What's new

New Sheeva Low Grab Block string set up.

UsedForGlue

"Strength isn't everything"
Hi Guys.

This is a short video of something new I came up with recently.

If you hit the opponent with a JIP :bp:fp:bp:r:fp :l:r:fk, it will bag 33% meter-less, but if you see on hit, :bp:fp:bp, then wiff a low grab, which will give you frame advantage for another :bp:fp:bp string, and only armoured moves can avoid the next :bp:fp:bp string after the wiffed low grab, if the opponent blocked the new string low, you can see it happening and input a low grab to launch for 45%.

If you see the oppponent standing, you can input :r:fp into grab, then into :d:bk fire ball for a 100% safe string.

If you land JIP, :bp:fp:bp, then dash into :bp:fp:bp again, and if the opponent does not block again, then go in for a 3rd :bp:fp:bp string until they either stand block or crouch block, again you options will be:

On a standing blocking opponent :bp:fp:bp:r:fp Grab, :d:bk fire ball.
On a low blocking opponent, :bp:fp:bp Low Grab combo.

On a standing blocked opponent, after the :bp:fp:bp:r:fp Grab hits, the opponent should start to respect your :d:bk into Fireball, this is where you can now dash into her 6 frame :d:fp, and chain a low grab. If the opponent blocks the :d:fp which they should be doing by the 3rd or 4th time, you will jail them into the low grab.

Let me know what you think.

 

UsedForGlue

"Strength isn't everything"
Raiden can teleport after he is hit by 212, but only on reaction, most players will assume the combo will be finished on hit with F1 Grab, But that is only from trying it online.

I hope you guys can test it out and let me know if there are any other characters that can sneak out of it on reaction.
 

leek

Kombatant
88%..correct? the combo string into the low throw setup.

That's actually really cool.. Sheeva needs stuff like that. good work
 

RunwayMafia

Shoot them. Shoot them all.
Very nice. A lot of times I've used a simple JIP into a d3 then the low grab....I can't tell you how many times even experienced players just automatically go into blocking low after the d3 AFTER the JIP. Also in the corner, it's risky, but after knocking down an opponent if you start the 212 it will jail them in the low block position thus allowing the low grab to come out after the 212...just be careful of wake ups!
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
You might as well replace the EX fireball in the low grab juggle with air throw to keep them close.

This is a HUGE find. GS, Glue.
 

UsedForGlue

"Strength isn't everything"
88%..correct? the combo string into the low throw setup.

That's actually really cool.. Sheeva needs stuff like that. good work
She could always do the low grab from 212, but the opponent would never be seen in the low block animation from a JIP, and if you jump in punched and hit the opponent the low grab will wiff, and Sheeva just isn't quick enough or posses enough tools to work JIP opportunities frequently throughout the fight, and even if you land a blocking JIP, the opponent will never be in a crouched animatio during the string.

The grab obviously doesn't connect when the opponent is being hit, so you can fish for the grab easily from 212 wiffed grab, much more than from a JIP.
 

UsedForGlue

"Strength isn't everything"
You might as well replace the EX fireball in the low grab juggle with air throw to keep them close.

This is a HUGE find. GS, Glue.
Yea, that is true, but as long as people get the purpose of the 212 wiffed low grab, its about fishing for the low grab which is otherwise very hard to get without this. It takes all the guess work out, you can see them crouching during 212.
 

NoDoubt

nasty
Thats cool nice. Personally I would end her quad loop into the air grab because it takes more damage and keeps your opponent close, further giving more opportunities for up-close string set ups.

Im sure EX fireball dishes more, but regular air-grab after quad loop does more than regular fireball if you dont have the meter. And if you do, EX air-grab does more but ill double check.


Timing is super strict, but quad loop to COMMAND grab will do even more than both of the above.
 

UsedForGlue

"Strength isn't everything"
Thats cool nice. Personally I would end her quad loop into the air grab because it takes more damage and keeps your opponent close, further giving more opportunities for up-close string set ups.
Cool, the damage or the ending of the combo wasn't what I focusing on, but I just want to make sure that the 212 wiffed grab on hit is viable. Because it seems to work very well.

You guys are right though, I should end the combo with the air grab and keep them close, because with meter, sheeva really can't be touched that close, and if the opponent lays down, she can :d:fk into low grab again.
 

NoDoubt

nasty
Just tested some more. You cannot do the 2, 1, 2, F+1 string on a crouching Kabal. The last overhead hit does not connect on kabal, it wiffs. There may be more characters with a small hitbox where it could stay but just for future ref. Obviously youd cancel a low grab before the overhead hits anyway

And yea connect AIR-GRAB after quad loop and you'll get 43%. With fireball you get only 41% and it pushes your opponent away.
Connect EX-air grab and you get 47% and still keeps your opponent close, while EX-fireball gives you 45% and pushes them even further away.


