RAvEcREAToR23
New member
Size Is Nothing In MK =)
Size Is Nothing In MK =)
just letting sheeva players know (just found out) but apparently all of sheevas ex grabs have hyper armor now. or that is, they cannot be interrupted, though i assume they can still be teched
Wow i didn't see this thread before! I had no idea there were other people actually coming up with strategies and such with sheeva. I have mained her since the game came out and feel i have gotten really good with her. I agree with a lot that people have said about her but i will throw in a bit of input on my strategy that has kept me on a very positive win to loss ratio online but more than anything it is exceedingly important to watch for things you can pick out in your opponent's behavior.
I would disagree in saying that her combos don't deal much damage. My favorite combo is a 3 hit 32 damage combo and can pull it off as a punish to a wiffed teleport or someone standing up who isn't wake up attacking. What is greater than that though is to learn combos that technically are not combos...simply unblockable and veeerrryy counter intuitive to get out of. An example is one i use very frequently. Its the B+2 (Which is y on xbox i think lol) then 1+2 and exfire ball out. As soon as you can start the teleport. Very few good players will use their only tool of escape from that which is either the roll or a wake up teleport or dash. If they try to block or jump away they will get hit which literally everyone i have fought has been hit by. Technically at this point it adds up to probably a bit over 42 and thats non scaling due to not actually being a combo. But it gets even better as i am not positive why most people don't wake up attack or even block because here...i think it's because they want to get away. At this point you say hell no and begin the 1,2,B+1 combo and dash in with another 1,2 and the dash grab. EX if you reallly want them to pay. This combo is around 30 i believe so really it adds up to around 70. Once again not technically a combo but almost always works in a row with each other.
Another thing i have recently started loving is to retaliate with an ex dash grab as others have pointed out. Such a good trick against non stop comboers. Also if you don't have a EX block low and pick out a time to hit a low back kick...thats all you need. Do the kick and the second it connects imput the unblockable stomp. Will catch people nearly every time as most people don't try jumping when they feel they have you in their non stop furious combo. Once again not technically a combo but works almost every time.
Another amazing trick with her is you can hold back or forward after teleporting and suddenly if you know which way they will go, your opponent will be hit by the teleport even if they are jumping away. Same thing with quan chi. A bit of a gamble but very effective against experienced players.
Some match ups are hard but you really just have to bring it down to basics and these unblockable combos work on all her bad match ups. Mileena's and kung lao's are difficult but you can use their impressive special move counters they try to bait you into to your advantage. For instance against kung lao he will commonly wait for you to teleport and respond with a spin. If you hold away from your opponent when you teleport you will land right in front of him instead of on top of him and have free reign to start a combo when he stops spinning just out of range from you. You can't rely on her teleport against bad matchups but you can still use it to your advantage to trick people. Anyway im going to put my gamer tag in my signature in case any of you would like to fight sometime. Not showing up so im just gonna post it
beatmasterfresh
Sometimes her Ex walking grab is tricky to get out in a pinch, especially if you are being rushed down, miss it and you're going to eat a combo. Her Ex fireball is a surprisingly good "wake up/get off me" move. It has armour and does about 15% damage on its own. Surely the most damaging projectile in the game in terms of damage?
Any tips on how to deal with Jax? I find this guy annoyingly hard to beat with Sheeva.
kinda wish her ground stomp was cancellable...
kinda wish her ground stomp was cancellable...
I actually don't think that a cancellable ground attack is a bad idea at all. I mean, look at Kabal. Sheeva needs some kind of advantage for her side. Someone should give that idea to NRS to buff her ground special...