge grabs are enabled only from the front starting on frame 16. Sheik can reverse the move on frame 5, bounce off walls during frames 13-25, and her manual horizontal movement is re-enabled from frame 30 onward.
Optional reverse 	5
Continuability points 	16-17, 21-22
Hitboxes (earliest) 	23-29 (18-24)
Interruptible (earliest) 	51 (46)
Animation length (earliest)	50 (45)
|-
===Bounce-off===
This state applies to both hitting an opponent and bouncing off a wall. Pressing the button allows it to transition into another kick (skipping immediately to frame 22), unless the maximum number of kicks has been reached.
Ledge grabs are enabled from both sides throughout the animation. Sheik can bounce off a wall again during frames 13-40.
Kick transition window	22-79
Interruptible 	80
Animation length 	79
|-
===Startup landing===
Interruptible 	22
Animation length	34
===Kick landing===
Interruptible 	36
Animation length	44
===Bounce-off landing===
Interruptible 	20
Animation length	35
==Parameters==
Stick sensitivity to reverse 	0.3
Initial horizontal speed 	1.6 (grounded)1.5 (aerial)
Initial vertical speed 	3
Manual horizontal acceleration 	0.2
Maximum horizontal speed 	2.4
Minimum horizontal speed 	0
Gravity multiplier during move 	1.5
Minimum period before kicking 	16 frames
Horizontal speed multiplier after kicking 	0.9
Minimum horizontal speed after kicking 	0.1
Bounce-off horizontal speed 	1.8
Bounce-off vertical speed 	3.5
Minimum period before kicking after bounce-off	21 frames
Maximum bounces off walls without kicking 	2
Maximum consecutive kicks after one bounce-off	2
Bounce-off manual horizontal acceleration 	0.2
Bounce-off maximum horizontal speed 	1
Bounce-off minimum horizontal speed 	0
Category:Sheik (SSBU)
Category:Down special moves (SSBU)
Sheik (SSBU)/Down throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
While the hitbox comes out on frame 26, it usually does not hit the opponent until frame 27, due to starting higher than their position during the throw.
Invincibility 	1-31
Hitbox 	26-30
Throw Release 	31
Interruptible 	54
Animation length	59
|-
Category:Sheik (SSBU)
Category:Down throws (SSBU)
Sheik (SSBU)/Down tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	5-6
Interruptible 	27
Animation length	29
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.
Category:Sheik (SSBU)
Category:Down tilts (SSBU)
Sheik (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	58
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Sheik (SSBU)
Category:Edge attacks (SSBU)
Sheik (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 59.
Initial autocancel	1-4
Hitboxes 	5-6, 7
Ending autocancel 	11-
Interruptible 	35
Animation length 	86
|-
===Landing lag===
Interruptible 	6
Animation length	14
Category:Sheik (SSBU)
Category:Forward aerials (SSBU)
Sheik (SSBU)/Grab

==Overview==
==Update History==
 
*
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	37
Animation length	39
===Dash grab===
Grab 	9-10
Interruptible 	45
Animation length	56
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	58
Category:Sheik (SSBU)
Category:Grabs (SSBU)
Sheik (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Kodachi 	
Neutral attack 2 	Reverse Kodachi 	
Neutral attack rapid jab 	Piercing Strikes 	
Neutral attack rapid jab finisher	Piercing Strikes Finish	
Forward tilt 	Cycle Kick 	
Up tilt 	Spindle Tree 	
Down tilt 	Whirlwind 	
Dash attack 	Gale 	
Forward smash 	Twin Snake 	
Up smash 	Razor Wing 	
Down smash 	Windmill 	
Neutral aerial 	Falling Leaves 	
Forward aerial 	Hatchet 	
Back aerial 	Flying Swallow 	
Up aerial 	Drill 	
Down aerial 	Butcher Bird Revised 	
Down aerial (landing) 	Butcher Bird Revised 	
Neutral special 	Needle Storm 	
Side special 	Burst Grenade 	
Side special (explosion) 	Burst Grenade 	
Side special (thrown) 	Burst Grenade 	
Up special (ground) 	Vanish 	
Up special (air) 	Vanish 	
Down special 	Bouncing Fish 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Knee Strike 	
Forward throw 	Shoulder Strike 	
Back throw 	Heel Strike 	
Up throw 	Handstand Strike 	
Down throw 	Guillotine 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Sheik (SSBU)
Category:Hitboxes (SSBU)
Sheik (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	3-6
Late hit 	7-30
Ending autocancel 	31-
Interruptible 	50
Animation length 	61
|-
===Landing lag===
Interruptible 	7
Animation length	16
Category:Sheik (SSBU)
Category:Neutral aerials (SSBU)
Sheik (SSBU)/Neutral attack