Connect the command grab after quad-toss and you get 47%. Connect an EX-command and you have 53% lol. This one is also stance specific though you have to be in the opposite stance for it to connect and its strict timing so I would opt for the above instead unless your of course near the corner, or youve mastered the timing.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
glue did this to me at casuals,some crazy stuff alright,thanks for the vid man

(damn blowing up my wakeup spins with sheeva armor :facepalm:)
 

UsedForGlue

"Strength isn't everything"
Just tested some more. You cannot do the 2, 1, 2, F+1 string on a crouching Kabal. The last overhead hit does not connect on kabal, it wiffs. There may be more characters with a small hitbox where it could stay but just for future ref. Obviously youd cancel a low grab before the overhead hits anyway

And yea connect AIR-GRAB after quad loop and you'll get 43%. With fireball you get only 41% and it pushes your opponent away.
Connect EX-air grab and you get 47% and still keeps your opponent close, while EX-fireball gives you 45% and pushes them even further away.


Connect the command grab after quad-toss and you get 47%. Connect an EX-command and you have 53% lol. This one is also stance specific though you have to be in the opposite stance for it to connect and its strict timing so I would opt for the above instead unless your of course near the corner, or youve mastered the timing.
Low hit bow characters do not get hit by F1.

But thats the point, if the opponent is standing blocking a 212, the F1 will connect on block.

If you hit the opponent with a JIP, and 212 wiffed low grab, and you repeat 212, the opponents block will be jailed, it is either standing in which the whole 212f1 will hit low hit box characters, and if they are crouch blocking 212 low grab will connect.
 

GNG Iniquity

#bufftaquito #punchwalk #whiffycage
Sheeva needed this, big time. I think this will at least change some of her 6-4 MUs to 5-5s; hopefully. I'm actually somewhat interested in her after this discovery. Nice job, Glue!
 

NoDoubt

nasty
shes imo, one of the deadliest if not most deadly character in the corner with obvious chip-advantage/set ups up close. I still dont know how well she can deal with really good zoners though thats still sort of an issue. She does have some horrible match ups that hurt her but thankfully her frame traps reward her once shes in
 

UsedForGlue

"Strength isn't everything"
shes imo, one of the deadliest if not most deadly character in the corner with obvious chip-advantage/set ups up close. I still dont know how well she can deal with really good zoners though thats still sort of an issue. She does have some horrible match ups that hurt her but thankfully her frame traps reward her once shes in
She can get screwed really easily by a mistimed or badly spaced fireball, if it gets jumped over, as the recovery on is is pretty bad.
She can be punished from almost anywhere on the screen for a ground stomp is the opponent reads it.

Her zoning isn't really the best. With full bar, she can taking 25% (I think) with an :en Armoured grab, 3 times per round, roughly 75% for just armored reads, and thats without landing at least one b&b combo or the occasionaly teleport stomp.

When the opponent stops jumping into her from full screen or midscreen and respects her Armoured grab, that's when the zoning starts to be effective. Between fireballs and ground stomps.

If you fire a projectile at full screen then follow it up with a second, the opponent could get conditioned to jumping into her from mid screen.
 

NoDoubt

nasty
yea. Her air grab also isnt the best anti-air either as it lacks range, but surprisingly can take out a lot of odd moves like sonya's cartweel lol. U can also air grab teleports out of the screen.

Since her normals are also slow, 1 mis-timed/wrong normal can result in punishment as well since shes so easy to cross-up combo/jump in combo. Slower the character, the more ahead you kinda have 2 think to make the right guesses since she pays for the wrong ones lol but her simple powerful combos sort of equate that as well.
 

UsedForGlue

"Strength isn't everything"
yea. Her air grab also isnt the best anti-air either as it lacks range, but surprisingly can take out a lot of odd moves like sonya's cartweel lol. U can also air grab teleports out of the screen.

Since her normals are also slow, 1 mis-timed/wrong normal can result in punishment as well since shes so easy to cross-up combo/jump in combo. Slower the character, the more ahead you kinda have 2 think to make the right guesses since she pays for the wrong ones lol but her simple powerful combos sort of equate that as well.
She is a bad character in some ways, but I think she can be viable with enough effort.
 

Thead

Mortal
Good shit Glue, very good. Something nice to mess around with.

Question is once someone knows about this, is there any point for them to block low after the 2 1 2 ~ Low Grab on hit? Good for mindgames and setting up the Low Grab after blocked Walk n Grab!
 

UsedForGlue

"Strength isn't everything"
Good shit Glue, very good. Something nice to mess around with.

Question is once someone knows about this, is there any point for them to block low after the 2 1 2 ~ Low Grab on hit? Good for mindgames and setting up the Low Grab after blocked Walk n Grab!
No, but it can easily happen, even if they are blocking high but the animation is a crouch block, they will be grabbed.

The opponent will be forced to block the next string after 212, and then the 212f1 grab, becomes garenteed if they are stand blocking, even on low hit block characters, then it puts you back into the set up for d4 fireball, and if the opponent starts blocking that, you can d1 low grab.

And if the opponent doesn't want to respect the d1 into grab and just take the d4 then you will keep getting advantage after your d4, into 12 grab, back into the same set up.
 

PimpUigi

Sex Kick
[MENTION=2157]UsedForGlue[/MENTION] Why use the meter when low grab, NJP, followed by that combo without the EX on the fireball does 43% instead of 45%????