nyuuzyou/wikis huggingface dataset:
Sheik (SSB4)/Up smash

==Overview==
Often called the "diamond cutter." Sheik moves her hands above her head and quickly thrusts them outwards, with the first hit at her hands as they first split apart, the second hit occurring as her arms shoot outward. The move is relatively speedy, and the first hit is one of Sheik's strongest kill moves, even when uncharged. However, the second hit is rather lackluster, and setups into the first hit are rather limited, making it difficult to hit at times.
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Clean hit 	11
Late hit 	14-15
Arms and head intangible	8-15
Animation length 	52
|Hitboxes 
|-
|Arms & Head 
Category:Sheik (SSB4)
Category:Up smashes (SSB4)
Sheik (SSB4)/Up throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	19-20
Throw Release 	21
Animation length	49
Interruptible 	50
|-
Category:Sheik (SSB4)
Category:Up throws (SSB4)
Sheik (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-6
Late hit 	7-17
Ending autocancel 	31-
Interruptible 	38
Animation length 	39
|-
===Landing lag===
Animation length	10
Category:Sheik (SSBB)
Category:Back aerials (SSBB)
Sheik (SSBB)/Back throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	15
Throw Release 	16
Interruptible 	36
Animation length	43
|-
Category:Sheik (SSBB)
Category:Back throws (SSBB)
Sheik (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 1 	5-6
Hitbox 2 	7-11
DACUS window 	3
Boost grab window	2-3
Interruptible 	41
Animation length 	44
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Sheik (SSBB)
Category:Dash attacks (SSBB)
Sheik (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Legs Intangible 	4
Hit 1 	4-8
Hit 2 	15-18
Hit 3 	21-23
Interruptible 	49
Animation length	53
|Hitboxes 
|-
|Legs 
Category:Sheik (SSBB)
Category:Down smashes (SSBB)
Sheik (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	26-30
Throw Release 	31
Interruptible 	54
Animation length	59
|-
Category:Sheik (SSBB)
Category:Down throws (SSBB)
Sheik (SSBB)/Forward aerial

==Overview==
Sheik does a quick swipe in front of herself, semi-spiking the opponent with decent knockback. While noticeably weaker than its , the move still serves as a decent edgeguarding move due to its semi-spike trajectory. The move is also fast along with it having low landing lag and a very lenient auto-cancel window; making it an overall safe move to use. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitbox 	5-8
Ending autocancel 	12-
Animation length 	33
Interruptible 	35
|-
===Landing lag===
Animation length	10
Category:Sheik (SSBB)
Category:Forward aerials (SSBB)
Sheik (SSBB)/Forward smash

==Overview==
==Hitboxes==
===Hit 1===
|}
===Hit 2===
|}
==Timing==
Charges between 	3-4
Hit 1 	12
Hit 2 	26-28
Interruptible 	51
Animation length	57
Category:Sheik (SSBB)
Category:Forward smashes (SSBB)
Sheik (SSBB)/Forward tilt

==Overview== 
Sheik does a quick round kick in front of herself. The move launches opponents vertically with its leg hitboxes sending opponents directly up while the foot hitbox sends opponents towards Sheik and it is fairly weak only dealing 5% damage and having low knockback however, it has very low ending lag giving it strong combo potential when combined with its low power. The move does not put opponents into tumble until 67% against and at 90% against (assuming that the forward tilt is fresh) meaning the her opponents are unable to DI or hitstun cancel the move until they reach a high enough percent. The move can start chaining into itself at around 30% and it can lead into a variety of her moves including a or an at higher percents as well as many other moves. The move is particularly effective at chaining into itself on characters with high gravity such as , herself and most significantly where it can easily deal 50%+ damage and she can end off the chain with an up smash for the kill. Her forward tilt lock is extremely difficult to escape as it has a below average hitlag and SDI multiplier. It is overall easily a contender for the best forward tilt in the game and a vital part of her meta-game and it is even the main reason why she has such an advantageous matchup over Fox.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-10
Interruptible 	22
Animation length	35
Category:Sheik (SSBB)
Category:Forward tilts (SSBB)
Sheik (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	7-8
Interruptible 	40
Animation length	45
===Pivot grab===
Grab 	8-9
Animation length	39
Category:Sheik (SSBB)
Category:Grabs (SSBB)
Sheik (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack (infinite) 	 	
Neutral attack (infinite end)	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Needle Storm	
Side special 	Chain 	
Up special 	Vanish 	
Final Smash 	Light Arrow 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Sheik (SSBB)
Category:Hitboxes (SSBB)
Sheik (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean Hit 	3-6
Late Hit 	7-30
Ending autocancel 	31-
Animation length 	48
Interruptible 	50
|-
===Landing lag===
Animation length	10
Category:Sheik (SSBB)
Category:Neutral aerials (SSBB)
Sheik (SSBB)/Neutral attack