==Overview==
Sheik's neutral attack consists of 2 swipes with her hand followed by a flurry of stabs with her hand and finishing with an upwards palm thrust.
For the technical data of each individual hit, see:
*Sheik (SSBU)/Neutral attack/Hit 1
*Sheik (SSBU)/Neutral attack/Hit 2
*Sheik (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2
Jab 2 	6
Rapid jab 	11, 13, 15, 17, 19
Rapid jab finisher	25-26
Interruptible 	18, 21, 56
Animation lengths 	33, 47, 72
|-
|-
Category:Sheik (SSBU)
Category:Neutral attacks (SSBU)
Sheik (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	3
Continuability 	Pressed repeatedly	4-17
Continuability 	Held on hit 	5
Interruptible 	Interruptible 	18
Animation length	Animation length 	44
|-
Category:Sheik (SSBU)
Category:Neutral attacks (SSBU)
Sheik (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
!Hitstun
!Shieldstun
|+2 frames
|9×
|+2 frames
|9×
|—
|—
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 14-15
Rapid jab 	5, 7, 9, 11, 13
Finisher 	5-6
Interruptible 	36
Animation length	52
Category:Sheik (SSBU)
Category:Neutral attacks (SSBU)
Sheik (SSBU)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
===Charge===
Charge-canceling the move incurs 4 frames of lag before the selected action.
Charges between 	7-8
Needle addition frames 	8, 23, 38, 53, 68, 83
Interruptible 	87
Animation length (grounded)	108
Animation length (aerial) 	101
!Grounded 
|-
!Aerial 
|-
===Attack===
Charges between 	7-8
Needles (clean hits) 	11-15, 14-18, 17-21, 20-24, 23-27, 26-30
Needles (late hits) 	16-19, 19-22, 22-25, 25-28, 28-31, 31-34
Interruptible (grounded) 	49
Animation length (grounded)	69
Interruptible (aerial) 	43
Animation length (aerial) 	47
!Needle 1 
|-
!Needle 2 
|-
!Needle 3 
|-
!Needle 4 
|-
!Needle 5 
|-
!Needle 6 
|-
!Grounded 
|-
!Aerial 
===Landing===
Animation length	12
===Differences for 's Copy Ability===
*
==Parameters==
===Move===
Charging speed multiplier 	1.2 (3.0.0 onward)1 (before 3.0.0)
Maximum needles 	6
Grounded needle X/Y offsets	[0, 0.1]
Aerial needle X/Y offsets 	[10, 7]
Aerial needle shot angle 	-35°
Landing lag 	12 frames (7.0.0 onward)16 frames (before 7.0.0)
===Needles===
Travel speed 	10
Lifetime 	9 frames
Lifetime after sticking to a surface	120 frames
Height randomness 	0.5
Can pierce opponents? 	No
Category:Sheik (SSBU)
Category:Neutral special moves (SSBU)
Sheik (SSBU)/Side special

