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Sheeva Frame Data

Somberness

Lights
How to understand this.
Execution
1 - 13
1,2 - 11
1,2,B+1 - 12
1,B+2 - 14
1,B+2,F+1 - 24
2 - 12
2,1 - 12
2,1,2 - 12
2,1,2,B+1 - 34
2,1,2,F+1 - 20
3 - 19
3,3 - 22
4 - 13
D+1 - 6
D+2 - 13
D+3 - 7
D+4 - 12
B+1 - 21
B+1,2 - 14
B+1,2,1+2 - 32
B+2 - 28
B+2,1+2 - 13
B+4 - 24
F+2 - 31
F+2,B+1 - 18
F+3 - 26
F+3,2 - 32
F+3,B+1 - 23
F+4 - 17
Neutral Jump Kick - 10
Neutral Jump Punch - 9
Diagonal Jump Kick - 8
Diagonal Jump Punch - 5
Throw - 10
Fireball - 26
Fireball (full screen) - 56
Jump Stomp - 58
Ground Pound - 39
Grab N Punch - 25
Anti-Air Grab - 11
Low Grab - 20
Fire Blast - 26
Fire Blast (full screen) - 56
Jump Crush - 58
Ground Smash - 39, 70
Untamed Fury - 25
Power Anti-Air - 11
Anti-Duck Throw - 20
Slam Dance - 36

Block Advantage
1 - 0
1,2 - 0
1,2,B+1 - 0
1,B+2 - -28
1,B+2,F+1 - -8
2 - 0
2,1 - -1
2,1,2 - -22
2,1,2,B+1 - 0
2,1,2,F+1 - -9
3 - -8
3,3 - -7
4 - -10
D+1 - -13
D+2 - 0
D+3 - -7
D+4 - 0
B+1 - -17
B+1,2 - -1
B+1,2,1+2 - -33
B+2 - 0
B+4 - -5
F+2 - -8
F+2,B+1 - -7
F+3 - -18
F+3,2 - -30
F+3,B+1 - 0
F+4 - -7
Fireball - -5
Grab N Punch - +12
Fire Blast - -5
Untamed Fury - +12

Hit Advantage
1 - 0
1,2 - +2
1,2,B+1 - +60, +48
1,B+2 - +8
1,B+2,F+1 - +43, +32
2 - 0
2,1 - +3
2,1,2 - +2
2,1,2,B+1 - +24, +18
2,1,2,F+1 - +16
3 - +3
3,3 - +34, +17
4 - +9
D+1 - +1
D+1 (vs crouch) - -1
D+2 - +36, +29
D+3 - +3
D+3 (vs crouch) - +10
D+4 - +12
D+4 (vs crouch) - +5
B+1 - 0
B+1,2 - +15
B+1,2,1+2 - +20, -3
B+2 - +26, +18
B+2,1+2 - +47, +21
B+4 - +17, +14
F+2 - +2
F+2,B+1 - +42, +50
F+3 - +4
F+3,2 - +34, +10
F+3,B+1 - +25, +17
F+4 - +45, +22
Forward Throw - +9
Backward Throw - +10
Fireball - +7
Jump Stomp - +7
Ground Pound - +20, +16
Grab N Punch - +4, +11
Anti-Air Grab - +7
Low Grab - +71, +60
Fire Blast - +43, +26
Jump Crush - +7
Ground Smash - +13, +9
Untamed Fury (forward throw) - +24, +26
Untamed Fury (backward throw) - +12, +13
Power Anti-Air - +7
Anti-Duck Throw - +71, +60
Slam Dance - +16

Duration
1 - 30
1,2 - 47
1,2,B+1 - 68
1,B+2 - 79
1,B+2,F+1 - 98
2 - 35
2,1 - 58
2,1,2 - 98
2,1,2,B+1 - 111
2,1,2,F+1 - 108
3 - 47
3,3 - 77
4 - 50
D+1 - 25
D+2 - 49
D+3 - 20
D+4 - 33
B+1 - 58
B+1,2 - 67
B+1,2,1+2 - 140
B+2 - 53
B+4 - 56
F+2 - 66
F+2,B+1 - 85
F+3 - 65
F+3,2 - 112
F+3,B+1 - 79
F+4 - 51
Throw - 36
Fireball - 58
Jump Stomp - 77
Ground Pound - 75
Grab N Punch - 40
Anti-Air Grab - 38
Low Grab - 36
Fire Blast - 58
Jump Crush - 77
Ground Smash - 113
Untamed Fury - 40
Power Anti-Air - 38
Anti-Duck Throw - 36
Slam Dance - 72

Cancel Advantage (block)
1 - +16
1,2 - +16
1,B+2 - +13
2 - +21
2,1 - +20
2,1,2 - +24
2,1,2,F+1 - +27
3 - +18
3,3 - +25
4 - +20
D+1 - +1
D+3 - +2
D+4 - +26
B+1 - +9
B+1,2 - +18
B+1,2,1+2 - +25
F+2 - +25
F+3 - +16

Cancel Advantage (hit)
1 - +22
1,2 - +17
1,B+2 - +49
2 - +28
2,1 - +24
2,1,2 - +48
2,1,2,F+1 - +94
3 - +29
3,3 - +66, +49
4 - +39
D+1 - +15
D+1 (vs crouch) - +13
D+3 - +12
D+3 (vs crouch) - +19
D+4 - +32
D+4 (vs crouch) - +25
B+1 - +26
B+1,2 - +34
B+1,2,1+2 - +78, +55
B+2,1+2 - +93, +67
F+2 - +35
F+3 - +39

Miscellaneous
Breaker - -7, -7
Anti-Air Grab - invincible to airborne attacks after 5 frames.
 

