Iv been using her. So far she's been pretty good for me with a lot of close up rush down options and mix ups. You can vary the punishment on teleporters and zoners with her teleport stomp (ff, bb buffer) on landing, but for me i feel she relies a lot on being close up with carefully timed grab attacks. I like her air grab but its very difficult to connect so that deff requires opponent reading. You can always get it in though after her low-grab or 1, 2, b+1 string. She's been pretty damn deadly in the corner which I aim for since she has a lot of punishment options to keep them stuck there. As a grappler, she has the low, high and mid grab options so even if blocked, I usually have some time to counter with something else and keep them in there. High level teleport characters will give her trouble for sure but in these cases I guess she'll have to play a lot more safe and counter every situation to stay close and get in.Do any of you guys have footage of you testing her out/ playing matches with her? I picked her up as my main and now I'm 74-14 online. Some say that even according to the official guide she's low on the tier list estimation. I don't really care cause I love using her, but I don't think Ill be able to beat players of higher skill levels if I can't learn to do these moves you guys speak of. I guess the advantage to her being below average is that most people won't know how to deal with all her moves as they havent seen her online much right? Have any of you guys been using her online?
ff bb buffering? What's that?Iv been using her. So far she's been pretty good for me with a lot of close up rush down options and mix ups. You can vary the punishment on teleporters and zoners with her teleport stomp (ff, bb buffer) on landing, but for me i feel she relies a lot on being close up with carefully timed grab attacks. I like her air grab but its very difficult to connect so that deff requires opponent reading. You can always get it in though after her low-grab or 1, 2, b+1 string. She's been pretty damn deadly in the corner which I aim for since she has a lot of punishment options to keep them stuck there. As a grappler, she has the low, high and mid grab options so even if blocked, I usually have some time to counter with something else and keep them in there. High level teleport characters will give her trouble for sure but in these cases I guess she'll have to play a lot more safe and counter every situation to stay close and get in.
Main issues wit her so far are just online bullshit since its in a bad state atm, the delay doesnt do her justice if you wiff a combo or do a special/normal you dont want to. Since she's slow, she's easy as hell to punish on reaction and therefore any non-intended combo strings get her in trouble. I feel like she's harder to manuever as well compared to other characters since her body is larger, its harder to connect jump hp starters and cross ups. Online these never even work so I dont even try. Sometimes when a match starts ill try to fireball and instead, her B+2, 1+2 string starts and ill get punished. A lot of the time dashes need to be buffered twice as much to get where you want, so I end up doing attacks before reaching my opponent which blows.
She's deff been labeled as trash by a few and she may be at the bottom again this time but regardless i'll still stick with her since tiers never mattered to me.
With the current state of online play, you won't be able to land those combos anyway. All you really need to do to win online right now is know how to block and punish.Oh I see. Bummer, I'd really like to see how other people play her. Well as of now, I'm 84-15. Got like 3 flawlesses using her
I still don't feel like I'm taking advantage of her moveset properly, though. I've seen a combo compilation video where two of her combos were used. Don't know how to do them, don't think I'll be able to for a while ;_;
If you ever come to Shinlad's on Fridays, I'll gladly test stuff out with you.If any of you has access to another person then please test this stuff!
Yea man I'll get at you guys in the other thread.If you ever come to Shinlad's on Fridays, I'll gladly test stuff out with you.
BIG THANKS for this sir!I can confirm that if the opponent releases block he can duck under the fireball. One thing I´m wondering is if her fireball actually is safe after F+3 though? Projectiles up close usually aren´t.
Still not sure about the command grab being safe, however I will probably have opportunity to try it out today.
Also I´m really liking that find with the stomp that you can alter where she will land. Especially nice vs Sub-Zero since Ice Clone normally counters stomp perfectly.
Edit: Good news, a blocked command grab is not only safe, it gives you enough advantage to cleanly beat out Smoke´s 1,1 string which I think is the fastest jab with ANY canned combo that starts with 2. And also it´s completely safe to do 2, BF1 over and over again, if your opponent does not crouch, it´s a block infinite. I have not tested certain specials yet, like Sub-Zeros Ice Clone, will probably do that later. I am reasonably sure the 2 after the blocked grab slaps Scorpion out of his teleport punch, will try that along with other stuff like Smokes teleport and Ice Clone. Stomp seems useful for punishing ice clone too, I will test that.
I also tried with Raiden and he could not punish with either Electric Fly or his jab, which I think is one of the faster jabs in the game aswell. Sheevas 2 btw is REALLY fast.
In case anyone was wondering, B1, 2 is safe on block too. Does it say anywhere what strings are considered safe or not? Cause otherwise I will test them all later. For now, every string that can be canceled into the grab n punch move is VERY safe.
EDIT AGAIN: Disregard the above, the only way 2 into Grab n Punch is a block infinite is in the corner, mid-screen it pushes the opponent too far away for 2 to reach him/her. However, 4 can be used to punish some attempted punishes, like some projectiles, Scorpions teleport and sometimes she even kicks Sub-Zero out of his Ice Clone. HOwever, sometimes you can get hit by the ice clone if you try to poke with 4. Scorpion can punish 4 with spear however, but you are at a massive advantage after the grab, so if he wants to throw a spear out you can easily jump it and Scorp will eat a combo.
Another cool thing, if an opponent crouch blocks a 2, then, according to my testing, he can not get up and after the last 2 in the 2, 1, 2 string the low grab will be guaranteed. There is no way to escape it. I just let go of the controller when the grab came and my char would not get up so that Sheevas grab would whiff. Same applies if they start blocking the overhead string. They can not crouch after blocking the overhead so the command grab will, guaranteed. In the corner, this guarantees you hit or get the command grab blocked, which leads to you getting massive frame advantage. My testing is far from perfect though, so if someone else could confirm this, it would be great.
I´ll test the fireball, but as said it can be ducked but ONLY if you are not blocking. If you are blocking it will hit.
Also, if f2 is blocked its a free command grab, can not be ducked due to massive block disadvantage. B2 also seems to be safe on block. Neutral 2 is weird, at a certain distance, it will whiff vs crouching opponents. I´m starting to think some of Sheevas hitboxes/zones/whatever are a bit weird, perhaps we should report it as a glitch? Standing 2 really should hit crouching opponents, same with her overhead in the Four-Way string. Blood lust is not a guaranteed command grab, since the opponent can crouch and stand after the second hit. I suppose you can use it as a risky grab mixup, but the four-way string seems much better overall. Feels like overall, the Blood Lust canned combo is the worst sheeva has, which is ironic since it is simultaneously her most reliable overhead. Though I did not test it properly so I can´t say if its unsafe or not. It looks unsafe, but looks can be decieving. Will test later.
I´m kinda working on who could be a decent tag partner for Sheeva, Smoke seemed like a decent choice, since he can carry people to the corner where Sheeva is pretty brutal, but they don´t seem to have very good combo synergy. Maybe I´m just terrible with Smoke. Maybe Tag should be a separate thread?
EDIT: Sheevas Darkness string is also a guaranteed command throw setup which also is very easy to hit confirm what throw you will need. After the third hit the opponent is in so much blockstun he cannot escape.
This is great, since now after a command low in the corner, you get to toss the guy back into the corner. You can´t control the direction of the EX low grab though, nor where you jump after a stomp or where you throw the guy after a anti-air grab.Ive found thats its worth it to ALWAYS use The EX BF+HP. great damage and you can control whether she throws them forward or behind her, she also gets more time to set up your next move.