==Overview==
Sheik's neutral attack consists of 2 swipes with her hand followed by a flurry of stabs with her hand.
For the technical data of each individual hit, see:
*Sheik (SSBB)/Neutral attack/Hit 1
*Sheik (SSBB)/Neutral attack/Hit 2
*Sheik (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	3-6
Jab 2 	9-11
Rapid jab 	23-24, 27-28, 31-32, 35-36, 39-40
Windbox 	44
Interruptible 	18, 24, N/A
Animation lengths	21, 31, 50
|-
|-
Category:Sheik (SSBB)
Category:Neutral attacks (SSBB)
Sheik (SSBB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
===Rapid jab===
|}
===Ending windbox===
|}
==Timing==
Animation length is only for the finisher.
Rapid hab 	9-10, 13-14, 17-18, 21-22, 25-26
Ending windbox 	2
Animation length	8
Category:Sheik (SSBB)
Category:Neutral attacks (SSBB)
Sheik (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-6
Late hit 	7-15
Ending autocancel 	30-
Interruptible 	40
Animation length 	44
|-
===Landing lag===
Animation length	21
Category:Sheik (SSBB)
Category:Up aerials (SSBB)
Sheik (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Head & Arms intangible	11-15
Hit 1 	11
Hit 2 	13-15
Animation length 	52
|Hitboxes 
|-
|Head & Arms 
Category:Sheik (SSBB)
Category:Up smashes (SSBB)
Sheik (SSBM)/Back aerial

==Overview==
Sheik does a quick kick behind herself. The move has decent range and fast startup. It is useful for edgeguarding, and is potentially rather powerful if the sweetspot hits (located at the foot). If the move is timed so that the weak part hits, it can heavily extend combos, being interchangeable with s and s to rack up high damage. An excellent walling option and typically very effective as an air-to-air.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-19
Ending autocancel 	24-
Interruptible 	38-
Animation length 	38
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	8
|Normal 
|-
|L-cancelled 
Category:Sheik (SSBM)
Category:Back aerials (SSBM)
Sheik (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
* Sheik gets more range on her boost grab the later into the window she inputs grab.
Clean hit 	6
Late hit 	7-12
Boost grab window	2-4
Interruptible 	36
Animation length 	37
!Hitboxes 
|-
!Boost grab 
Category:Sheik (SSBM)
Category:Dash attacks (SSBM)
Sheik (SSBM)/Down aerial

==Overview==
Sheik does a downwards kick with a long duration. The move sends opponents upward slightly, and is a great way to combo into s or s on platforms above Sheik, despite the move's high ending lag. The duration of the move, combined with the consistent hitbox, makes it a very useful option for tech-chasing, as it can easily cover tech and getup options from the opponent and lead into punishes.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hitbox 	15-33
Ending autocancel 	53-
Interruptible 	56-
Animation length 	48-
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Sheik (SSBM)
Category:Down aerials (SSBM)
Sheik (SSBM)/Down smash

==Overview==
Sheik does a long-ranged breakdance kick consisting of multiple hits. The move has low knockback and KO potential, but is a decent panic and escape option due to its fast startup and long range, and is a useful edgeguarding option on opponents recovering low. It is not commonly used in combos, but can be used after a on fastfallers. Is essentially safe on shield against most characters, but is vulnerable to Wavedash OoS -> Shine from Fox and some quick long ranged aerials like Marth's Forward Air.
==Hitboxes==
|}
==Timing==
===Attack===
Charges between 	2-3
Legs Intangible 	5
Hit 1 	5-9
Hit 2 	16-19
Hit 3 	22-24
Interruptible 	46
Animation length	49
|Hitboxes 
|-
|Legs 
Category:Sheik (SSBM)
Category:Down smashes (SSBM)
Sheik (SSBM)/Down throw

