What's new

Sheeva Guide - Four Arms > Two

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:

:fp Front punch. Known as or 1 or “X on Xbox, Square on PS”
:bp Back punch. Known as 2 or “Y on Xbox, Triangle on PS”
:fk Front kick. Known as 3 or “A on Xbox, X on PS”
:bk 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

*:bp:fp:bp:r:fp 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.

*:fp:bp:l:fp 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.

*:fk:fk 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.

*:l:fp:bp:fp+:bp 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.

*:l:bp:fp+:bpHIT LEVEL: L*L - Good low string that's faster than :r:fk. Second hit only hits if the first one hits. Second hit can be cancelled into specials. Arm sweep.

*:r:fk:l:fp 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 :l:fp. First hit can be cancelled into any special. A kick and then an arm sweep.

*:bk 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.

*:r:bkHIT 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

*Fireball:)d:r:bp) 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 Stomp
:)d:u) 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 Pound:)d:l:bk) HIT LEVEL: Unblockable - Another one of her staple moves. Is very slow, easily punished by jumped over fast special or teleport.

*Grab N Punch:)l:r:fk) 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 Grab:)d:r:fp) HIT LEVEL: Unblockable in the air. - Like her Grab N Punch, can not be broken out of. Leads to untechable knock down.

*Low Grab:)d:l:fk) 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 Fireball:)d:r:bp+:blk) 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 Stomp:)d:u+:blk) HIT LEVEL: Unblockable - Does 4% more damage. Can be punished.

*:en Ground Pound:)d:l:bk+:blk) HIT LEVEL: Unblockable - Does a whopping 7% special more. Easily jumped over.

*:en Grab N Punch:)l:r:fk+:blk) 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 Grab:)d:r:fp+:blk) HIT LEVEL: Unblockable in the air. - Does 4% more damage. Has hyper armor.

*:en Low Grab:)d:l:fl+:blk) HIT LEVEL: Overhead… the game says low for whatever reason. - Does 4% more damage. Has hyper armor.


Finishing Moves

Stripped Down - :r:d:d:r:fp (Sweep)
Lend A Hand - :r:l:r:l:bk (Sweep)
Stage Fatality - :d:d:d:d:fp (Varies)
Babality - :d:d:d:l:bk (Must know this one, Jump distance)
 
STRATEGY

Throw:
Amusingly, or maybe sadly, one of her fastest moves. Does 2% more than the average throw, and the opponent lands beside Sheeva for more pressure.

Anti Air:
Sheeva’s anti air game really isn’t that great because of her slowness. Her air grab can be used situationally, but her :bk Grab N Punch is her best bet. Upper cut is of course an option, but Sheevas is really slow and :bk Grab N Punch does more damage. For cross ups if your reactions are good, :fp dash :fp:bp Grab N Punch can be used. Can sometimes use :fp:bp:l:fp to get a pop up but the :l:fp will whiff if the cross up isn’t deep enough. :en Air-Grab is the most guaranteed.

X-Ray
Can be used if someone throws a projectile full screen, otherwise not too great. It is unblockable but it comes out slow and against a good opponent they will easily jump over it and punish leaving you with no meter. Since it’s only 4 hits it does scale decently.

Wake Up
Sheevas wake up game is pretty bad. Her only real wake up attack is her low grab which really won’t do much unless your opponent is just sitting down for whatever reason. Her other option is :en Grab N Punch if your opponent goes for a jump in or attack string, or :en Air-Grab if your opponent crosses up. If your opponent is around ¼ of the screen away, you can sometimes use Grab N Punch to stuff whatever they’re about to do, including a jump in.

Punishing
:bp:fp:bp:r:fp Grab N Punch :fp:bp:l:fp :bk and throw are the only things you punish with. I recommend the first string if your opponent is left in a crouching type stance after their special, such as Subby Z’s slide, :bk if you have X-Ray or need to end the round with a Ground Stomp for untechable damage (Can also :fk Grab N Punch, it's slow though), or throw if you need good positioning and the round is about to end. Overall I recommend :fp:bp:l:fp because it leads to Air-Grab combos, and Air-Grab puts your opponent ¼ of the screen away where you can wait for a wake up and punish, wait for a jump in and punish, go for a cross up, or go for a throw. Grab N Punch does do better damage, but it sends your opponent flying across the screen. Also, I prefer this over the :bp:fp:bp:r:fp string because if you do a dash to punish, sometimes you get :r:bp.
In addition, you can punish with :bp:fp:bp Fireball and dash in for more pressure. Note that Fireball is not a ‘real stagger’ so your opponent can jump out, so following up with :bk Grab N Punch is a good option.


