Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dash Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
Sheik hits the enemy with a hook and an uppercut. If this connects, she will continue the combo with a flurry of quick jabs before finishing off with a straight punch.
A quick, high kick
A straight upward kick followed up by a heel drop.
A leg sweep
Dash Attacks
Sheik will perform a double swipe after gaining momentum.
Smash Attacks
Sheik will perform a double kick with good extended reach.
Sheik raise both arms then swipe both of them down at the same time.
Sheik will crouch near the ground then get up with a spinning kick.
Special Attacks
Sheik throws needles at the opponent. These projectiles are almost invisible (because duh, needles) and they travel quickly to their targets that they hit almost instantly. When on the ground, the needles are thrown horizontally while if used in mid-air, they travel diagonally to the ground. Sheik can charge to throw more needles and increase their range.
Sheik throws a grenade that opens a small vortex that sucks in opponents after exploding. The grenade itself explodes after a delay of a second.
When used on the ground, Sheik will throw a small bomb on her feet and she'll teleport overhead. The small blast can deal good damage to any nearby opponent. You can also make her teleport to any side by tilting the circle pad to the left or right after pressing Up Special. She can also use this is mid-air to extend the height of her jump, making this move good for vertical recovery as well.
Sheik will leap and perform a leg drop to the target. If it hits, she'll acrobatically “bounce” back, launching the opponent at a good distance.
Air Attacks
A basic mid-air kick
Sheik chops downward
Sheik kicks backward
Sheik performs an upside-down piledriver kick
Sheik will dive kick diagonally
Final Smash
Sheik fires off a powerful light arrow that can travel across the whole length of the stage/screen and can go through multiple opponents. The damage and knockback suffered by opponents will decrease per target hit.
Recovery
Sheik is one of the characters that can cling on walls which can be pretty useful when you're trying to escape an opponent's final Smash, especially on Form stages. Her main recovery move is Vanish, which allows her to teleport vertically or horizontally. Bouncing Fish can be used as a horizontal recovery move but make sure you're facing the right direction.
Sheik is one of the most agile, and fastest characters in the game. It takes a split-second for her to get into dashing speed. This allows her to close in on opponents fast and her default double-jump height is high enough that will enable her to traverse any platform in the stage quickly. Her attacks are quick as well, which she can transition into fluid combos. While she definitely excels in speed, her attacks don't do that much damage. Sheik is considered a “technical” character since you have to rely on her speed and tactics instead of pure offensive power.
Needle Storm is a projectile that's almost invisible to opponents because of their blinding speed and small size. Though these don't pack that much power, they're effective enough to stop charging opponents on their tracks or interrupt them from afar. Burst Grenade's delayed explosion and succeeding explosion is good for harassing opponents while keeping your offensive. Both this and Needle Storm can be used to harass offstage opponents who are trying to recover. Vanish is very useful in escaping enemies or sneaking behind them while having the damage potential of the initial blast when the move is activated. For offense, she has to rely primarily on her Side Smash since the double kick she performs has extended reach and good damage. Up Air can deal multi-hit damage while Down Air has good air-to-ground damage due to its meteor effect. ][/size]