==Overview==
Sheik punches the opponent to the ground, dealing 8% damage and launching them up to the side slightly. It is very useful because of the guaranteed tech-chases it sets up against most characters in the game, as it enables Sheik to punish tech options, use a jab reset against missed techs to setup regrabs, and followup with various moves. On fastfallers, it can easily be compounded with moves such as a to position opponents so that they can be regrabbed or comboed with other moves. On floaties, the move sets up a guaranteed or , which can setup an easy KO at high percentages. Although the angle of the move is altered in the PAL version of the game so that less followups are possible, the move is still very useful against fastfallers.
===Chaingrab data===
In the NTSC version, the following characters can easily be chaingrabbed with the move from 0% to as high as 90%. Sheik hard counters most of these characters, with the chaingrab being a big part as to why.
*
*
*
*
*
*
*
*
*
*
*
==Throw data==
===NTSC===
====Hitbox====
|}
====Throw====
|}
===PAL===
====Hitbox====
|}
====Throw====
|}
====Summary====
*
*
==Timing==
The speed of this throw is constant regardless of the opponent's weight.
Invincible 	1-8
Hitbox 	31-35
Throw 	36
Animation length	57
|-
Category:Sheik (SSBM)
Category:Down throws (SSBM)
Category:Multi-hit throws
Sheik (SSBM)/Down tilt

==Overview==
Sheik does a low swipe with her foot. The move has medium range and fast startup. It is useful for extending combos especially when used out of run. It is commonly used as a di mixup against opponents expecting a launcher like or . It can also be used for edgeguarding catching opponents drifting to the ledge. Lastly it can be used to hit crouching targets.
==Hitboxes==
|}
==Timing==
{|class="wikitable"
|-
!Hitbox
|5-8
|-
!Interruptible
|28-
|-
!Animation length
|29
|-}
|-
Category:Sheik (SSBM)
Category:Down tilts (SSBM)
Sheik (SSBM)/Forward aerial

==Overview==
Sheik does a quick swipe in front of herself, semi-spiking the opponent with very high knockback. It is Sheik's second most powerful move, only behind her sweetspotted , and is among Sheik's most useful finishers. It is especially deadly when used offstage, as it can easily gimp characters with poor recoveries, such as and . It is usually used as a combo finisher, and is commonly used after s on fastfallers or s on floaties as a KO setup.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitbox 	5-7
Ending autocancel 	11-
Animation length 	33
Interruptible 	40
|-
====Landing lag====
Animation length 	16
L-cancelled animation length	8
|Normal 
|-
|L-cancelled 
Category:Sheik (SSBM)
Category:Forward aerials (SSBM)
Sheik (SSBM)/Forward tilt

==Overview==
Sheik does a quick round kick in front of herself. Although the move has less range than many other forward tilts from characters of similar size, it greatly outshine most of them in scope and is a staple combo move in Sheik's metagame, as it can easily setup s on fastfallers, and leaves almost any character open for aerial combos, along with having minimal startup and ending lag. It can also be used in between s on fastfallers to position them for regrabs or other followups. Additionally, due to the high hitboxes it is excellent at hitting opponents out of aerial approaches.
==Hitboxes==
|}
==Timing==
Hitbox 	5-10
Interruptible 	27-
Animation length	29
Category:Sheik (SSBM)
Category:Forward tilts (SSBM)
Sheik (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	8-9
Animation length	40
Category:Sheik (SSBM)
Category:Grabs (SSBM)
Sheik (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Slicing Blade 	
Neutral attack 2 	Cutting Blade 	
Neutral attack infinite 	Piercing Blade 	
Forward tilt 	Wheel Kick 	
Up tilt 	Bow Form 	
Down tilt 	Crouching Sweep	
Dash attack 	Gale Form 	
Forward smash 	Double Snake 	
Up smash 	Razor Wing 	
Down smash 	Windmill 	
Neutral aerial 	Falling Leaves 	
Forward aerial 	Hatchet 	
Back aerial 	Flying Swallow 	
Up aerial 	Vortex Form 	
Down aerial 	Butcher Bird 	
Neutral special (ground)	Needle Storm 	
Neutral special (aerial)	Needle Storm 	
Side special 	Chain 	
Up special 	Vanish 	
Down special 	Transform 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Sheik (SSBM)
Category:Hitboxes (SSBM)
Sheik (SSBM)/Neutral aerial

