Sheik

 

(click to show Brawl trivia)

Sheik has been called a one-trick pony in Brawl: she has a great forward tilt lock that single-handedly dominates some matchups but otherwise is a mediocre character with some good gimping tools.

Forward tilt has been revamped into a more damaging but less locking version that has a more balanced effects on different enemies. To make up for this and give Sheik the overall improvement she needed, significant upgrades were made to her jabs, needles, and a few other key moves. She and Zelda also share faster transformation times so she can make better use than ever of her other half.

Either way, Sheik’s damage potential is faster and more relentless than ever!

Balanced Brawl Bonus: Rapid Strikes

  • Sheik’s jabs all have less ending lag. Her rapid jab in particular also does extra shield damage.

Other Major Changes

  • Forward tilt does more damage but is less of a locking move.
  • Down tilt and dash attack hit in a more favorable way.
  • Forward smash is less powerful but now reliably links.
  • Down aerial does more damage and hits upward.
  • Close-range Needles do 1% more damage.
  • Forward throw has a lower angle.
  • “Chain glitch” removed.
  • Transforming to Zelda is now much faster.

Full Technical Change List

  • Jab 1: interruptible on frame 12 (previously on frame 18)
  • Jab 2 hitbox 0-2 properties: Base Knockback (20 -> 36), Knockback Growth (40 -> 0)
  • Jab 2: interruptible on frame 13 (previously on frame 18)
  • Rapid jab (ending): interruptible on frame 7
  • Rapid jab hitbox 0-2 properties: Shield Damage (0 -> 2)
  • Dash attack frame 5 hitbox 0-2 properties: Angle (60 -> 80), Knockback Growth (100 -> 10). Base Knockback (50 -> 90)
  • Dash attack frame 7 hitbox 0-2 properties: Angle (* -> 40), Knockback Growth (100 -> 10), Base Knockback (20 -> 80)
  • Forward tilt hitbox 0-1 properties: Damage (5 -> 7), Knockback Growth (100 -> 80), Base Knockback (20 -> 32)
  • Forward tilt hitbox 2 properties: Damage (5 -> 7), Knockback Growth (100 -> 75), Base Knockback (20 -> 40)
  • Down tilt hitbox 0-1 properties: Angle (70 -> 110), Base Knockback (35 -> 50)
  • Down tilt hitbox 2 properties: Base Knockback (35 -> 50)
  • Forward smash frame 9 hitbox 0-2 properties: Knockback Growth (100 -> 50)
  • Forward smash frame 23 hitbox 0-2 properties: Knockback Growth (100 -> 90)
  • Down aerial hitbox 0 properties: Damage (10 -> 11), Angle (70 -> 75), Knockback Growth (80 -> 30), Base Knockback (30 -> 90)
  • Forward throw throw box properties: Angle (70 -> 40)
  • Needle Storm (near) hitbox properties: Damage (3 -> 4)
  • Chain used with a very particular time while landing no longer calls wrong hitboxes and can no longer crash the game.
  • Transform: Zelda is loaded much faster