==Overview==
==Hitboxes==
===Special move===
The throw's base damage is always 1%, whereas the detonation's windboxes deal damage equal to the speed the grenade is moving at during each hit, following the item throw damage formula, for around 0.1% to 0.9% per hit. Likewise, the explosion deals 12.6% damage, equal to 13 - 0.4 via the formula.
|}
===Grenade item===
Per the item throw damage formula, the damage of the grenade when thrown is equal to 5 - 0.4 + throw speed.
|}
==Timing==
===Move===
The following timings are when the grenade is detonated as soon as possible. In the air, the move enables ledge grabs from both sides as soon as Sheik lets go of the grenade.
Grenade throw 	13-38
Grenade detachment 	39
Detonation windboxes 	67-84 (rehit rate: 3)
Explosion 	88-91
Interruptible (grounded) 	70
Animation length (grounded)	92
Interruptible (aerial) 	80
Animation length (aerial) 	88
!Grenade 
|-
!Grounded 
|-
!Aerial 
===Failed===
This applies if the move is attempted to be used again while the previous grenade is still active (but not if dropped and picked up as an item). If used in the air, Sheik experiences hard landing lag upon landing instead of transitioning to the grounded version.
Interruptible (grounded) 	45
Animation length (grounded)	62
Interruptible (aerial) 	49
Animation length (aerial) 	48
!Grounded 
|-
!Aerial 
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.2 (grounded)0.5 (aerial)
Aerial upward speed on startup 	1
Gravity while throwing grenade 	0.075
Falling speed while throwing grenade 	1.8
Grenade throw angle 	10°
Grenade throw speed 	1.5
Maximum grenade hold time 	70 frames
===Grenade (projectile)===
Gravity 	0.05
Falling speed 	1.8
Horizontal speed multiplier after hitting opponent 	0.1
Vertical speed after hitting opponent 	0.7
Speed multiplier after bouncing off ground 	0.4
Maximum bounces off ground 	3
Period between wire cut and detonation 	28 frames
Lifetime when dropped without exploding 	120 frames
Wire horizontal speed 	0.2
Wire vertical speed 	1
Wire gravity 	0.05
Wire vertical speed multiplier after bouncing off ground	0.5
===Grenade (item)===
Hurtbox size 	0.7
HP 	1
Throw speed multiplier 	1
Size multiplier 	1
Base damage modifier for item throw damage 	-0.4
Multiplier to item throw speed for additional damage	1
Gravity 	0.074
Falling speed 	2.2
Friction 	0.0025 (aerial)0.03 (grounded)
Speed multiplier when bouncing off 	0.68 (floor/wall/ceiling)0.12 (target)
Added vertical speed when bouncing off 	1.95 (wall or target only)
Minimum speed to bounce off terrain 	1.1
Collision detection box half-lengths 	0.6 (horizontal)0.6 (vertical)
Pickup detection box lengths 	5 (horizontal)5 (vertical)
Effect when shielded 	Bounces off
Category:Sheik (SSBU)
Category:Special moves (SSBU)
Category:Side special moves (SSBU)
Sheik (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Multihits 	4-15 (rehit rate: 4)
Final hit 	23-24
Ending autocancel 	44-
Interruptible 	44
Animation length 	53
|-
===Landing lag===
Interruptible 	14
Animation length	31
Category:Sheik (SSBU)
Category:Up aerials (SSBU)
Sheik (SSBU)/Up smash

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Head and arms intangible	8-15
Hit 1 	11
Hit 2 	14-15
Interruptible 	53
Animation length 	52
!Hitboxes 
|-
!Head and arms 
Category:Sheik (SSBU)
Category:Up smashes (SSBU)
Sheik (SSBU)/Up special

Sheik Up Special Hitbox Visualizations.	Sheik Up Special Hitbox Visualizations.	Sheik Up Special Hitbox Visualizations.	Sheik Up Special Hitbox Visualizations.	Sheik Up Special Hitbox Visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
==Overview==
==Update History==
 
*
==Hitboxes==
The explosion is considered a non-reflectable projectile, so it does not follow Sheik while traveling and she does not experience hitlag from it. This is not the case for the reappearance hit.
|}
==Timing==
The move's travel direction is decided on frame 36. In the air, it enables ledge grabs from both sides starting on frame 20.
Intangible (grounded)	14-54
Intangible (aerial) 	19-54
Explosion (hit 1) 	36-38
Reappearance (hit 2) 	55-56
Animation length 	94
!Explosion 
|-
!Sheik 
|-
!Grounded 
|-
!Aerial 
===Landing===
Interruptible 	21
Animation length	21
==Parameters==
Initial vertical speed 	3.2
Gravity during startup 	0.19
Falling speed during startup 	0.25
Explosion X/Y offsets 	[0, 5]
Teleport base speed 	1.5
Teleport maximum additional speed by stick tilt 	1
Minimum stick sensitivity for additional teleport speed	0.3
Teleport duration 	20 frames
Speed multiplier after teleport 	0.3
Landing lag 	20 frames
Helplessness air speed multiplier 	0.6
Category:Sheik (SSBU)
Category:Special moves (SSBU)
Category:Up special moves (SSBU)
Sheik (SSBU)/Up tilt

==Overview==
==Update History==
 
*
==Hitboxes==
!Hitstun
|+2 frames
|+2 frames
|+2 frames
|—
|—
|—
|}
==Timing==
Hit 1 	5-8
Hit 2 	16-23
Interruptible 	33
Animation length	50
Category:Sheik (SSBU)
Category:Up tilts (SSBU)
Sheikah Dance

