BoysBoysBoys
Apprentice
SHEEVA GUIDE
Note: This guide was currently finished at around 4:30 am, pardon any mistakes. Also, if you have any match up or overall guide suggestions please post them. This should be updated regularly.
Table of Contents:
You should be able to ctrl+f most of the things.
The Basics
1. Legend
2. Best Normals
3. Specials
4. :en Specials
5. Finishing Moves
Advanced
6. Strategy
7. Sheeva's Pressure Game
8. Combos
Deep and Thorough - The Way Sheeva Likes It
9. Match Ups (Alphabetical, should be able to ctrl+f the character you want as well)
Legend:
Front punch. Known as or 1 or “X on Xbox, Square on PS”
Back punch. Known as 2 or “Y on Xbox, Triangle on PS”
Front kick. Known as 3 or “A on Xbox, X on PS”
Back kick. Known as 4 or “B on Xbox, O on PS”
:en Enhanced move - e.g a move done by holding block at the same time as executing it.
ia - Instant air. Also known as the “tiger knee motion.” Means as soon as you jump you input a certain motion.
Fuzzy Guarding - Blocking both high and low by tapping the opposite direction you are currently blocking.
NJP - Neutral jump punch. Jumping up and doing any punch.
Whiff - Miss
Advantage on Block - The opponent gets a guaranteed low jab.
Turtling - Laying back, around full screen. Generally the character turtling throws projectiles. “Is safe, like in a turtles shell.” In Street Fighter terms, this is also known as a Shoto.
¼ - About a dash or two away.
AA - Anti air
+ - Means the two buttons or set amount of buttons must be executed at the same time
H- High, the attack can be ducked.
M- Mid, the attack must be blocked
L - Low, the attacked must be blocked low
Overhead - The attack must be blocked high
Characters that get hit by Sheevas F1 while crouching:
Important in the corner, because the last hit can do more chip/build more meter/if the opponent is crouch blocking in the corner, can actually combo from the Low Grab if it's only the F1 that hits the opponent. If this sounds confusing, you'll understand in the guide below. Putting this at the top of the guide so you can quickly reference this, or at least I can. Also note, this was tested in both character stances, and I didn't test to see if they can crouch without blocking the last hit, but most people won't let go of block anyways.
Cyber Sub-Zero
Cyrax
Ermac
Freddy
Jade
Jax - Corner only
Kenshi
Kitana - Corner only, was tested using her costume one and MK3.
Kung Lao
Liu Kang
Nightwolf
Raiden
Rain
Scorpion
Sektor - Corner only
Shang Tsung
Sheeva
Sindel - Corner only
Skarlet - Corner only
Smoke - Corner only
Stryker
Sub-Zero
BEST NORMALS
* HIT LEVEL: HMMM - Very good string that can be cancelled into anything. Builds a ton of meter and leads to command grab trap. Note the first hit doesn't hit mid, and the last hit can whiff on some characters if they're blocking low. Throughout the guide I will only mention this string, not the first three hits that lead to the guaranteed Low Grab.
* HIT LEVEL: HHH - Good punishing string which can lead to anti air grab combos, and her biggest midscreen combo by 1%. Should mostly be used to punish. Looks exactly like her UMK3 string.
* HIT LEVEL: MH - The first part of the string is better since it's the one that hits mid. Should only situationally used on wake up since it's slow. Two kicks to the face.
*+ HIT LEVEL: MMM - Same thing as above. The first two hits should only be used midscreen, as the last hit launches them away. Last hit can be combod into in the corner. Slaps followed by fisting.
*+HIT LEVEL: L*L - Good low string that's faster than . Second hit only hits if the first one hits. Second hit can be cancelled into specials. Arm sweep.
* HIT LEVEL: LL - A slow low string that's generally easy to react to. On most knock downs your opponent can jump over it, but if you do like this string and use it lots you can mix the first hit with a low grab instead of . First hit can be cancelled into any special. A kick and then an arm sweep.
* HIT LEVEL: H - Her best stand-alone normal. Comes out very fast and leads to a small stagger state. Can be cancelled into anything, but technically not combod into. Kick to the face.
*HIT LEVEL: M - Okay, maybe THIS is her best stand-alone normal. Comes out fast, has good range, and beats a lot of things. The fact it hits mid makes it all that much better. Sends opponent flying across the screen and does 11%. Kick to the whole body.
