sheik

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Ground Attacks

Jab 1
2
17
--
Transitions to Jab 2 as early as frame 4.
2.0
7
3
--
-12
2
Jab 2
3
17
--
Transitions to Rapid jab as early as frame 5.
1.6
5
3
--
-11
3
Rapid Jab
5/4/9...
--
--
--
0.3
4
--
--
--
**
Rapid Jab Finisher
5
35
--
--
2.0
9
3
--
-27
5—6
Forward Tilt
5
24
--
--
3.0
5
4
--
-15
5—8
Up Tilt
5/16
32
--
--
3.0/4.0
5/5
4/5
--
-11
5—8/16—23
Down Tilt
5
26
--
--
4.5
5
5
--
-16
5—6
Dash Attack
5
34
--
--
7.0
9
10
--
-19
5—6(7—8)
Forward Smash
12/20
44
--
Charge hold is frame 3
5.0/8.0
6/7
4/6
--
-18
12/20—21
Up Smash
11/14
52
--
Arm intangibility on frame 8-15. Charge hold is frame 6
15.0/11.0
13/8
10/8
--
-30
11/14—15
Down Smash
11/18
51
--
Charge hold is frame 1
4.0/6.0
5/6
4/5
--
-28
11—12/18—19

Aerial Attacks

Neutral Air
3
49
6
Autocancels on frame 1-2 and 31 onward
6.0/4.0
6/5
3/3
Early/Late
-3/-3
3—6(7—30)
Forward Air
5
34
5
Autocancels on frame 1-4 and 11 onward
3.8/4.5
4/5
3/3
Close/Far
-2/-2
5—7
Back Air
4
37
7
Autocancels on frame 1-3 and 31 onward
7.5/6.0
7/6
3/3
Early/Late
-4/-4
4—6(7—14)
Up Air
4/8/12/23
43
13
Autocancels on frame 1-3 and 44 onward
1.0/4.0
4/11
2/3
Multi/Final
-11/-10
4/8/12/23—24
Down Air
15
54
22
Landing hit on frame 1. Autocancels on frame 1-2 and 53 onward
10.0/2.0
8/4
4/3
Meteor/Falling/Landing
-18
15—18/19—33/1—2

Special Attacks

Neutral B (Needle Storm)
4/7/10/13/16 (+7)
41/35
--
Startup is 5 from a charging state. 7 frames to enter charge state. Takes 4 frames to exit charge with shield. Second total frames is for the air.
1.5/0.8
4/4
2/2
Close/Far
-18
**
Needle Storm, Full Charge
11/14/17/20/23/26
48/42
16
86 frames to reach full charge. Second total frames is for the air.
1.5/0.8
4/4
2/2
Close/Far
-15
**
Side B (Burst Grenade)
13/67/70/73/76/79/82/88
75—104
--
From release, startup is 29/32/35/38/41/44/50 and endlag is 39 frames. All but the final hit are just windboxes.
1.0/12.6
4/11
2/4
--
+28
**
Up B (Vanish)
36/55
95
20
Invulnerable on frame 14-60 on the ground or 19-55 in the air. Landing lag only occurs if you enter special fall.
12.0/5.0
9/6
4/6
--
-33
36—38/55—57
Down B (Bouncing Fish)
18/26
63/50/45
35/19
First startup is if you attack early. Second landing lag is after a hit. Endlag is 79 on hit, or after 20 frames initiate a 29 total frames rebound attack with 3 startup. First total frames is on level ground. Second is in the air. Third is in the air if you attack early.
11.0
14
10
--
-39
**

Grabs / Throws

Grab
6
36
--
--
--
Dash Grab
9
44
--
--
--
Pivot Grab
11
39
--
--
--
Pummel
1
15
Total frames includes 11 frames of hitlag.
--
1.0
Forward Throw
20/22
39
--
--
5.0/2.0
Backward Throw
15/17
35
--
--
5.0/2.0
Up Throw
19/21
49
--
--
3.0/3.0
Down Throw
17/18
40
--
--
3.0/3.0

Dodges / Rolls

Spot Dodge
18/23
--
Invulnerable on frame 3-14
Forward Roll
26
--
Invulnerable on frame 4-12
Backward Roll
32
--
Invulnerable on frame 4-14
Neutral Air Dodge
44
10
Invulnerable on frame 2-26
Air Dodge, Down
63
11-19
Invulnerable on frame 2-19
Air Dodge, Diagonally Down
67
11-19
Invulnerable on frame 2-19
Air Dodge, Left/Right
74
11-19
Invulnerable on frame 2-19
Air Dodge, Diagonally Up
85
11-19
Invulnerable on frame 2-19
Air Dodge, Up
93
11-19
Invulnerable on frame 2-19

Misc Info

Weight — 78
Gravity — 0.150
Walk Speed — 1.47
Run Speed — 2.42
Initial Dash — 2.178
Air Speed — 1.155
Total Air Acceleration — 0.09
SH / FH / SHFF / FHFF Frames — 32 / 47 / 23 / 33
Fall Speed / Fast Fall Speed — 1.75 / 2.8
Out of Shield, Neutral Air — 6 frames
Out of Shield, Back Air or Up Air — 7 frames
Out of Shield, Forward Air — 8 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)