Sheik (SSBM)
- This article is about Sheik's appearance inSuper Smash Bros. Melee. For the character in other contexts, seeSheik.
| Sheik inSuper Smash Bros. Melee | |
|---|---|
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| Universe | The Legend of Zelda |
| Shares character slot with | Zelda |
| Other playable appearances | inBrawl inSSB4 inUltimate |
| Availability | Starter |
| Tier | A (5) (North America) A (5) (Europe) |
Sheik (シーク,Sheik) is astarter character inSuper Smash Bros. Melee. Announced atE3 2001, she transforms fromZelda by using herdown special move (Transform), and can transform back. By holding the "A" button at the stage loading screen, Zelda will automatically transform into Sheik at the start of a match.
Jun Mizusawa reprises her role as Sheik fromOcarina of Time in the game. In the Japanese version ofMelee, she is the onlyLegend of Zelda character with any actual dialogue (a single phrase spoken in Japanese). She shares this trait withZelda inUltimate.
Sheik currently ranks 5th out of 26 on the tier list, in the top of A tier. One of Sheik's greatest strengths is her formidable combo game. Sheik'sdown throw is one of the bestcombo starters inMelee, as it canchaingrab many characters and starttech chases onfastfallers, leading to heavy damage or even azero-to-death combo if Sheik is able to get in her opponent's head. Sheik possesses a fastdashing speed and greatframe data on her attacks, with wide coverage, goodreach, and a fair amount ofdisjoint to boot, which makes her extremely difficult to break through defensively. Sheik's strong combo/punish game is bolstered by access to numerous great finishing moves. Her forward aerial is notoriously dangerous, as it's fast, powerful, surprisingly large, and sends opponents into asemi-spike that is extremely hard for many characters torecover from. Sheik is also an excellentledge planker, with intangibility on her up special that can be abused while regrabbingedges to stall indefinitely.
Sheik's primary weakness is her recovery. Her up special,Vanish, is slow, travels a short distance, and lacks a hitbox when she reappears, providing her with virtually no protection as she returns to thestage. On top of that, Sheik receives a large amount of landinglag upon landing on the stage. As a result, her recovery is easilyedgehogged, and often punished if she lands on the stage. Sheik also has trouble dealing withcrouch canceling, as none of her moves besides a grab can break through crouch canceling at low percents. This, combined with her slowair speed, limits her ability to find openings inneutral, especially against slippery characters such asJigglypuff and theIce Climbers. Additionally, Sheik's combos can be unreliable against fastfallers, because her down throw tech chase requires her to correctly predict or react to her opponent's actions, which can limit her damage output if she incorrectly reads the opponents' tech patterns.
Nevertheless, Sheik is a very well-rounded character who excels competitively, with an ideal matchup spread across the cast, plentiful representation, and very strong tournament results by players such asJmook,Mew2King, andPlup.
Attributes[edit]
Sheik is a very agile fighter, possessing a fast dash, high falling speed, good jumping prowess, and very quick, combo-friendly attacks. While only a small 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. Sheik, however, has poorair speed (tied for 5th worst among the cast) and a rather high short hop. As a result of having high traction and a high falling speed, Sheik has a rather short, but fast, wavedash.
Sheik's main strength is her edgeguarding ability, which is among the best in the game. While she lacks a spike likeMarth, or even a meteor smash, Sheik's good jumping prowess and fast, powerful aerials give her amazing options off the edge. Sheik's forward aerial is among the most feared in the game, due to its fast startup, high knockback scaling,semi-spike angle, and its ability toautocancel itself if used correctly, and is her main pressuring and edgeguarding tool, while also being an outstanding combo finisher. Her back aerial is slightly weaker (but still very powerful if sweetspotted) with a more diagonal angle, but has morereach and is safer to use, allowing for it to be used as a potent edgeguarding option as well. Sheik also has one of the best projectiles in the game,Needle Storm, which aids in her edgeguarding; the needles are quick to charge, can travel quickly when thrown, and can cut through or stop most other projectiles in the game, allowing Sheik to neutralize projectiles from characters who rely on them to cover their recovery, such asSamus. Needles also have high hitstun and low knockback, making them excellent for intercepting recoveries, especially more linear options such asFire Fox. In addition, Needles travel in a diagonal downward path when thrown from the air, presenting the edgeguarder with more options. Sheik also has the means to force edgeguarding situations very easily, possessing a back throw that sets up edgeguards on fastfallers, and the speed to effectively corner opponents once they're close to the ledge.
