The last member of the Sheikah tribe is back in top form! Sheik is one of the best, if not the best offensive characters in the game. Her attacks are all extremely quick and never leave her vulnerable for long, while her mobility is nearly unparalleled. Sheik has one of the best range of combos in the game, letting her rack on damage with ease while carrying foes across the stage. She also has a powerful answer against long-range fighters with Needle Storm, letting her remain a threat even from a distance. She is also great at offstage fighting, and her recovery is very hard to intercept. Sheik's weaknesses are her poor damage output and severe trouble with KOing. Sheik has the tools to help you win any fight; exploit them to the fullest and you'll be a nearly unstoppable force.
Sheik is a lightweight humanoid character, sharing her weight with Zelda. Her dash speed and lateral air speed are very good, both being within the top 15 of the standard roster, letting her chase down enemies or make an escape if needed. She also has high fall speed, giving her the feel of a fast faller which further assists her in her rushdown. Sheik can also wall jump as well as cling to walls for a short duration. Lastly, Sheik is able to crawl, significantly reducing her height while letting her advance.
Sheik throws out some needles forward, diagonally downward if used in the air. The number of needles can be charged and stored, up to 6 in total.
Penetrating Needles
Sheik can only charge up to 3 needles, but each one are minutely stronger and passes through foes. The needles also have slightly reduced range.
Paralyzing Needles
Sheik only ever throws out one needle slowly at a time, but the needle stuns any foe it hits. Noticeably lower range than Needle Storm.
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Burst Grenade
Sheik throws out a hard-to-see grenade, which explodes upon releasing the button. The power of the grenade can be charged by holding the button down, and it has a small windbox to draw nearby enemies into the blast. If Sheik is hit out of the move, the grenade becomes inert. It also puts her in a helpless state if used while airborne.
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Gravity Grenade
Sheik's grenade explodes faster but has a smaller blast radius and a weaker blast. The blast launches foes toward Sheik.
Skimming Grenade
Sheik's grenade bounces along the ground a few times before exploding. The blast is overall weaker than normal, and gets weaker the further the grenade travels.
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Vanish
Sheik throws out a smoke bomb and disappears, reappearing in the direction of your choice. The smoke bomb at the start and end of the move can hit enemies.
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Gale
Sheik disappears and reappears faster while travelling further, but she cannot hit enemies with the smoke bombs.
Abyss
Sheik travels less distance, but the smoke bombs meteor smash foes.
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Bouncing Fish
Sheik flips forward, kicking any enemy she touches. Press the special button to make her kick prematurely.
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Jellyfish
Sheik's flip has more height but less distance. When hit, the enemy is launched up along with Sheik, letting her follow up with athe Jellyfish finisher.
Pisces
Sheik leaps forward at a very low arc. The button must be pressed to make Sheik kick, and it will give her tons of forward momentum if the move connects. The kick is much greater in power.
Sheik pulls out a bow of light and fires a large arrow across the screen. All enemies that are struck will take heavy knockback, which decreases with each subsequent foe targeted. The projectile can pierce through shields. Compared to Zelda's Light Arrow, which launches enemies upward, Sheik's Light Arrow sends enemies flying sideways. It also has lower knockback than Zelda's but higher damage. Sheik's Final Smash is used in much of the same way as Zelda's: line your enemies up and fire. While the arrow is not as strong, the knockback trajectory of Sheik's version could help it KO better, since it always launches enemies toward the sides. That means that even though enemies receive less knockback if the arrow has already passed through multiple targets, they will be equally likely to get KO'd due to being closer to the side blastzones.