When To Use What Normals and Sheeva‘s Pressure Game:

:bp:fp:bp:r:fp String:
Easily her best string and what her whole mix up game revolves around. This string jails your opponent into whatever their blocking stance is in. If they are blocking low, do :bp:fp:bp into guaranteed Low Grab. If they are blocking high finish off with :r:fp Grab N Punch which altogether builds half a bar of meter and 7% chip damage. After her Grab N Punch you can dash and go into the string again, dash and throw, do :bk Grab N Punch to catch jumpers or if blocked add more pressure, or :r:bk to stuff whatever your opponent tries to counter with, or dash and :en Low Grab to catch any pokes. Throughout this guide I will only mention the whole string, but if the opponent is blocking low do the low grab setup.

Jump Ins
Really the only string you should be using it :bp:fp:bp:r:fp , though you can occasionally mix in :r:fk.

When To Use Low Hits
After a knock down when you are free to move around quickly enough such as after an AA upper cut or :en Grab N Punch, you can follow up with :l:bp:fp+:bp to hit low. Can also substitute with :r:fk to mix up Low Grab and :l:fp

:r:bk
Lots of uses, especially since it moves Sheeva forward. Just be sure not to get predictable and get jumped over and punished.

:fp:bp
Good pressure string that can be used repeatedly followed by an :en Low Grab to catch opponents when they go to punish with a low jab.

:d:fk
Very, very good poke. Keep on spamming this with dashing, :r:bk if your opponent jumps back, :fp if your opponent crosses up, and you can go in for tick throws, Low Grab,
:l:fp:bp or :r:bk to stuff whatever your opponent is about to do. Really the options are limitless. Just watch out if you’re doing the :bp:fp:bp:r:fp string, the first hit can be jabbed.

:l:fp:bp:fp+:bp
Is a good string to use on opponents knock in the corner since all hits hit mid. The first two hits can be spammed over again akin to :fp:bp if you find the right situation, but watch out for cross ups.

:bk
Amazing range, and comes out fast. Moves her slightly forward. Can be used one dash away which is the safest distance. Can be ducked and poked out of if used up close, hard to at max distance because it's her leg that's in the air, she is still far away.

Jump Stomp
:d:u Really good to use in the corner, especially after :bk because you can easily react to what your opponent does after the kick choosing to go forward or backwards. Be warned though, you do end up in the corner after using a corner Jump Stomp. Also good to use on wake up if you’re right beside your opponent. You may want to take a step back depending on who your fighting. Can also be cancelled from any string, though any decent opponent will counter it. Also good if your opponent is laying on the ground. Throwing is also very viable after a Jump Stomp.

Grab N Punch & :en Grab N Punch

Grab N Punch is good to use ¼ of the screen to stuff attacks. It moves Sheeva forward so it can be used for pressure in that regard if you want to throw it out randomly. Can be ducked and punished if baited.
Use :en Grab N Punch when you know your opponent to attack. That sounds pretty general, but for example if your opponent goes for a string, cancels it short, and goes into the string again. If they start to duck the Grab N Punch and bait it out, you can switch to Low Grab.

Ground Stomp
I’m 99% sure a Ground Stomp is guaranteed after an :en Grab N Punch. The timing is just really strict. On :en Grab N Punch knock down you can use this for an extra 9%, and if your opponent starts jumping, Fireball. On wake up if you stay down on the ground, you can use this to punish projectiles. Watch out for fast :en wake up attacks. Can also be used for opponents staying on the ground full screen.

Anti-Air Grab + Knock Down
Her Anti-Air Grab is untechable, meaning the opponent can not roll back. This along the fact the opponent lands beside Sheeva makes ending combos in the Anti-Air Grab much better than Grab N Punch. You have multiple options at this point; baiting wakeup, cross up, :r:bk, :d:fk spam, Jump Stomp, etc.

Four Arms
She has four arms. The rest of the cast has two arms. Automatically she has an extra advantage.

Her Victory Stance
You know you all want to see it. That should give you motivation to win!


COMBOS

Sheeva has low damaging, easy to execute combos. She really shines when shes working the corner (Yeah) and off her Low Grab.

Midscreen:

1. :fp:bp:l:fp dash :bk Grab N Punch = 31%
2. :fp:bp:l:fp dash :fp:l:bp Anti-Air Grab = 27% Recommended punish combo as the opponent lands right beside you and can not roll back.
3. :bp:fp:bp:r:fp Grab N Punch = 30% Grab N Punch whiffs on Kitana and Mileena, and must be substituted with Fireball for 25%. Grab N Punch WILL hit Kitana and Mileena in costume MK3.
4. :bk Ground Stomp = 18% Cannot be broken
5. :bk :en Ground Stomp = 25% Cannot be broken
6. :bp:fp:bp Fireball = 19% Leads to mix ups
7. :l:bp:fp+:bp Fireball = 28%
8. :l:bp:fp+bp Grab N Punch = 34% Stance specific combo, you must be facing the opposite way. Can be done in either stance in the corner.
9. Cross up :d:bp dash :dp:fp Grab N Punch = 29%
10. :fk Grab N Punch = 22% Unbreakable. Use to end the match.
11. Air to air JP dash :r:bk = 11%
12. Air to air JP dash :d:fp Grab N Punch = 16%
13. NJP dash :l:bp:fp+:bp Fireball = 30%
14. NJP dash :l:bp:fp+:bp Grab N Punch = 36% Can't be done to the females