Sheik is also notable for having among the best punishing abilities in the game. Her tilts, dash attack, and up smash all come out quickly and all send the opponents straight into the air, giving Sheik guaranteed aerial followup options, especially at lower percentages. Aside from the aforementioned forward and back aerials, Sheik's other aerials also possess amazing utility for punishing, despite her low air speed. Her neutral aerial is a quicksex kick that serves as a potentout of shield option that can dispel the opponent's shield pressure; her up aerial is a combo extender at lower percentages that can reliably KO at higher percentages, especially near the ceiling; her down aerial, while possessing the slowest startup out of all of her aerials, sends opponents upwards with a great deal of hitstun, allowing followups into her aforementioned up, back, or forward aerials, or even a sweetspotted up smash. Due to their low lag and high power, most are of relatively low-risk to use off the edge. Sheik's aforementioned Needle Storm also aids in her punishing game; when used in midair, the needles travel diagonally downwards, allowing them to hit grounded opponents. Due to the fact that Needle Storm has no landing lag after being used in midair, Sheik can use the hitstun or shield stun from her needles to immediately grab or attack the opponent upon landing. This is further compounded (in NTSC only) with Sheik's excellent down throw, which boasts a chain grab on many characters in the game at lower to mid-percentages, includingPikachu andLink, and sets uptech chasing situations on fastfallers such as Fox,Falco, and Falcon. Skilled Sheik players can convert a single down throw into potential stock losses for the foe by utilizing either chain grabbing or tech-chasing until the opponent is at combo-friendly percentages, where they will use Sheik's launching options to begin nearly inescapable combos that result in a KO or a fatal edgeguarding situation.
Sheik's neutral game, however, is merely average at best, especially compared with other top tiers. Due to her high short hop, Sheik suffers from a poorSHFFL, which impairs some elements of her aerial approach. Sheik also possesses a shortdash-dance, forcing her to rely on her short wavedash to adjust her spacing. While Needle Storm has no landing lag when used in midair, it does have significant ending lag when used on the ground; however, Sheik's needles will only travel straight if she throws them while grounded, impairing her ability to approach with her projectile from afar. Sheik usually struggles in approaching opponents who are at low percent, as they can use crouch cancelling to make her tilts, dash attack, jab and aerials unsafe, forcing her to rely on grabs or her downsmash. Sheik also lacks universal disjoint, causing her to have a very small and concentrated "threat zone" where she can create openings by threatening the opponent with a forward aerial, her tilts, or an aerial Needle Storm into a grab. As such, high-level Sheik players will often look for openings to close distance and go into that "threat zone," a spacing where Sheik can threaten the opponent with her outstanding punish game. This is easier to do against characters with even worse neutral games, particularly low- and bottom-tier characters, as they lack the means to zone Sheik out of that ideal area. However, other top-tier characters have the tools to keep Sheik out, whether it be through projectiles or disjoint, and can similarly harshly punish Sheik if she unsafely attempts to close this distance.
One of Sheik's more universal weaknesses is her exploitable recovery. Despite her high midair jump and fast aerial attacks that can aggravate edgeguarders,Vanish does not give significant vertical or horizontal distance, and when she reappears, there is no offensive hitbox, allowing easy edgeguarding. Additionally, Sheik is horizontally locked after performing Vanish, disallowing her from drifting back to the stage from afar. In some situations where Sheik cannot recover at all, Sheik may be forced to utilizeTransform and useZelda's superior recovery to try and safely get back onstage and retransform. If Zelda does not quickly retransform back, the opponent can send her back offstage and repeat the cycle or even outright KO her. A common strategy is to DI upwards and use Zelda's superior air speed and lower falling speed to drift back to stage, or in worst case scenarios, useFarore's Wind to recover. Further compounding these recovery flaws are Sheik's fast falling speed and low air. Sheik can wall jump, but its use is situational, dependent on the stage, and is shorter than most others due to Sheik's fast falling speed. Sheik's low air speed compounded with her fast falling speed also makes her very easy to combo herself, especially against characters with reliable launching throws or attacks such asMarth, Falco, andJigglypuff.
Overall, Sheik is a versatile character with the tools to combat every fighter in Melee. She is a very punish- and control-based character, relying on her excellent comboing abilities to rack up damage and force edgeguarding situations where she can intercept the foe for quick edgeguarding KOs. However, against most other top tiers, Sheik must play with the utmost caution and precision to create those same openings and succeed.
Version history[edit]
Like other characters, Sheik has received some changes in thePAL version ofMelee, whichnerfed her overall. This is due primarily to the changes to her down throw, which caused Sheik to lose her chaingrab, some tech-chasing options, and several KO setups. Along with the nerfs to her finishers, Sheik generally has a much harder time KOing characters that she had no trouble KOing in the NTSC version, such asPeach andMarth, resulting in much poorer matchups against them.
PAL
Sweetspotted up smash deals 1% less damage (17% → 16%) and has less knockback scaling (105 → 102).
