Sheik used to be 1st on the tier list, to the point where some smashers considered her to be "broken". On July of , however, she slipped to rank 3, ousted by Fox and Falco. 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. Sheik, however, suffers from a relatively short and predictable recovery, as well as a rather short wavedash.

Sheik's Approach in Super Smash Bros. Melee



Super Smash Bros. Melee/Sheik - Shoryuken Wiki
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Transforming into Sheik Before Start?
She transforms from Zelda by using her down 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. Sheik currently ranks fifth the tier list , which is located at the top of the A tier. This is primarily due to her chain throw , excellent combos, a great finisher in her forward aerial, a very good approach due to fast aerials and high jumps, and one of the best edge-guarding games in Melee. However, Sheik suffers from a relatively short and predictable recovery, as well as a rather short but quick wavedash along with most of her moves being weak for an attack of their type.




Learning to mix up and cover these weaknesses will make her devastating punish game and edgeguards a lot more prevalent throughout matches. Her main moves to approach is a variation of dash attack, a dash grab, or a walk-up attack against the opponent. Throughout this article, I will be telling you how to cover this weakness, how to implement it, and when to use it so that you can become a great Sheik player in Super Smash Bros. Sheik would want to use this move at mid percentages because, like any other Dash Attack, it is weak at low percentages and only decent at high percentages. Dash Attack is also very weak to crouch canceling, shielding, and spot dodging.