Somberness

Lights
Because she's so tall, her jump animation sometimes is 1 frame shorter than everyone else's, had to pay close attention. D3 on crouch hit is 1 frame away from jailing into low grab, but you still have to jump out as it is now.
 

BoysBoysBoys

Apprentice
If you D3 a croucher and cancel the D3 into low grab, the grab is guaranteed? I need a confirmation that's what you mean, because that tiny bit of information can change everything.
 
If you D3 a croucher and cancel the D3 into low grab, the grab is guaranteed? I need a confirmation that's what you mean, because that tiny bit of information can change everything.
I will have practice with the GGA team this Thursday, and I will check this out for sure.
 

BoysBoysBoys

Apprentice
I will have practice with the GGA team this Thursday, and I will check this out for sure.
After a 212F1 BF3 people usually duck, because of 4 BF3 or D4 Fireball/BF3, and if you dash for 212F1 pressure they'll D1. But with the advantage from a 212F1 BF3, you should have enough time to do dash D3 Low Grab... this seriously can change everything.
 
Most of my opponents however I have conditioned to duck block after the 212f1 bf3. And if they are blocking they can get out of the low grab after a blocked d3.
 

Wemfs

The only morality in a cruel world is chance.
Grab n punch is +12 on block. lol that is so good. Learning Sheeva is going to fun. :)
 

BoysBoysBoys

Apprentice
Somberness are you able to tell how much hit advantage she's at from an aerial Fireball? E.g in a 212F1 Fireball or B21+2 Fireball combo?

Or would Fireblast, which on hit forces the opponent to be airborne correct? ❤
 

Somberness

Lights
Somberness are you able to tell how much hit advantage she's at from an aerial Fireball? E.g in a 212F1 Fireball or B21+2 Fireball combo?

Or would Fireblast, which on hit forces the opponent to be airborne correct? ❤
212F1 = +55, +38
B21+2 = +53, +36
It's probably character dependent.
Wow... that's a whooole lot more than BF3. Was expecting that, but still scary to see. I've actually been using 212F1 Fireball solely because of the advantage. ❤

Somberness can I use duration frames if the move whiffs mid combo? What I mean is I want to figure out if I get more frames to do something if I cancel into a whiffed AA grab or low grab. The duration of AA grab is 38 and the duration of low grab is 36, would that be correct that if I do 212F1 (on hit) low grab I have more advantage than 212F1 AA grab?
BoysBoysBoys, yes, it would be correct. And it builds more meter as a bonus.
 

BoysBoysBoys

Apprentice
Wow... that's a whooole lot more than BF3. Was expecting that, but still scary to see. I've actually been using 212F1 Fireball solely because of the advantage. ❤

Somberness can I use duration frames if the move whiffs mid combo? What I mean is I want to figure out if I get more frames to do something if I cancel into a whiffed AA grab or low grab. The duration of AA grab is 38 and the duration of low grab is 36, would that be correct that if I do 212F1 (on hit) low grab I have more advantage than 212F1 AA grab?
 

RunwayMafia

Shoot them. Shoot them all.
So Krys9984 and I are doing a video for Jade on when to EN Glow during block strings. What strings for Sheeva do you know FOR SURE have gaps? Somberness anyone?
 

Element_

The First Element
Hold on a second Sheeva actually has frame data?lol (joking)......i have not played a decent sheeva yet..in like 5000 games
 

Laos_boy

Meow Hoes
Is 212f1 grab n punch 212f1 grab n punch an Infinite in the corner?

Sent from my LT28at using Tapatalk 2
 
Is 212f1 grab n punch 212f1 grab n punch an Infinite in the corner?

Sent from my LT28at using Tapatalk 2
Frame data wise you are correct. If the opponent continues to stand block they will be locked in forever. Unfortunately the standing 2 is a high. So the opponent could just uppercut you when you try to do another 2, or they could d1, d2, or d4 it.
 

Somberness

Lights
Is 212f1 grab n punch 212f1 grab n punch an Infinite in the corner?

Sent from my LT28at using Tapatalk 2
It wouldn't be an infinite because you could get out, even if it meant taking all the damage. But no, the push back is too great. D4~GNP jails on a standing opponent, you are forced to take the 3% so you can crouch block the grab. Guaranteed Huge Damage!
Frame data wise you are correct. If the opponent continues to stand block they will be locked in forever. Unfortunately the standing 2 is a high. So the opponent could just uppercut you when you try to do another 2, or they could d1, d2, or d4 it.
It doesn't matter that it is a high, it hits on the 13th frame from that distance.
 
It doesn't matter that it is a high, it hits on the 13th frame from that distance.
Ah interesting. Then the only out if you chose to stand would be a just frame X-ray (unless your Johnny Cage). I also forgot that Sheeva's standing 2 is a special high so if they are duck blocking they will get jailed into the string as well. But then again you could get out the way I mentioned before. D1,D2,D3, or D4.