==Overview==
A typical sex kick. With its extremely fast 3 frame startup, it is Sheik's go-to option for counterattacking out of shield, and its very long duration makes it a strong option for using as a lingering hitbox offstage for edgeguarding and gimps. It also has low end-lag, and is a very safe option on shield when SHFFLd, although it is more difficult to execute than with most other characters. The initial hitbox has fairly high knockback and can sometimes combo into Sheik's other aerials and her dash attack, although it tends to be less effective as a KO move than her Forward Air, Up Air, and Back Air. A versatile move that works well as an air-to-air, edgeguarding tool and out of shield option.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Clean hit 	3-6
Late hit 	7-30
Ending autocancel 	31-
Interruptible 	42
Animation length 	48
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	8
|Normal 
|-
|L-cancelled 
Category:Sheik (SSBM)
Category:Neutral aerials (SSBM)
Sheik (SSBM)/Neutral attack

==Overview==
Sheik's neutral attack consists of 2 swipes with her hand followed by a flurry of stabs with her hand.
For the technical data of each individual hit, see:
*Sheik (SSBM)/Neutral attack/Hit 1
*Sheik (SSBM)/Neutral attack/Hit 2
*Sheik (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2-3
Jab 2 	12-14
Rapid jab 	28-29, 34-35, 40-41, 46-47, 52-53, 58-59
Interruptible 	15, 26
Animation lengths	16, 27, 70
|-
|-
Category:Sheik (SSBM)
Category:Neutral attacks (SSBM)
Sheik (SSBM)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Animation length is only for the ending lag.
Hitboxes 	9-10, 15-16, 21-22, 27-28, 33-34, 39-40...
Animation length	9
Category:Sheik (SSBM)
Category:Neutral attacks (SSBM)
Sheik (SSBM)/Techs

==Overview==
When sent tumbling and launched into a solid surface, Sheik will perform a recovery-style move (not to be confused with off-stage recovery), assuming the Sheik player successfully timed their shield button press, which grants her instant intangibility. Which specific tech move Sheik performs depends upon both which surface she impacted (floor, ceiling, or wall) and the player's control stick input at the time of collision. Like all techs, Sheik's can be used to escape bad situations or survive certain death, and is almost always a better option than entering knockdown (with the exception of slideoff DI).
===Tech rolls===
Aside from the traditional uses of techs (escaping an otherwise guaranteed punish), Sheik's most important use for her tech rolls is in performing the so-called amsah tech; every character in Melee can perform an amsah tech, but Sheik is arguably the character that benefits the most from it: when knocked off-stage and recovering against an opponent who's ledgehogging, Sheik usually has no other choice but to Vanish onto stage. However, Vanish has incredibly high landing lag (a full ½ a second), leaving her vulnerable to a punish, such as Marth's tipper . With access to amsah teching, Sheik can just roll away, saving herself from an otherwise bad situation. Without it, she would likely be launched off-stage, leading to a rinse-and-repeat edgeguard, or be outright KO'd.
It's worth noting that Sheik does not have to be in Vanish lag to perform an amsah tech, meaning that she can also perform it during the lag of other moves, such as her boost grab or her . However, it's also worth noting that not every move can be amsah teched: spikes and meteor smashes, sufficiently powerful moves, such as Jigglypuff's Rest, and regular moves at sufficiently-high percents are all unable to be teched in this manner. That said, amsah teching is a great defensive mechanic that can save Sheik from a bad outcome and allow her to reset to neutral.
==Timing==
===Neutral tech===
Intangible 	1-20
Animation length	26
===Forward tech===
Intangible 	1-20
Animation length	40
===Back tech===
Intangible 	1-20
Animation length	40
===Wall tech===
Intangible 	1-14
Wall jump tech window	1-4
Animation length 	31
* Inputting a jump or upwards direction on the control stick on any frame 1-4 will start the wall jump tech on frame 6.
|
|-
|
===Wall jump tech===
Intangible 	1-9
Animation length	35
===Ceiling tech===
Intangible 	1-17
Animation length	26
Category:Sheik (SSBM)
Category:Techs (SSBM)
Sheik (SSBM)/Up aerial

==Overview==
Sheik does a spinning kick upwards. This move has high vertical knockback in the NTSC version, and is a reliable vertical KO move on most characters, especially floaties. It can be used in various aerial combos, depending on the situation, and can string into itself to KO fastfallers off the top of stages with low ceilings such as Yoshi's Story. In the PAL version, the move has much less knockback and KO potential, making it more suited for combos and juggling.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary====
*
*
**
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-7
Late hit 	8-20
Ending autocancel 	30-
Interruptible 	37-
Animation length 	39
|-
===Landing lag===
Animation length 	24
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Sheik (SSBM)
Category:Up aerials (SSBM)
Sheik (SSBM)/Up smash