Up aerial deals less damage (12% (clean)/9% (late) → 10%/8%), and has less knockback scaling (120 → 110), significantly hindering its KO potential.
However, this improves its combo potential at higher percents.
Down throw's hitbox has increased set knockback (90 → 100), making it slightly more effective against bystanders.
Down throw launches opponents at a less vertical angle (80° → 60°), significantly hindering its followup potential, especially with chain grabs.
Moveset[edit]
For a gallery of Sheik's hitboxes, seehere.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Slicing Blade (小太刀,Kodachi) Cutting Blade (逆小太刀,Inverted Kodachi) Piercing Blade (連突,Chain Thrusts) | 4% | Two fast swipes with goodjab cancel potential followed by a series ofrapid jabs. | |
| 3% | ||||
| 1% (loop) | ||||
| Forward tilt | Wheel Kick (円弧,Circle Arc) | 7% | A quick spin kick forward. Short range, but launches the foe directly up, leaving them open for aerial combos. Can be done repeatedly, and is very fast. | |
| Up tilt | Bow Form (真弓,Spindle Tree/True Bow) | 8% (hit 1), 4% (hit 2) | Kicks up, and lets her leg down in an axe-like way. This attack is famous for its chainability against heavy characters such asBowser. | |
| Down tilt | Crouching Sweep (旋風,Whirlwind) | 8% | A quick ankle-sweep performed while crouching. Despite possessing limited utility at most percents, it can be used to prepare F-air at percents where F-tilt no longer combos. | |
| Dash attack | Gale Form (疾風,Hurricane) | 10% (clean), 7% (late) | Slashes with her arms forward while coming to a stop. Excellent juggling due to little ending lag, sends opponents up and behind her. | |
| Forward smash | Double Snake (双蛇,Twin Snakes) | 5% (hit 1),10% (hit 2) | Kicks twice in front of herself. Both hits combined has moderate knockback. Decent for racking up damage, but not exactly easy to land both hits at higher percentages as the opponent can DI out of the first kick. | |
| Up smash | Razor Wing (割符,Tally/Split Sign) | 17%/16% (sweetspot NTSC/PAL),13% (sourspot) | Raises her arms over her head, then quickly brings them down to her sides. Incredibly powerful when sweetspotted, being among the most powerful in the game (2nd strongest next to Pikachu's), but otherwise does moderate knockback when sourspotted. In the NTSC version, it can be a reliable KO move after a d-throw chaingrab or a d-throw on its own. Both of Sheik's arms and her head are intangible while the hitboxes are out. | |
| Down smash | Windmill (大車輪,Big Wheel Ring/Giant Swing) | 13% (clean),10% (late) | Gets on her back and does a break-dance style rotation. Can hit 3 times. The first active frame of the move, frame 5, grants Sheik intangibility on her legs. | |
| Neutral aerial | Falling Leaves (落葉) | 14%/10% (clean leg/knee), 9% (late) | A typicalsex kick that gets weaker the longer it's out. Mostly used for its horizontal knockback, continuing combos, or potentially setting up an edgeguard game, or even using it to edgeguard alone. It is also a commonOoS option. It is also a strong option on shield and crouch cancel whenSHFFL'd, although due to Sheik's fall speed this is difficult to execute. | |
| Forward aerial | Hatchet (鉈) | 13% | A quick swipe in front of her, great finisher/edgeguarder thatsemi-spikes with high knockback, and very deadly offstage against characters with poor recovery. Can potentially be done against an opponent repeatedly if Sheik can maneuver correctly. | |
| Back aerial | Flying Swallow (飛燕) | Clean: 14%/10% (right foot/leg), 8% (left leg) Late: 10%/9% (right foot/leg), 6% (hip), 7% (left leg) | A quick kick in behind her, good for edgeguarding. Thesweetspot is located at the foot. It is also her 2nd most powerful aerial after her F-air, dealing high knockback which is enough to KO Mario around 100% | |
| Up aerial | Vortex Form (錐,Auger) | NTSC: 12% (clean), 9% (late) PAL: 10% (clean), 8% (late) | A spinning kick upwards with high vertical knockback and KO potential (most notably near a ceiling). In the PAL version, the attack's knockback is considerably reduced, making it a better attack for comboing. | |
| Down aerial | Butcher Bird (百舌,Shrike) | 11% | A downwards kick with long ending lag. This move has a lot of hitstun and can lead into her other aerials easily, or even her Up-smash/tilts | |
| Grab | Grab (つかみ) | — | ||
| Pummel | Forearm (つかみ肘打,Grab Elbow Strike) | 3% | Hits opponent with her elbow. | |
| Forward throw | Battering Ram (肩打,Shoulder Strike) | 6% (hit 1), 2% (throw) | Launches her opponent forward with low horizontal knockback and hitstun. | |