SPECIALS
*Fireballd) HIT LEVEL: H - Comes out very slow but can be used to help zone against certain characters. Does more damage than the average fireball as well with a whopping 12%. Can be ducked and uppercutted up close and jumped over and punished mid screen.
*Jump Stompd) HIT LEVEL: Unblockable - Sheevas most memorable move of course. Comes out slow, is unblockable, and in MK9 you can choose where you land by holding forward or backward, or nothing. Is punished in a variety of ways, including a NJP or jump back kick.
*Ground Poundd) HIT LEVEL: Unblockable - Another one of her staple moves. Is very slow, easily punished by jumped over fast special or teleport.
*Grab N Punchl) HIT LEVEL: High - Probably her best special move. Can not be broke out of, besides the last hit which still manages to hit making your opponent waste meter for no reason. Safe on block, can be uppercutted if crouched. Does a whopping 18%.
*Anti-Air Grabd) HIT LEVEL: Unblockable in the air. - Like her Grab N Punch, can not be broken out of. Leads to untechable knock down.
*Low Grabd) HIT LEVEL: Overhead… the game says low for whatever reason. - Leads to her most damaging combos. Very unsafe if blocked standing. Is also her wakeup attack.
:en SPECIALS
*:en Fireballd+) HIT LEVEL: M - Does 4% more damage. Can not be crouched, making it a good round ender if it’s safe. Also leads to juggles in the corner. Has hyper armor.
*:en Jump Stompd+) HIT LEVEL: Unblockable - Does 4% more damage. Can be punished.
*:en Ground Poundd+) HIT LEVEL: Unblockable - Does a whopping 7% special more. Easily jumped over.
*:en Grab N Punchl+) HIT LEVEL: High - Amazing move with hyper armor. Does an outstanding 22%. Can hold back to throw your opponent to the opposite side.
*:en Anti-Air Grabd+) HIT LEVEL: Unblockable in the air. - Does 4% more damage. Has hyper armor.
*:en Low Grabd:fl+) HIT LEVEL: Overhead… the game says low for whatever reason. - Does 4% more damage. Has hyper armor.
Finishing Moves
Stripped Down - (Sweep)
Lend A Hand - (Sweep)
Stage Fatality - (Varies)
Babality - (Must know this one, Jump distance)
Note: This guide was currently finished at around 4:30 am, pardon any mistakes. Also, if you have any match up or overall guide suggestions please post them. This should be updated regularly.
Table of Contents:
You should be able to ctrl+f most of the things.
The Basics
1. Legend
2. Best Normals
3. Specials
4. :en Specials
5. Finishing Moves
Advanced
6. Strategy
7. Sheeva's Pressure Game
8. Combos
Deep and Thorough - The Way Sheeva Likes It
9. Match Ups (Alphabetical, should be able to ctrl+f the character you want as well)
Legend:
Front punch. Known as or 1 or “X on Xbox, Square on PS”
Back punch. Known as 2 or “Y on Xbox, Triangle on PS”
Front kick. Known as 3 or “A on Xbox, X on PS”
Back kick. Known as 4 or “B on Xbox, O on PS”
:en Enhanced move - e.g a move done by holding block at the same time as executing it.
ia - Instant air. Also known as the “tiger knee motion.” Means as soon as you jump you input a certain motion.
Fuzzy Guarding - Blocking both high and low by tapping the opposite direction you are currently blocking.
NJP - Neutral jump punch. Jumping up and doing any punch.
Whiff - Miss
Advantage on Block - The opponent gets a guaranteed low jab.
Turtling - Laying back, around full screen. Generally the character turtling throws projectiles. “Is safe, like in a turtles shell.” In Street Fighter terms, this is also known as a Shoto.
¼ - About a dash or two away.
AA - Anti air
+ - Means the two buttons or set amount of buttons must be executed at the same time
H- High, the attack can be ducked.
M- Mid, the attack must be blocked
L - Low, the attacked must be blocked low
Overhead - The attack must be blocked high
Characters that get hit by Sheevas F1 while crouching:
Important in the corner, because the last hit can do more chip/build more meter/if the opponent is crouch blocking in the corner, can actually combo from the Low Grab if it's only the F1 that hits the opponent. If this sounds confusing, you'll understand in the guide below. Putting this at the top of the guide so you can quickly reference this, or at least I can. Also note, this was tested in both character stances, and I didn't test to see if they can crouch without blocking the last hit, but most people won't let go of block anyways.
