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. Vanish:It involves her throwing a Deku Nut and vanishing into thin air. 7% damage. This page was last edited on 17 August 2014, at 12:28. ... Kadano applies intensive frame data analysis to optimize Marth play. Short range, but launches the foe directly up leaving them open for aerial combos. Due to its poor damage and lag, it is almost never used in competitive play. Marth, Peach, C.Falcon, Doc, Ganon, Samus, Mario, Luigi, Y.Link, Mew2, http://wiki.shoryuken.com/index.php?title=Super_Smash_Bros._Melee/Sheik&oldid=156276. Takes 4 frames to exit charge with shield. ... Sheik Data. Ledge Attack- Kicks back on the stage, 8% damage. This can be seen as it moves an opponent further than simply landing on them would. Landing lag only occurs if you enter special fall. Side Tilt- A round kick in front of her. When a foe makes contact with the middle of the chain, they are slightly damaged. Strong hit can do 8%, 10%, or 14%, Notes - data refers to fully charged needles. 10% damage. Forward Aerial- a quick swipe in front of Sheik, Great knockback and great for edgeguarding. Down Throw- Punches enemy to the ground, 8% damage. 6% damage. 5.0 / 3.0 % Base Damage. Transitions to Jab 2 as early as frame 4. Side B. Sheik, however, suffers from a relatively shor… Up tilt- Kicks up, and lets her leg down in an axe-like way. Total frames includes 10 frames of hitlag. Charge hold is frame 6, Landing hit on frame 1. As a result of havi… 7 frames to enter charge state. Usually does 13%, Back Aerial- A quick kick in back of Sheik, good for edgeguarding. 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. ... First startup is if you attack early. Sheik is a very agile fighter, possessing a fast dash, high falling speed, good jumping prowess, and very quick, combo-friendly attacks. However, Sheik will be granted invincibility frames when she is about to use the Deku Nut. Sheik used to be 1st on the tier list, to the point where some smashers considered her to be "broken". First total frames is on level ground. 86 frames to reach full charge. This can be used downwards, in the air to stop potential ground guarding. 75 Total Frames. Sheik, however, suffers from a relatively short and predictable recovery, as well as a rather short wavedash. From release, startup is 29/32/35/38/41/44/50 and endlag is 39 frames. Notes - loop has an additional 6 frames startup and 8 frames endlag. However, when the foe makes contact with the tip of the chain, they are given a small electric shock. 2% damage each punch. Autocancels on frame 1-2 and 53 onward. Better knockback and hitstun than forward throw but otherwise weak. The re-entry of Sheik's Vanish has a very small push effect. Second landing lag is after a hit. Each needle does 3% damage, allowing this move to deal a maximum of 18% damage. 8% damage. Down tilt- A quick kick while crouching. Ultimate. by 20GX Crew Percents to help followups on Sheik. In terms of frame data on hitting shield, which is when it matters the most, peach and ICs. 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. Up throw- Launches the enemy above her. 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. 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. Startup is 5 from a charging state. When Sheik pulls out the chain, the player has full analog control over it. Mobile-friendly Frame Data for Sheik in Super Smash Bros. 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). 22 Frame Startup. Melee Frame Data by Janoris A website containing the hitbox data for all characters' movesets along with GIFs of each move. In the current Melee tier list, she slipped to fourth, ousted this time by Jigglypuff. Shield Stun Frames. 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%. Not particularly useful due to low range. 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. Text/code is available under CC-BY-SA.Licenses for other media varies. Neutral A- Two swipes that do 3-4%, followed by a fast series of punches doing 1% each. In the current Melee tier list, she slipped to fourth, ousted this time by Jigglypuff. 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. This page has been accessed 10,787 times. Second total frames is for the air. 6% damage. Second landing lag is after a hit. Endlag is 79 on hit, or after 20 frames initiate a 29 total frames rebound attack with 3 startup. In the PAL version, does 10%. 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. 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. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback. Second is in the air. It has just enough push to knock someone, standing near the edge, off it, causing them to cliff-hang. Sheik, however, has poor air speed(tied for 5th worst among the cast) and a rather high short hop. Arm intangibility on frame 8-15. On July of 2006, however, she slipped to rank 3, ousted by Fox and Falco. Overall, this is the best of Sheik's grabs because it can reliably chain grab or tech chase many characters to high percentages. Angle BKB/WBKB KBG Landing Lag Autocancel; Nair: 3 … Attacks Hitbox Active FAF Base Dmg. 100% Ledge Attack- Slowly does a similar attack to her ledge attack below 100% damage, does 8%. 7% damage. On the ground, this can be used to mess with opponents and clear space when fighting close range. First startup is if you attack early. Up Smash- Puts her arms above herself and violently separates them to her left and right. Invulnerable on frame 14-60 on the ground or 19-55 in the air. Down Smash- A powerful breakdance-like sweep. Transitions to Rapid jab as early as frame 5. This too produces zero lag, and can be used to efficiently store needles, to grab the ledge, or to increase jump distance. Forward Throw- Launches her foe forward with low horizontal knockback and hitstun. Reverse needle canceling refers to charging needles in the air, then tapping the shield or grab button to stow them. Excellent for an aerial-attack follow up, but due to low histun follow-ups are difficult. Down Aerial- A downwards kick, does 9-11% damage. In Melee, like Link's arrows, the needles have hurtboxes and can be attacked; this can be used to block other projectiles. Pummel- She punches the opponent with her fist. 4% then 12% uncharged, 6% then 19% fully charged. 13% uncharged, 17% fully charged. This page was last modified on 22 July 2020, at 06:26. 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. Forward Smash- Kicks twice in front of her, has moderate knockback. Sheik used to be 1st on the tier list, to the point where some smashers considered her to be "broken". 6 needles total. When the special button is pressed, Sheik will throw a slim, almost-invisible needle to attack. Back Throw- Kicks an enemy behind Sheik. Third is in the air if you attack early.
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