| Back throw | Backlash (踵打,Heel Strike) | 5% (hit 1), 2% (throw) | Throws her opponent behind and kicks them away. Better knockback and hitstun than her f-throw but otherwise weak, though it can force opponents offstage to set up edgeguards. | |
| Up throw | Standing Crane (倒立打,Handstand Strike) | 6% (hit 1), 2% (throw) | Launches opponent above her. Excellent for an aerial-attack follow up, but due to low hitstun follow-ups are difficult. Can chain grab the space animals at high percentages. | |
| Down throw | Guillotine (断頭,Beheading) | 5% (hit 1), 3% (throw) | Throws opponent on the ground, then performs an axe-kick, knocking the opponent up into the air. Overall, this is the best of Sheik's throws because it can reliably chain grab or tech chase many characters to high percentages, with a reliable KO option being a u-smash. However, in the PAL version, it does more knockback and so it cannot chaingrab reliably. | |
| Forward roll Back roll Spot dodge Air dodge | — | — | ||
| Techs | — | — | ||
| Floor attack (front) Floor getups (front) | 6% | Gets up and kicks both sides of herself. | ||
| Floor attack (back) Floor getups (back) | 6% | Gets up and punches both sides of herself. | ||
| Edge attack (fast) Edge getups (fast) | 8% | Climbs up and kicks onto the stage. | ||
| Edge attack (slow) Edge getups (slow) | 6% (body), 8% (arm) | Slowly gets up and thrusts out her elbow. | ||
| Neutral special | Needle Storm | 3% (needles), 6 needles max | Charges up needles, which can be fired by releasing theB button. The charge can be saved by pressing the shield button, and continued by pressing B again. They are quick to charge, travel fast and far when thrown, can cut through or stop most other projectiles in the game, and also have high hitstun and low knockback, making them good for distracting foes. They can even edgeguard characters easily and effectively. If used in the air, they travel roughly 45 degrees to the ground. | |
| Side special | Chain | 3% (chain), 5% (tip) | Pulls out a long metal chain and whips it around (controllable with thecontrol stick). Does minor damage to opponents, and an electric effect at the tip of the chain. Due to the low damage and high lag, it is almost never used in competitive play. Despite this, it can be used for edgeguarding. | |
| Up special | Vanish | 12% | Vanishes into the air, then reappears further in one direction, which can be controlled with thecontrol stick. Used for recovery. It does not travel as far asZelda'sFarore's Wind, though if Sheik is above the ledge and far away from the stage, transforming into Zelda to get back to the stage is possible, but this should only be done if Vanish absolutely can't make it to the stage. Vanish deals decent knockback and can be used as a risky edgeguard move as well. Can possibly hit twice (a "double poof") if Sheik lands onstage with specific timing. | |
| Down special | Transform | 0% | Transforms intoZelda. | |
Stats[edit]
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing lag |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 90 | 1.7 – Initial dash 1.8 – Run | 1.2 | 0.08 | 0.04 | 0.8 | 0.02 – Base 0.04 – Additional | 0.13 | 2.13 – Base 3 –Fast fall | 3 | 34.08 - Base 20.16 -Short hop | 38 | 4 |
Announcer call[edit]
Taunt[edit]
- Performs a threatening pose with her left hand before her face.
Idle pose[edit]
- Shakes her hand in front of her face, then swings it to the side.
Crowd cheer[edit]
| Cheer (International) | Cheer (Japanese) | |
|---|---|---|
| Cheer | ||
| Description | Goooooooo Sheik! | Sheik! Sheik! |
Victory poses[edit]
- Uses one arm to hold up the other while she holds her other hand to her chin, as if in deep thought.
- Throws two needles, then holds her right hand up to her mouth. When the language is set to Japanese, Sheik says "貰った。" ("I got it.") during this pose.
- Kicks two times, then holds her left hand in front of her while exhaling loudly. When the language is set to Japanese, her exhale is delayed.
Incompetitive play[edit]
Most historically significant players[edit]
- See also:Category:Sheik players (SSBM)
Amsah - One of the greatest Sheik players of all time and one of the best overall players to come from Europe. Considered the best player in Europe before the rise of Armada, he showed dominance in the continent, winning a variety of tournaments, includingEpita Smash Arena 2, becoming the first solo-Sheik player to win an undisputed major. Outside of Europe, he notably placed 3rd atPound 4, where he took sets overArmada andJman in losers. Even past his peak, he still managed to make notable results at majors, including 17th atGet On My Level 2018 and 33rd atEVO 2018.
