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Sheeva Discussion Thread

Gooberking

Solidly Mediocre
Ok guys, I have one serious problem and a question about this character. I have a VERY HARD TIME canceling special moves and FB from her b2, 11 string after the last hit. A little background. I am not super experienced in MK11, but I know how to do combos, cancels etc. havent played the game in a while, but I can literally do anything else with Sheeva even the bf 3, bb Mean Queen death march cancel combos with relative consistency. However the cancel on the last hist of this particular string is something that I don't understand. It doesnt seem or feel like a cancel from any of her other cancelable attacks. I have this rear moment of clarity in which I can pull of a fb 4/bf4 and FB, but when I do, I am not really doing anything special in terms of timing...and then I just start dropping it again. When I tried watching Sheeva matches I didn't really seen anyone do it(I understand that it's probably not super crucial part of her gameplan) and I have seen couple of ppl drop the cancel(u never know of course, but I got the feeling that they wanted to do a cancel in that situations).

Does anyone else have or had any problems with this. Is it something different or special about the timing that I just don't know about. I probably was able to pull it of 10 times in 1 hour...I had an easier time learning kara throws, buffered walking double 360's in SF4 back in the day....
Canceling it is very possible. I don't play her much at this point, but actually did lean heavy on b2, 11 as an alternative to 21 as long as I had the frame advantage to cover the extra 7f startup( So on knockdown or after pokes, etc).

The cancel timing actually seems super forgiving, even letting you cut off the last hit. Meaning it's 4 hits, but you can cancel after the 3 or 4th hits. The only time it gets weird is if you are accidentally hitting a stray button. So if you think you are doing b2, 11 and actually doing something like b21, 11 it won't cancel. I guess look at your input history and make sure it's what you think it is.

One thing I would recommend trying is you can hit confirm the string to make it safe by splitting up the 11. So what you actually input is b21 -> hit confirm -> 1 -> delay for the 2 mid gut punches-> cancel into special. One, this lets put out an overhead that leads to decent damage but is only -4 on block, Two is it will force you to make sure your inputs are happening the way you think they are.

Most people go right for 21 since they get lucky a lot with the overhead into her max damage. B2 doesn't lead to quite as much damage, and takes longer to start up, but when you have frame advantage you still get to go mid, overhead into combo while risking nothing, vs 21 which risks s1 punishes which still lead to massive damage against many characters/variations. 21 becomes more about having a 10f punish string than just put it out there and praying the overhead hits. I think it's worth practicing and figuring out your problem. IDK how much full Sheeva mains would agree with me, but there it is.
 

ABACABB

End Of Humanity
Hey guys im playing v1 and its fun but some characters can easy avoid stomp .... Like last night some kano player every time i tried stomp did kanoball and it traded or he just avoided it and landed on other side of screen , or some jade v2 player did this running when i was in air and even punished with her fast kick move . Any tips on what to do vs these kind of characters ?
 

Agilaz

#ShangLivesMatter
Premium Supporter
Hey guys im playing v1 and its fun but some characters can easy avoid stomp .... Like last night some kano player every time i tried stomp did kanoball and it traded or he just avoided it and landed on other side of screen , or some jade v2 player did this running when i was in air and even punished with her fast kick move . Any tips on what to do vs these kind of characters ?
Try delaying the stomp, althoug my best advice is too rely less on stomping in those MU's
 

Cobainevermind87

Mid-match beer sipper
I try to stomp as little as possible anyway but you know , its part of her gameplan in this variation so yeah im trying to land this stomp KB
When I played v2 Sheeva I used to end combos in shield spin sometimes. It was so advantageous and properly spaced you could follow it up with a stop and catch them off guard on their wakeup. That doesn't help you I know, but maybe there are ways to set up a sneaky stomp in v1. Might be worth cancelling into it from b122 or 21 on hit, especially if you have the KB loaded up.
 

Zer0_h0ur

XBL tag: South of Zero
I try to stomp as little as possible anyway but you know , its part of her gameplan in this variation so yeah im trying to land this stomp KB
I haven't messed with her in a while, but I think if you hit a juggle with a S2 you can cancel the S2 into a stomp which should catch their asses unless they roll, but they recover from knockdown so quickly nobody is ready to input their roll. Cancelling into stomp doesn't work with some knockdowns bc she'll just land onto 'em while they're grounded and you get whiff punished.
 

ABACABB

End Of Humanity
When I played v2 Sheeva I used to end combos in shield spin sometimes. It was so advantageous and properly spaced you could follow it up with a stop and catch them off guard on their wakeup. That doesn't help you I know, but maybe there are ways to set up a sneaky stomp in v1. Might be worth cancelling into it from b122 or 21 on hit, especially if you have the KB loaded up.
thx , or some gimmnicks like string on block into stomp haha like b122
 

ABACABB

End Of Humanity
I haven't messed with her in a while, but I think if you hit a juggle with a S2 you can cancel the S2 into a stomp which should catch their asses unless they roll, but they recover from knockdown so quickly nobody is ready to input their roll. Cancelling into stomp doesn't work with some knockdowns bc she'll just land onto 'em while they're grounded and you get whiff punished.
thanks ill go to lab to try it out