Back Throw- Kicks an enemy behind Sheik. Sheik, however, has poor air speed(tied for 5th worst among the cast) and a rather high short hop. Not particularly useful due to low range. Sheik used to be 1st on the tier list, to the point where some smashers considered her to be "broken". 13% uncharged, 17% fully charged. ... Kadano applies intensive frame data analysis to optimize Marth play. Down Throw- Punches enemy to the ground, 8% damage. Attacks Hitbox Active FAF Base Dmg. Sheik can also hold onto stored needles after losing a life by transforming into Zelda before being KO'd, then turning back into Sheik during the next life. The special button can be held to add up to 5 more needles, and the needles can be saved for a short time later by pressing the shield button or grab button. They can either travel straight or at an angle (roughly 45 degrees towards the ground), depending on whether Sheik is in the air or not. This page was last edited on 17 August 2014, at 12:28. Sheik, however, suffers from a relatively shor… All but the final hit are just windboxes. In terms of frame data on hitting shield, which is when it matters the most, peach and ICs. As a result of havi… Up throw- Launches the enemy above her. This can be used downwards, in the air to stop potential ground guarding. Notes - loop has an additional 6 frames startup and 8 frames endlag. The initial explosion deals damage and knockback, and is capable of KOing at around 120%, but has a noticeable start up lag. sheik Menu. Text/code is available under CC-BY-SA.Licenses for other media varies. Endlag is 79 on hit, or after 20 frames initiate a 29 total frames rebound attack with 3 startup. From release, startup is 29/32/35/38/41/44/50 and endlag is 39 frames. This is a very fundamental technique that should be applied to all Sheik players. 22 Frame Startup. Second landing lag is after a hit. Needles can disturb your opponents while getting back to stage and can pass through opposing hitboxes in Brawl, as they have transcendent priority. Mobile-friendly Frame Data for Sheik in Super Smash Bros. Usually does 13%, Back Aerial- A quick kick in back of Sheik, good for edgeguarding. Soapsudropping. In the current Melee tier list, she slipped to fourth, ousted this time by Jigglypuff. Second is in the air. This attack is famous for it's chainability against heavy characters such as her up tilt infinite on, Dash Attack- spreads her arms apart and stops running. Third is in the air if you attack early. When Sheik pulls out the chain, the player has full analog control over it. In Melee, like Link's arrows, the needles have hurtboxes and can be attacked; this can be used to block other projectiles. The re-entry of Sheik's Vanish has a very small push effect. Second total frames is for the air. Up tilt- Kicks up, and lets her leg down in an axe-like way. Vanish does not go as far as Farore's Wind, but transforming in midair is not recommended, as the transformation takes time, and barely slows her descent. 86 frames to reach full charge. 7 frames to enter charge state. Transitions to Jab 2 as early as frame 4. Down Smash- A powerful breakdance-like sweep. Takes 4 frames to exit charge with shield. Second landing lag is after a hit. In the PAL version, does 10%. Autocancels on frame 1-2 and 53 onward. This can be seen as it moves an opponent further than simply landing on them would. Strong hit can do 8%, 10%, or 14%, Notes - data refers to fully charged needles. However, when the foe makes contact with the tip of the chain, they are given a small electric shock. Reverse needle canceling refers to charging needles in the air, then tapping the shield or grab button to stow them. Shield Stun Frames. 4% then 12% uncharged, 6% then 19% fully charged. 75 Total Frames. Vanish:It involves her throwing a Deku Nut and vanishing into thin air. Down tilt- A quick kick while crouching. Sheik used to be 1st on the tier list, to the point where some smashers considered her to be "broken". ... Sheik Data. On July of 2006, however, she slipped to rank 3, ousted by Fox and Falco. Up Smash- Puts her arms above herself and violently separates them to her left and right. Active Frames 22-65. The player can whip it in all directions - above and even behind Sheik's head. 6 hits in each loop, frames 2-3, 8-9, 14-15, 20-21, 26-27, 32-33, Notes - strong hit frames 5-10, weak hit frames 19-24 with 3 frames shield stun, Notes - weak hit frame 12 with 4 frames shield stun, strong hit frames 27-29, Notes - strong hit frame 12, weak hit frames 14-16, Notes - strong hit frames 5-9, two weak hits frames 16-19 and 22-24, Notes - weak hit frames 7-30. strong hit can also do 10% damage, Notes - weak hit frames 8-19, can do 10%, 9%, 7%, and 6%. SH / FH / SHFF / FHFF Frames — 32 / 47 / 23 / 33, Fall Speed / Fast Fall Speed — 1.75 / 2.8, Out of Shield, Back Air or Up Air — 7 frames, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). SHEIK. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback. This page was last modified on 22 July 2020, at 06:26. This page has been accessed 10,787 times. Just moves in general, sheik and spacies all have a ton of exceptionally quick moves, almost no slow ones, and a good number of active frames and good hitboxes to go with them. Charge hold is frame 6, Landing hit on frame 1. Each needle does 3% damage, allowing this move to deal a maximum of 18% damage. Sheik, however, suffers from a relatively short and predictable recovery, as well as a rather short wavedash. Using the control stick, players can determine where Sheik will reappear by tilting in a certain direction. If thrown after the apex of the jump and below the maximum height of Sheik's single jump, in a technique called needle canceling, the needle storm incurs no significant landing lag, allowing Sheik to combo aerial needles immediately into ground attacks, grabs, dashes, or even more needles. While only a portion of her moveset can reliably KO to compensate for her speed, such options are very reliable combo finishers at most percentages, greatly offsetting her power loss. 5.0 / 3.0 % Base Damage. Floor Attack- Gets up and kicks in front and back of herself. Endlag is 79 on hit, or after 20 frames initiate a 29 total frames rebound attack with 3 startup. Sheik is a very agile fighter, possessing a fast dash, high falling speed, good jumping prowess, and very quick, combo-friendly attacks. Short range, but launches the foe directly up leaving them open for aerial combos. Excellent for an aerial-attack follow up, but due to low histun follow-ups are difficult. Forward Aerial- a quick swipe in front of Sheik, Great knockback and great for edgeguarding. 8% damage. 7% damage. Total frames includes 10 frames of hitlag. First startup is if you attack early. Pummel- She punches the opponent with her fist. Overall, this is the best of Sheik's grabs because it can reliably chain grab or tech chase many characters to high percentages. Upwards Aerial- A spinning kick upwards, does 12%, Great for KO-ing. 6 needles total, Notes - comes out frame 22, fully extended frame 34, can retract as early as frame 44, pull hitbox frames 19-31 with 10 frames endlag, Notes - invulnerable frames 18-55. choose direction at frame 35, Notes - invulnerable frames 27-36, becomes zelda on frame 37. by 20GX Crew Percents to help followups on Sheik. 7% damage. On July of 2006, however, she slipped to rank 3, ousted by Fox and Falco. Ultimate. Ultimate. Sheik stands in the high tier primarily due to her chain throw, excellent combos, a great finisher in her fair, a very good approach due to fast aerials and good air speed, and one of the best edgeguarding games in Melee. Invulnerable on frame 14-60 on the ground or 19-55 in the air. First total frames is on level ground. Her chain involves Sheik pulling out a long metal chain and whipping it around. Melee Frame Data by Janoris A website containing the hitbox data for all characters' movesets along with GIFs of each move.
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