CaptainJack - The best player from Japan and one of the overall best players during the Golden Age ofMelee. He was considered one of the first successful Sheik players in competitive play, and was best known for winningMLG San Francisco 2004 overIsai twice, an event that several sources consider to be Sheik's first major win. Outside of that win, he was also known for placing 2nd atTournament Go 6 andEpita Smash Arena 2, as well as 3rd atMLG New York 2004 and 7th atJack Garden Tournament.
Drephen - Known for being one of the longest-activeSmash players in competitive play. He was one of the best Sheik players during the Golden Age ofMelee, ranking 8th on theRetroSSBMRank 2007 after placing 4th atMELEE-FC Diamond and 5th at bothZero Challenge 3 andViva La Smashtaclysm. Following a period of low activity, he returned to competitive play in mid-2015 and has been ranked on nearly everySSBMRank/MPGR ranking since then, alongside notable performances such as 9th atSmash 'N' Splash 5.
Faceroll - A dominant top Sheik player from SoCal, commonly winning notable events in the local area. He hit a peak in 2019, winning regionals such asFête andDreamHack Atlanta 2019 by double-eliminatingSetchi and Mew2King respectively, and placing 9th atGENESIS 7, beatingCody Schwab andWizzrobe. He ranked 17th on the2019 MPGR, becoming the third best Sheik player of that year under Mew2King and Plup.
Ice - Formerly a triple-main of Sheik, Marth, and Fox, but focusing primarily on Sheik, becoming the best Sheik in Europe and one of the best Sheik players in the world in 2013, being ranked 13th on the2013 SSBMRank. Placed 2nd atB.E.A.S.T 3 and 3rd atB.E.A.S.T 4, and went undefeated in European tournaments between those events. Internationally, he placed 7th atEVO 2013 and 9th atApex 2014. He later switched to Fox as his primary main and slowly phased out his other characters, including Sheik.
Jmook - One of the greatest Sheik players of all time, and the best in the post-Slippi metagame. He rose to prominence after his Cinderella run to 2nd atGENESIS 8, and eventually became the first solo-Sheik player to win aMelee supermajor by winningGENESIS 9. Since then, he has also wonCollision 2023 andNounsvitational 2024, and was ranked 3rd on theSSBMRank 2023, becoming the highest-ranking solo-Sheik player inMelee history.
KDJ - One of the best players from 2006-2008; triple-mained Sheik, Marth and Fox before retiring. He used Sheik to winMLG Long Island 2007, where he double-eliminated Mew2King, and placed 2nd atMLG Las Vegas 2006 with solo Sheik and taking a win overKen. He eventually retired from competition in 2016.
KirbyKaze - Previously the best Sheik player in Canada before going on hiatus in 2018. He notably placed 3rd atRevival of Melee 3, defeatingMang0 andPPMD in his bracket. He additionally placed 4th atApex 2012 beatingHungrybox, and continued placing well at events throughout the latter half of his career, such as 7th atApex 2015 and 9th atThe Big House 6 andSuper Smash Con 2017. As such, he was one of the best solo Sheik players in the world for most of the 2010s, peaking at 9th in the world in2013.
Krudo - One of the best Sheik players in the post-Slippi era, regularly ranking among the top 25, and the only solo-Sheik player ever ranked above Jmook during this time, ranking 10th in thefirst half of 2025. He has placed top 8 at a multitude of majors, and is best known for placing 3rd atTipped Off 16: Safari, where he defeatedMang0,moky, andaMSa. In addition, he had placed 5th at bothSupernova 2024 andLuminosity Makes Moves Miami 2024.
Mew2King - One ofthe Five Gods, and is considered one of the greatest Sheik players of all time, commonly playing Sheik as a matchup advantage or in stage counterpicks. He used primarily Sheik to winThe Big House 3 andPat's House 2, and has used Sheik alongside his other characters to win several other majors, includingShine 2016 andSmash Summit 6.
Overtriforce - One of the best players from Spain and one of the best Sheik players in Europe. He became the first Spanish player to be ranked top 25 in the world, placing 25th on theSSBMRank 2013. He has placed 3rd atB.E.A.S.T 3 and 4th atHeir 3, the latter of where he defeated Leffen, and placed 25th atEVO 2018. He has been permanently banned from tournament play following controversies involving sexual misconduct.
Plup - One of the greatest Sheik players of all time. He wonGENESIS 5 andSmash World Tour 2021 Championships with primarily Sheik, and made runner-up and top 8 placements at a multitude of supermajors in the game's history. Has beaten all Five Gods with Sheik, a feat that no other Sheik player achieved when all of the Gods were active.
Shroomed - A top 10 player with Sheik from 2015-2016, and remains one of the best Sheik players in the world. Started primarily playing Sheik after dropping his renownedDr. Mario, and continued his top player status with placements such as 4th atSmash 'N' Splash 2, 5th atSuper Smash Con 2016, and 7th atGENESIS 7 with solo Sheik. His most recent ranking is 45th on theSSBMRank 2023.
