Sheik (Super Smash Flash 2)

Sheik is a starter character in Super Smash Flash 2. She can transform into. Her sprites are custom made and based on her planned appearance in The Legend of Zelda: Twilight Princess with major improvements in her fighting style.

Sheik currently ranks 14th on the current tier list, a small leap from her 19th place position last demo. Sheik has good combo ability, decent mobility, fast attacks and strong finishers in her sweet spotted up smash, down smash, forward aerial, back aerial and down aerial. Sheik has a good edge guarding game and is very good gimping her opponents.

However, Sheik suffers from a poor recovery that covers little vertical and horizontal distance. Sheik is also tall which makes her easy to hit; this, combined with her light weight, makes her easy to KO or knock her to far off stage to recover. She also finds trouble KOing on stage, as most of her strongest moves are best used for edgeguarding or gimping, and the sweet spot of her up smash is hard to connect with and down smash is hard to combo into.

Overall, Sheik's advantages outweigh her disadvantages and leave her in high tier.

Attributes
Sheik has good ground mobility with having the seventh fastest dashing speed. Sheik has good combo ability with her up and forward tilt being excellent combo starters; being able to lock her opponents at low percentages. She has KO moves in her forward air, sweet spotted back air, sweet spotted up smash, forward throw and the knockback dealt from Vanish. She has a good projectile in Needle Storm which she can use to camp and stop her opponents approach.

However, her recover covers little vertical and horizontal distance. Her light weight makes her easy to knock off stage which her gives her trouble recovering with her poor recovery and when up against good edge guarders. She also heavily relies on edgeguarding to get kills due to most of her on stage KO moves being hard to connect with or situational.

Ground attacks

 * Standard attack: Quick punch at opponent. Can be interrupted into a grab or another attack. 3%
 * Standard attack 2: Throws a second punch at opponent with other hand. 3%
 * Standard attack 3: Starts thrusting her hand rapidly. 2% per hit
 * Down tilt: Leg sweeps her opponent. Can be used as a combo starter and can combo into an aerial at high percentages. 8%
 * Down smash: Spins legs around and gets back up. Uncharged 13%, Fully charged 18-19%. Does strong knockback on all hits of the move.
 * Side tilt: Sweeps her leg forward, then takes it back. Can lock certain character, can combo into a up smash if the opponent decides to D.I. in and can combo into aerials at high percentages. 5%
 * Forward smash: Unleashes 2 consecutive kicks. Uncharged 1st kick does 5%, 2nd kick does 12% total 17%. Fully charged 1st kick does 7%, 2nd kick deals 17% total  24%.
 * Up tilt: Does a one-handed handstand, puts leg upward, then brings it down. Good anti air option. 7%
 * Up smash: Puts hand up, then to the side. Uncharged 13%(17% when sweet spotted), Fully charged 19% (24% when sweet spotted).
 * Dash attack: Does a charging headbutt. Does good knockback and can link into each other on high and fast fallers. 7%

Aerial attacks

 * Neutral aerial: Side kick in midair. 13%
 * Forward aerial: Swings hand and strikes opponent. Does good knockback that semi-spikes opponents. Can be used repeatly at low percentages, can be used to gimp recoveries and can KO most characters around 75% and up. 13%
 * Back aerial: Kicks behind her. Does good knockback in the initial frames of the move. 12%
 * Up aerial: Upside down leg twirl. Good at combo'ing on high and fast fallers. 12%
 * Down aerial: Thrusts one leg downward hard. Does good vertical knockback if the foot connects, but does good horizontal knockback if hit by the hip. 12%

Grabs & throws

 * Grab: Sheik grabs the opponent
 * Pummel: Jabs opponent. 2%
 * Forward throw: Throws a powerful punch at her opponent. Can chain grab, but can be easily escaped. It's a good combo starter. 10%
 * Back throw: Pulls opponent behind her and back kicks them. Good near the ledge for gimping the opponent. 8%
 * Up throw: Grabs opponent, falls onto her back and throws opponent with her feet into the air. 6%
 * Down throw: Throws opponent to ground and jumps on them. Can chain grab heavy characters and fast fallers. 5%

Other

 * Ledge attack: Gets up and leg sweeps the opponent. Good knockback. 6%
 * 100% ledge attack: N/A
 * Floor attack: Gets up and spins around. 4%

Misc.

 * Entrance: Appears out from a cloud of smoke.
 * Taunts:
 * Neutral: Gets in a stance and raises her hand up.
 * Up: Same as neutral taunt.
 * Side: Same as neutral taunt.
 * Fanfare: Remix of Victory fanfare from Super Smash Bros Brawl.
 * Wins: Teleports away.
 * Loses: Claps for the winner.

Changes from v0.9a
Sheik mainly received buffs to her KO moves. Sheik benefits from the decreased hitstun of the demo by her being harder to combo while still being able to combo like last demo. However, Sheik has a harder time chain grabbing certain characters now.

Notable Players

 * Reimu
 * FrenchKissHeyy
 * Miracle--7
 * Dopeness

Trivia

 * Steven Borgers stated that Sheik, and  were his hardest character projects. In Sheik's case it was due to how she would bend her body when attacking and how she moved. Her down smash was difficult to animate.