==Overview==
Sheik puts her arms above herself and quickly, violently separates them to her left and right. Incredibly powerful when sweetspotted, being among the most powerful in the game (being the second strongest up smash, only exceeded by ), but otherwise does moderate knockback when sourspotted. The sweetspot is located at her hands when she splits them apart, though it's rather difficult to land under normal circumstances, requiring precise combo ability and accuracy to lead into it. In the NTSC version of Melee, it can be a reliable KO move after a chaingrab or a down throw on its own.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary====
*
*
==Timing==
Charges between 	10-11
Head and lower arms intangible	12-16
Hit 1 	12
Hit 2 	14-16
Interruptible 	40
Animation length 	47
|Hitboxes 
|-
|Head and lower arms 
Category:Sheik (SSBM)
Category:Up smashes (SSBM)
Sheik (SSBM)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	36-42
Intangible 	18-55
Animation length	94
|-
===Landing lag===
Animation length (pre free fall) 	30
Animation length (post free fall)	4
|Pre free fall 
|-
|Post free fall 
Category:Sheik (SSBM)
Category:Up special moves (SSBM)
Sheik (SSBM)/Up throw

== Overview ==
Sheik balances the enemy on her feet, then pushes them upwards. A very situational throw, its only utility is to set up platform tech chases. However, Sheik possesses other moves capable of doing this, such as her . Due to its low hitstun, long attack animation, and relatively high endlag, it is easy to DI this throw on reaction, and it has very little combo potential. This throw is capable of chaingrabbing fastfallers at very high, nearly unrealistic percentages, but this is even more situational than its primary use.
==Throw data==
====Hit 1====
|}
====Throw====
|}
==Timing==
The speed of this throw is constant regardless of the opponent's weight.
Invincible 	1-8
Hitbox 	19-22
Throw 	23
Animation length	57
|-
Category:Sheik (SSBM)
Category:Up throws (SSBM)
Category:Multi-hit throws
Sheik (SSBM)/Up tilt

==Overview==
A two-hit axe kick. Very versatile as a combo starter, combo filler, anti-air, and pressure tool, with exceptionally low recovery (a single frame if interrupted with another action) that makes it her safest grounded move on shield. The fairly tall first hitbox of the move serves as a solid anti-air at low to mid percent, and will usually combo into the second hit, a very effective launcher that will often combo into a grab or a forward tilt. At higher percents, the first hit will usually combo into her aerials against non-floaties. Due to its short horizontal range, it is less effective as a poking and walling option than forward tilt and down tilt, but works well as a fast and rewarding move in close range scrambles. 
==Hitboxes==
|}
==Timing==
Hit 1 	5-10
Hit 2 	19-24
Interruptible 	26
Animation length	33
Category:Sheik (SSBM)
Category:Up tilts (SSBM)
Sheik (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-6
Late hit 	7-14
Ending autocancel 	31-
Interruptible 	38
Animation length 	45
|-
===Landing lag===
Interruptible 	8
Animation length	19
Category:Sheik (SSBU)
Category:Back aerials (SSBU)
Sheik (SSBU)/Dash attack

==Overview==
==Hitboxes==
! Shieldstun
|1.5×
|1.5×
|1.5×
|1.5×
|1.5×
|1.5×
|}
==Timing==
Clean hit 	5-6
Late hit 	7-8
Interruptible 	35
Animation length	43
Category:Sheik (SSBU)
Category:Dash attacks (SSBU)
Sheik (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move first sets Sheik's vertical momentum to 2 on frames 1-14, then sets her horizontal momentum to 1.2 and her vertical momentum to -6 from frame 15 onward. Manual horizontal movement is also disabled during frames 1-47.
Initial autocancel	1-2
Clean hit 	15-18
Late hit 	19-33
Ending autocancel 	53-
Interruptible 	55
Animation length 	61
|-
===Landing lag===
Hitbox 	1-2
Interruptible 	23
Animation length	43
Category:Sheik (SSBU)
Category:Down aerials (SSBU)
Sheik (SSBU)/Down smash

==Overview==
==Update History==
 
*
 
*
*
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Hit 1 	8-9
Hit 2 	15-16
Interruptible 	49
Animation length	79
==Trivia==
*The second hit has a 30% trip chance, but due to its launch angle, it can only happen on steep slopes, such as the ones in Hanenbow.
Category:Sheik (SSBU)
Category:Down smashes (SSBU)