Spark - First came to prominence in the late 2010s, breaking out onto the scene after defeating Mang0 and aMSa atSmash Camp: End of Summer to place 4th, alongside strong major placements such as placing 13th atShine 2019. He especially found greater success in the post-Slippi era, when he established himself as one of the best Sheik players of the era and became a top 20 player following successful performances at large events such as 4th atPat's House 4 and 7th at bothSupernova 2024 andBattle of BC 7.
Swedish Delight - One of the best Sheik players in the world in the 2010s. He remained a top 20 player from 2016 to 2019 and made top 8 at many supermajors such as 7th at bothGet On My Level 2018 andShine 2019, an finally grand finals ofSmash 'N' Splash 2, placing 2nd. His win on Armada atEVO 2018 marked the first time a non-top 6 player beat him in a tournament in eight years.
Tier placement and history[edit]
Sheik has always been a high/top-tier character, as her long-ranged aerial attacks, amazing punish game, and strong edgeguarding capabilities have led to her seeing widespread use in all levels of play. For the first five years of theMelee's competitive life, Sheik was considered the best character in the game, ranking at the top of every tier list up until the eighth (July 2006). Her down throwchain grabbing ability was considered especially powerful in the early metagame, and her ease of use allowed Sheik mains to succeed consistently, especially since counterplay to her options had not yet been popularized. In fact, at some points, players believed Sheik was so good that they contemplated banning her, although such a ban was never carried out. However, over time, competitive players slowly adapted to Sheik's weaknesses, leading to growing matchup problems that would still be present in the modern metagame.
Sheik's dominance as a character was faltered with the discovery of the incredible potential of Fox and Falco. With these characters now perceived as having much higher skill caps while still being good against relevant top tiers, they took the top two spots while Sheik dropped to third place. With these developments in place and the growing skill of the playerbase, players soon found that Fox had an advantage over Sheik, as did theIce Climbers, both of whom were growing in prevalence in the metagame. Soon after,Mang0 andHungrybox tookJigglypuff to the next level, and demonstrated that it, too, was a very poor matchup for Sheik and possibly her worst, largely due to Jigglypuff's ability to exploit Sheik's laggy recovery by landingRest KOs at extremely low percents. With three bad matchups and the metagame being more adapted against her strengths, Sheik was no longer considered even a contender for the best in the game. Other top-tiered characters started improving their Sheik matchups as well (most notably Marth and Peach), causing less of an incentive for players to pick up Sheik just to deal with those characters. Due to this, and opinions on Marth improving further due to his better matchups against Fox and Falco, Sheik dropped to 4th in the twelfth tier list, and further to 5th on the thirteenth and current tier list largely due to the rise of Jigglypuff.
Despite being considered one of the best characters in the game, Sheik was known in theMelee community for her lack of success as a solo main. Prior to 2023, solo-Sheik had won only one major (Amsah's victory atEpita Smash Arena 2) and an additional event considered by some sources as a major (CaptainJack's victory atMLG San Francisco 2004), but had never won a supermajor, the latter of which lower-ranked characters such asCaptain Falcon,Pikachu, andYoshi were able to achieve. This was largely due to several factors, the first being that her most prominent top level players,Mew2King andPlup, switched to other characters in certain matchups, particularly against Hungrybox's Jigglypuff; as a result, her metagame advancements stagnated compared to those of the other top tiers. In addition, mostMelee community members believed that winning a supermajor as solo-Sheik required a lucky bracket that avoided running into Hungrybox (the #1 ranked player from 2017 to 2019), as well as extremely optimized play versus the multitude of Fox players that was considered unfeasible at the time.
However, perceptions of Sheik's competitive viability were completely revived following the rise ofJmook, who burst onto the world stage in 2022 with his breakout performance atGENESIS 8, where he defeated Plup andiBDW, two Fox players who were known for hardly ever losing sets to Sheik, en route to a 2nd place finish, only falling toZain, the number one ranked player, in grand finals. Jmook became a consistent tournament threat throughout the rest of 2022, boasting strong records against almost all the other top ten players, before finally winning his first supermajor -- and by extension Sheik's first supermajor -- atGENESIS 9. Jmook's meteoric rise was the result of him developing solo-Sheik even against her most difficult matchups. In particular, Jmook pushed Sheik's defensive and punish game to never-before-seen levels, becoming well known for utilizing Sheik's incrediblecrouch canceling abilities andNeedle Storm edgeguards, as well as landing grabs at significantly higher rates than other Sheik players. As such, Jmook became the first player to truly optimize Sheik's reactiontech chasing versus thespacies, being able to consistently convertzero-to-deaths against Fox and Falco and off of a single grab. With these advancements, many players began to rethink the Sheik-Fox matchup, arguing that Jmook's unforgiving punish game against Fox was enough to tilt the matchup more in Sheik's favor.