Sheikah Dance (, Evening Dark Wild Dance) is 's Final Smash in Super Smash Bros. Ultimate. It replaces Light Arrow from Super Smash Bros. Brawl and Super Smash Bros. 4.
==Overview==
Sheik brandishes her dagger, then she dashes forward and slashes. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken and obscure the stage and fighters. She will proceed to follow up the first slash with a kick, an upward slash, a palm thrust, and an axe kick. She then appears behind the opponent and performs an upward slash, followed by a kick, a knifehand strike, and a downwards slash. She then flips back over to the front of the opponent and attacks with an outward slash, followed by an inward slash, a kick, a punch, 2 more kicks, and a slash. Afterwards, she appears behind the opponent again, and delivers a final powerful slash which launches them the opposite direction she was traveling, triggering a different camera angle in 1v1 battles. The final slash can hit bystanders.
==Instructional quote==
==Origin==
While this move does not pull directly from any particular Zelda game, the Sheikah eye symbol represents the clan, which Princess Zelda claims to belong to while in the Sheik persona. In official artwork for The Legend of Zelda: Ocarina of Time, Sheik is depicted fighting various monsters with a dagger alongside Link, but in the actual game she is not depicted fighting in any capacity. Sheik uses kunai daggers for her basic attack string in , in which she uses a highly acrobatic fighting style that involves attacking the same enemy from multiple angles, which may have inspired this Final Smash.
Notably, Sheik has carried a dagger on her person in previous Smash games, but has never used it in her moveset; ironically, any such dagger is absent outside of this Final Smash in Ultimate. The dagger somewhat resembles the Sheikah-made and from The Legend of Zelda: Breath of the Wild, though it is not a perfect match for either.
==Gallery==
Sheik SSBU Skill Preview Final Smash.png|Sheikah Dance as shown by the Move List in Ultimate.
==Names in other languages==
Category:The Legend of Zelda universe
Category:Sheik
Category:Sheik (SSBU)
Category:Final Smashes
Category:Final Smashes (SSBU)
es:Danza sheikah
Sheilda

Sheilda, also referred to as Zelda/Sheik, Z-Sheik and similar terms, is a term that refers to the usage of Zelda and Sheik in tandem in Super Smash Bros. Melee and Super Smash Bros. Brawl. The term is primarily used in statistical rankings of the games, due to relatively little tournament representation for the playstyle.
==As a playstyle==
Sheilda is an unorthodox style that requires extensive knowledge of both Zelda and Sheik to use properly, as well as knowledge unique to the playstyle. In order to maximise Sheilda's efficiency, players need to be aware of which options are available to the two characters in the midst of battle, as well as have proper knowledge of when Transform can be safely used. Specific knowledge of individual matchups is also important, as to improve the survivability of either character against specific opponents.
Conventionally, the use of Sheilda as a playstyle strictly involves equal use of both characters; solely using Transform to use Zelda for recovery is not considered use of the playstyle.
===In tier lists===
A combined Sheilda position is featured on the Brawl tier list, and the position first appeared in its fifth tier list. Currently, Sheilda is ranked 24th on the eighth tier list, placing directly above (25th) and thirteen places higher than (37th). Sheilda, however, is not given a specific mean of votes, and is intentionally placed above Sheik under the idea that Zelda's few advantages would make a mixed playstyle of the two characters slightly more viable than Sheik alone. Earlier revisions of the list featured significant divides between the two spots, with the seventh list featuring a gap of four places between Sheilda (21st) and Sheik (25th). Despite this theoretical advantage, Sheilda has rarely been used at tournaments; research by showed that both Zelda and Sheik were used more often as singular characters than as a combined unit in Brawl tournaments. The reason can be attributed to Zelda's poor tournament viability, as the character has consistently ranked as the second-least viable character in Brawls metagame since the fifth tier list in 2010.
Sheilda is effectively unused in Melee, owing to Sheik's high viability both in the general metagame and in comparison to Zelda; Sheik places fifth on the tier list compared to Zelda's twenty-forth position. Owing to this, the Melee tier list has not recognized a position for the playstyle in any of its revisions.
As Zelda and Sheik were split up starting with SSB4, this term no longer applies for future games.
==See also==
*Aegis
==External links==
*A Sheilda guide for Brawl, from Smashboards
Category:Sheik
Category:Zelda
Category:Character-specific terminology
Shell (disambiguation)

Shell can refer to:
*Green Shell, an item
*Red Shell, an item in Super Smash Bros. and Super Smash Bros. Melee.
*Whirling Fortress, one of the special attacks used by Bowser, involving him entering his shell and spinning
*Spiny Shell, also known as a Blue Shell, an item introduced in Super Smash Bros. 4
*Shell, a defensive equipment item in SSB4
Shellcreeper

