REYTHEGREAT
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V2 for me. Frame trap, staggers and grabs mind games. no low though.
I think the DB3U is really only reliable when at jump in range, and for the most part short hops destroy the move entirely, but in fights it's probably nearly impossible to react to whether it is DB3 or Dragon Drop (and you need to pick between a dash or jump), so between these, and just random empty hops/jumps you're just trying to trip up the opponent for free damage. I suppose you could get creative and try and force people into back or forward dashing with conditioning on the Dragon Drop, so you can empty jump and punish.She seems to have way more gaps than I realized, what's the logic there? Frame data is often negative without a flawless-block anyways. I feel like over time that might hamper her?
Also does anyone have any tech or setups for Variation 1 unblockable db3 move? I labbed cancelling strings into DB3 up amp on block for the air grab and I'd say 3/5 times you're blocking a Sheeva string, you can react to the db3 with a poke, D2, or successfully JIK, regardless if she tried the amp throw off db3.
Maybe I'm using that move wrong.
She def has all the tools to be a premier anti-zoner right below Shaman and prob better than Soul EaterJust thought I'd mention that v1 db3 also jumps over projectiles if timed right. So far jumped over Sonya's ring, Sub ice ball, Erron scud shot amp, Kitana low fan and Kitana high fan
Db3 jumps projectiles and can be mixed in with dragon drop forcing a dash/jump pseudo 50/50 past midscreen, as some else stated earlier, because they have identical start up animations.Argh. I only really like using the air grab (just not feeling v2 or v3).
Quick, tell me how two of v1's slots aren't completely wasted on gimmicks.
(TBF, it's the only variation with both amped fireball and the armorbreaker, maybe that's how I need to look at it)
Forward 1 seems like that would be the most ideal choice since it covers a bunch of distance and if you react late you can just complete the string and be -5, but some variations can amplify into combo so the reward is definitely contingent on what variation you're rocking with overall.I'm having trouble punishing some things that I KNOW are unsafe but just have too much knockback, like some Fatal Blows. What's the answer to this? Dash up F44?
It does help that f1 is +10 on hit which means you get to enforce a strike/throw situation with regular or throw or f44Exactly, as I was saying before you guys really gotta lean on f1/f1,4.
90% of the time in V1 I just do the in front version since back walkspeeds and backdashes are generally slower and people tend to dash forward on me.A note on tele-stomp: most of the roster can avoid all the timings if they dash when Sheeva leaves the screen and then just keep walking (sometimes this depends on walk direction though). So it is a gimmick reserved for reading a committed ranged attack.
I see high lvl people sayin on twitch that the V1 stomp direction input is the only viable stomp she has.Argh. I only really like using the air grab (just not feeling v2 or v3).
Quick, tell me how two of v1's slots aren't completely wasted on gimmicks.
(TBF, it's the only variation with both amped fireball and the armorbreaker, maybe that's how I need to look at it)