Although Sheik's perceived competitive viability has continued to rise, she is still considered to be a step below contenders for the best character in the game. While her viability has been aided by a decline in Ice Climbers players following thewobbling ban, her tricky matchup against Jigglypuff holds her back from the very top tiers. Hungrybox still maintains a winning, lopsided record over Jmook, and Jmook has been able to dodge Hungrybox through his major victories so far. As such, it remains to be seen whether Sheik mains will be able to overcome their challenges in the Jigglypuff matchup. Sheik still remains popular as a secondary character, especially among spacies mains, as many Fox and Falco players (most notablyLeffen) have started using her as a counterpick against Marth; she is also known for excelling against mid-tiers such asYoshi,Pikachu,Donkey Kong andLink, whom other top tiers, in particular Marth, can struggle with.
PAL viability[edit]
Like several other characters who would coincidentally become known to be top-tiered, Sheik was nerfed in the PAL version ofMelee. Her up aerial was weakened, making it more of a juggling tool than a KO move, and her down throw, which boasted a chaingrab on much of the cast in NTSC and gave Sheik follow-up options, now has a much more horizontal launch angle, removing those guaranteed chaingrabs and follow-ups. These changes make some of Sheik's winning matchups in NTSC much harder. For example, in NTSC, Sheik could KO Marth,Peach, and sometimesJigglypuff reliably with down throw to forward or up aerial. In PAL, however, not only does down throw send those characters too far at KO percentages, up aerial is no longer a reliable KO move until much higher percents. Sheik must, however, still deal with Marth's range and more effective neutral game and Peach's edgeguarding andVegetable projectiles.
Despite these nerfs, there were initially more Sheik professionals in PAL regions than in NTSC regions, namelyAmsah,Aniolas, and others. Due to Sheik's nerfs, they adopted an even more defensive playstyle using primarily Needle Storm and forward aerial camping to find openings. These PAL Sheik players were very successful at that stage of the metagame, even moreso than NTSC Sheik players, arguably because they developed stronger fundamentals (with less of a reliance on grabs) to overcome their more difficult punish game. For nearly 5 years (March 2010 - March 2015), Sheik was ranked 2nd on thePAL tier list, higher than she was in NTSC during that time span. However, Sheik's shortcomings over other top-tiered characters became increasingly prevalent as the technical ceiling ofMelee increased, and she is now ranked 5th on the PAL tier list instead. However, she still retains her powerful air game, punish game, and excellent combo ability despite her down throw nerf.
In 1-P Mode[edit]
InClassic Mode[edit]
LikeGanondorf andRoy, Sheik does not appear as an opponent in the game's Classic Mode. However, Sheik can be fought if the opponent isZelda and transforms into Sheik. Despite this, Sheik does have an introduction image for the "Now Loading..." screen between matches in the game's files.
InAdventure Mode[edit]
Sheik's sole appearance in theAdventure Mode is in the second portion of Stage 3, theUnderground Maze. The player has to fight against Zelda on the Temple stage; Sheik can be fought if Zelda transforms.
InAll-Star Mode[edit]
In All-Star Mode, Zelda/Sheik and her allies are fought on theTemple stage.
In Event Matches[edit]
Sheik is featured in the followingevent matches:
- Event 9: Hide 'n' Sheik: The player is pitted against two Zeldas onGreat Bay; to win, however, players have to wait for Zelda to transform into Sheik and then KO them. Upon getting KO'd as Sheik, the CPU will be removed from the game; KOs against Zelda, however, merely cause her to respawn as normal.
- Event 15: Girl Power: The player, with two stocks, has to fight againstSamus,Peach and Zelda, all of whom also have two stocks; the player, however, is tiny, and must KO all three, who are on the same team. Friendly fire is turned on in the match, easing it slightly for the player.
- Event 20: All-Star Match 2: Zelda/Sheik is the third opponent the player must fight in this series of staged battles. Their character battles her on theTemple stage, and the player's character has 2 stock while Zelda/Sheik has 1. With a timer of four minutes, the player must defeat her and the other four characters with the overall time and life they have:Samus,Link,Captain Falcon, andFox.
- Event 29: Triforce Gathering: The player plays as Link with Zelda as their partner, both of whom have one stock. They faceGanondorf on theTemple stage, who has two stock. Clearing the event allows the player to unlock Ganondorf.