Shellcreepers (, Shellcreeper) are enemies from the original Mario Bros. game.
==Origin==
Shellcreepers, along with Sidesteppers and Freezies, made their debut in . They are turtle-like creatures and are considered to be the predecessors of Koopa Troopas, which they strongly resemble. Unlike the Koopa Troopas, however, the Shellcreepers cannot be defeated by jumping on them and will cause the player to lose a life on contact. Also, Shellcreepers can attack by biting the player.
Shellcreepers emerge from the pipes on the upper portion of the stages and move from one side to the other. They can be defeated either by being hit from below or is turned upside-down by the POW Block, after which they can be kicked off-screen. If the Shellcreepers are not defeated while flipped upside down, they take their shell off, put it upright, and put it back on, after which they change color and moves faster.
==In Super Smash Bros. Brawl==
===As a stage hazard===
Shellcreepers appear as a stage element in the Mario Bros. stage. They are stage hazards until they are attacked or hit by the stage's POW Block, at which point they retreat into their shells and become throwable items. As items they can also be hit to send them flying: weak attacks like jabs or 's launching them a short distance and strong attacks will launch them very far.
Shellcreepers, like the other enemies in the stage, cause very large horizontal knockback, whether or not they are thrown. Due to the odd shape and low ceilings of the stage, throwing these enemies is the easiest way of defeating opponents, as there is not enough vertical knockback for them to tech on the ceilings. A flipped-over Shellcreeper can be eaten by Munchlax.
Similar to their behavior in the original game, each time a Shellcreeper is left on its back for long enough, it will get up again, will change color (from green to purple to red), and move faster. Different colored Shellcreepers don't have any differences when hit or when used as an item.
===Trophy===
==In ==
The Shellcreepers appears as part of the Mario Bros. .
==In Super Smash Bros. Ultimate==
Shellcreepers return as a stage hazard in the returning Mario Bros. stage. Their behavior when walking around is unchanged, however how knockback affects them has been changed. In Brawl, any attack was able to flip a Shellcreeper and launch them, now they receive knockback similar to characters and need some amount of knockback to flip. This prevents things like 's Blaster or 's Bullet Arts from protecting themselves from Shellcreepers or having a low-commitment method of launching them at opponents. Low knockback attacks like 's can still flip them, but they will need to be picked up and thrown or hit with a stronger attack to be of any offensive use.
==Trivia==
*The trophies from Brawl and Smash 4 list Super Mario Advance as a game that Shellcreepers appeared in, however they were replaced with Spinies in that game.
Category:Stage hazards
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Shellpod

A Shellpod (, Shelly) is a common enemy in Super Smash Bros. Brawls Adventure Mode: The Subspace Emissary and first appears in The Forest. It resembles a and usually attempts to impale its opponents with its horn. When in its shell, it takes little damage from attacks but when it has taken enough damage, its shell will break, revealing it to be an aquamarine and banana-shaped creature. When their true form is revealed, Shellpods give a high pitched bellow. It is weakened without its shell, so a few more hits will defeat it. It is also unable to cause any damage to other enemies, only able to push them away with its headbutt.
The Shellpod's two trophies can only be captured if a Trophy Stand is used against the corresponding form.
==Damage taken==
==Name origin==
Shellpod's name is a combination of the words shell and pod, describing how the creature's shell is also a mobile pod.
==Trophies==
==Names in other languages==
Category:Common enemies
Category:Super Smash Bros. universe
Category:Trophies (SSBB)
Sheriff (universe)

The Sheriff universe (, Sheriff) is a universe that is represented in Super Smash Bros. 4 by the Sheriff assist trophy.
==In Super Smash Bros. Melee==
The titular Sheriff appears as a trophy.
===Trophy===
==In Super Smash Bros. 4==
===Assist Trophy===
Sheriff: He is an Assist Trophy in this game. When summoned, he will start shooting opponents with his gun and walk around the screen.
===Trophies===
==In Super Smash Bros. Ultimate==
===Assist Trophy===
Sheriff: Reprises his role as an Assist Trophy in Ultimate, with little-to-no changes since Smash 4.
===Spirit===
The Sheriff appears as a spirit.
No. 	Image	Name	Type	Class	Cost 	Ability
1,115	 	 	★★★★	1 	Assist Killer	
==Trivia==
*Sheriff is the first universe in the series to skip an installment, as it was represented in Super Smash Bros. Melee, had no representation whatsoever in Super Smash Bros. Brawl, and received representation again in Super Smash Bros. 4.
*Erroneously, the Sheriff trophy in Melee incorrectly says that the game was released only in Japan, though it was also released in Europe and the United States (under the name Bandido and with the credit for development falsely attributed to publisher Exidy, as was the standard in the industry at the time, in the latter case).
*Sheriff is one of the only three properties represented in Smash to debut in the 1970s, the others being and .