Cyber Sub-Zero
Cyrax
Ermac
Freddy
Jade
Jax - Corner only
Kenshi
Kitana - Corner only, was tested using her costume one and MK3.
Kung Lao
Liu Kang
Nightwolf
Raiden
Rain
Scorpion
Sektor - Corner only
Shang Tsung
Sheeva
Sindel - Corner only
Skarlet - Corner only
Smoke - Corner only
Stryker
Sub-Zero
BEST NORMALS
* HIT LEVEL: HMMM - Very good string that can be cancelled into anything. Builds a ton of meter and leads to command grab trap. Note the first hit doesn't hit mid, and the last hit can whiff on some characters if they're blocking low. Throughout the guide I will only mention this string, not the first three hits that lead to the guaranteed Low Grab.
* HIT LEVEL: HHH - Good punishing string which can lead to anti air grab combos, and her biggest midscreen combo by 1%. Should mostly be used to punish. Looks exactly like her UMK3 string.
* HIT LEVEL: MH - The first part of the string is better since it's the one that hits mid. Should only situationally used on wake up since it's slow. Two kicks to the face.
*+ HIT LEVEL: MMM - Same thing as above. The first two hits should only be used midscreen, as the last hit launches them away. Last hit can be combod into in the corner. Slaps followed by fisting.
*+HIT LEVEL: L*L - Good low string that's faster than . Second hit only hits if the first one hits. Second hit can be cancelled into specials. Arm sweep.
* HIT LEVEL: LL - A slow low string that's generally easy to react to. On most knock downs your opponent can jump over it, but if you do like this string and use it lots you can mix the first hit with a low grab instead of . First hit can be cancelled into any special. A kick and then an arm sweep.
* HIT LEVEL: H - Her best stand-alone normal. Comes out very fast and leads to a small stagger state. Can be cancelled into anything, but technically not combod into. Kick to the face.
*HIT LEVEL: M - Okay, maybe THIS is her best stand-alone normal. Comes out fast, has good range, and beats a lot of things. The fact it hits mid makes it all that much better. Sends opponent flying across the screen and does 11%. Kick to the whole body.
SPECIALS
*Fireballd) HIT LEVEL: H - Comes out very slow but can be used to help zone against certain characters. Does more damage than the average fireball as well with a whopping 12%. Can be ducked and uppercutted up close and jumped over and punished mid screen.
*Jump Stompd) HIT LEVEL: Unblockable - Sheevas most memorable move of course. Comes out slow, is unblockable, and in MK9 you can choose where you land by holding forward or backward, or nothing. Is punished in a variety of ways, including a NJP or jump back kick.
*Ground Poundd) HIT LEVEL: Unblockable - Another one of her staple moves. Is very slow, easily punished by jumped over fast special or teleport.
*Grab N Punchl) HIT LEVEL: High - Probably her best special move. Can not be broke out of, besides the last hit which still manages to hit making your opponent waste meter for no reason. Safe on block, can be uppercutted if crouched. Does a whopping 18%.
*Anti-Air Grabd) HIT LEVEL: Unblockable in the air. - Like her Grab N Punch, can not be broken out of. Leads to untechable knock down.
*Low Grabd) HIT LEVEL: Overhead… the game says low for whatever reason. - Leads to her most damaging combos. Very unsafe if blocked standing. Is also her wakeup attack.
:en SPECIALS
*:en Fireballd+) HIT LEVEL: M - Does 4% more damage. Can not be crouched, making it a good round ender if it’s safe. Also leads to juggles in the corner. Has hyper armor.
*:en Jump Stompd+) HIT LEVEL: Unblockable - Does 4% more damage. Can be punished.
*:en Ground Poundd+) HIT LEVEL: Unblockable - Does a whopping 7% special more. Easily jumped over.
*:en Grab N Punchl+) HIT LEVEL: High - Amazing move with hyper armor. Does an outstanding 22%. Can hold back to throw your opponent to the opposite side.
*:en Anti-Air Grabd+) HIT LEVEL: Unblockable in the air. - Does 4% more damage. Has hyper armor.
*:en Low Grabd:fl+) HIT LEVEL: Overhead… the game says low for whatever reason. - Does 4% more damage. Has hyper armor.
Finishing Moves
Stripped Down - (Sweep)
Lend A Hand - (Sweep)
Stage Fatality - (Varies)
Babality - (Must know this one, Jump distance)