- Event 44: Mewtwo Strikes!: In this event, the player is initially placed on Battlefield, against Zelda. After fifteen seconds, however, Mewtwo appears on stage and will fight the player. The player's goal is to KO Mewtwo; while Zelda can be attacked, KOing her will result in failure.
Congratulations Screens[edit]
Sheik and Zelda share ending images for the one-player modes, as well as the same cinematic; clearing the mode with one also gives the player both of their trophies.
Trophies[edit]
In addition to the normal trophy about Sheik as a character unlocked by completingClassic Mode as Zelda/Sheik on any difficulty, there are two trophies about her as a fighter, unlocked by completingAdventure Mode andAll-Star Mode respectively as Zelda/Sheik on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Zelda/Sheik. The player will also unlock Zelda's equivalent trophy upon meeting either criteria:
- Sheik
- This is Zelda's alter ego. Using a variation of the name of the ancient Sheikah tribe, she appears before Link and teaches him melodies instrumental to his success. It's believed that she's not just a quick-change artist, but rather that she is able to instantaneously alter her clothing and her eye and skin color by using her magical skills.
- The Legend of Zelda: Ocarina of Time (11/98)
- SheikSMASH
- Strategically switching between Zelda and Sheik is key. Compared to her Zelda form, Sheik is nimble and has gorgeous moves, but she lacks a strong knockout attack. The number of needles thrown in Needle Storm is based on how long you hold the B Button before releasing it. Use the Control Stick to wave the Chain after brandishing it.
- B: Needle Storm
- Smash B: Chain
- SheikSMASH
- The best strategy to use when playing as Sheik is to let her flow from one powerful attack into another, like a river of quicksilver. Zelda has some techniques with more punch, however, so in one-on-one battles, use Transform as needed. Sheik only travels a short way when using Vanish, but the move comes with a small explosion that damages foes around her.
- Up & B: Vanish
- Down & B: Transform
Alternate costumes[edit]
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Gallery[edit]
Posing onTemple.
UsingVanish onPokémon Stadium.
Next toLink on Temple.
UsingNeedle Storm onCorneria.
UsingTransform.
Trivia[edit]
- InMelee, Sheik ends up sending opponents flyingverticallyMedia:Sheik Bat Melee.gif with theHome-Run Bat. As a result, she needs to transform into Zelda to use the Home-Run Bat properly in theHome-Run Contest.
- Sheik is the only playable character inMelee to not appear on the character selection screen.
- All the unplayable characters have their name erroneously default to Sheik in the results screen.
- This is the onlySmash game where Sheik uses her canonical design.Brawl andSmash 4 based her design off of unused concept art forTwilight Princess (which is the basis for Link, Zelda, and Ganondorf in those games), whileUltimate uses a completely original design based on the Stealth Armor set fromBreath of the Wild (which is the basis for Link's design inUltimate), although retaining her braid. Because of this,Brawl had her canonical design appear as a sticker, whileUltimate has this appear as a spirit. This leavesSSB4 as the only game where Sheik's canonical design is not directly referenced.
- Tuesday, February 22, 2022 was declared "Sheik Day" by the community, due to the "tu" noise Sheik makes every time she jumps (and wavedashes).
External links[edit]
| Fighters | Link (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Sheik (SSBM ·SSBB ·SSB4 ·SSBU) ·Zelda (SSBM ·SSBB ·SSB4 ·SSBU) ·Young Link (SSBM ·SSBU) ·Ganondorf (SSBM ·SSBB ·SSB4 ·SSBU) ·Toon Link (SSBB ·SSB4 ·SSBU) |
|---|---|
| Assist Trophies | Tingle ·Skull Kid ·Midna ·Ghirahim ·Moon |
| Bosses | Ganon |
| Stages | Hyrule Castle ·Great Bay ·Temple ·Bridge of Eldin ·Pirate Ship ·Gerudo Valley ·Spirit Train ·Skyloft ·Great Plateau Tower Underground Maze (Adventure Mode) |
| Items | Heart Container ·Bunny Hood ·Deku Nut ·Fairy Bottle ·Cucco ·Bombchu ·Beetle ·Gust Bellows |
| Enemies | Bubble ·Cucco ·Darknut ·Like Like ·Octorok ·Peahat ·ReDead ·Stalfos |
| Other | Bulblin ·Dark Link ·King Bulblin & Lord Bullbo ·King of Red Lions ·Koume & Kotake ·Majora's Mask ·Navi ·Phantom ·Sacred Land ·Tetra ·Yiga Clan |
| Trophies,Stickers andSpirits | Trophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits |
| Music | Brawl ·SSB4 ·Ultimate |
| Masterpieces | The Legend of Zelda ·Zelda II: The Adventure of Link ·The Legend of Zelda: Ocarina of Time |
| Related content | Fire Bar |