Corner:

1. :bp:fp:bp:r:fp :en Fireball dash :fp:bp:l:fp :bp:fp:bp:r:fp Grab N Punch = 48% Her biggest non Low Grab combo. 46% if you don’t do :fp:bp:l:fp. You must be at least 1 dash away!
2. :fp:bp:l:fp :fp:bp:l:fp :bp:fp:bp:r:fp Grab N Punch = 37%. Does 38% if the second :bp doesn’t hit. Use this instead of the above if you're hugging your opponent in the corner.
3. :fp:bp:l:fp NJP :l:bp:fp+:bp Grab N Punch = 42% The NJP is very strict.
4. :l:fp:bp:fp+:bp Grab N Punch = 31%
5. :d:bp dash :d:fp Grab N Punch = 29% This combo makes her upper cut a better anti air in the corner. Must be done around one dash away, or at least so the uppercut doesn’t send them to the other side of you.
6. Air to air JP NJP :l:bp:fp+:bp Grab N Punch = 27%
7. NJP NJP :l:bp:fp+:bp Grab N Punch = 37%
8. :l:fp:bp:fp+:bp :d:fp :bp:fp:bp:r:fp = 47% Harder timing than the first corner combo, but can be done if you're hugging the corner.
9. :d:bp dash :fp:bp:l:fp :bp:fp:bp:r:fp Grab N Punch = 40% Harder version of #5. :fp:bp:l:fp is optional.

Low Grab:

1. Low Grab :l:bp:fp+:bp Fireball = 41%
2. Low Grab :l:bp:fp+:bp Grab N Punch = 47% Cannot be done on the females. Timing is otherwise very strict ; the best advice I can give is when they fall down right around Sheeva’s head. Guaranteed in the corner.
3. Low Grab small step forward NJP :l:bp:fp+:bp Fireball = 43% Timing on the NJP is very very strict, and personally do not believe it’s worth the extra 2%.
4. Low Grab small step forward NJP :l:bp:fp+:bp Grab N Punch = 49% Cannot be done to the females. Just like the above timing is strict, but is much easier to land in the corner.
5. Low Grab :en Grab N Punch = 35% Good unbreakable combo.
6. :en Low Grab NJP :l:bp:fp+:bp :en Grab N Punch = 56% Sheeva’s biggest combo.
7. :en Low Grab NJP :l:bp:fp+:bp Grab N Punch = 53% :en Low Grab does more damage than :en Grab N Punch.

Anti-Air:

1. :bk Grab N Punch = 23%.
2. :fp, dash, :fp:bp Grab N Punch = 20% Used when crossed up.
3. :fp:bp:l:fp dash :fp Grab N Punch = 25% Can also be used to punish Mileena’s roll as well, but is less reliable.

Anti-Air Corner

1. :r:bk :d:fp :bp:fp:bp:r:fp Grab N Punch = 35%
2. :bk :en Fireball :d:fp Anti-Air Grab = 31%

X-Ray

1. :bk :en = 41%
2. :fp:bp:fp :en = 37%
3. :l:fp:bp :en = 39%
4. :fp:l:bp :en = 37%
5. :r:fk :en = 36% Only way to combo her X-Ray from a low hit.
 

Matchups (In Alphabetical Order, should also be able to Ctrl+F): Note my experience is very limited, as to be expected this early in the game.


NOTE A LOT OF CHARACTERS CAN PUNISH JUMP STOMP AND OVERALL JUMP INS WITH THEIR XRAY REGARDLESS OF WHERE YOU LAND!

Baraka

Cyber Sub-Zero


Cyrax

You have to be patient with this match up. If Cyrax keeps on spamming bombs respond with Jump Stomp. If he is playing smart and only spamming net, you need to dash block your way to him while watching out for his low :en Reverse Kick, which he may use at the beginning of the match. Around sweep distance you’ll want to close in with :r:bk and follow up with a :d:fp. When you’re up close pressure with the :bp:fp:bp:r:fp string and start your mix up game. Punish teleport with :fp Grab N Punch.

Against Human Cyrax punish his net with Jump Stomp, and when he teleports you can switch the offensive with throws.

On your knock down get ready to tech the command grab and any throw attempts, and block high when he does his overhead bomb normal :l:bp.

Ermac

Another match that will test your patience, and this is a very bad match up for Sheeva. Respond to any Force Balls with a Jump Stomp. At ¾ of the screen, Ermac will begin his Force Lift spam. You have a couple options here. Begin turtling yourself with spontaneous Fireballs and Ground Stomps, or begin dash blocking. First test the water - see how he reacts to the Fireballs. If he punishes them regularly, obviously stop but try to bait his teleports out. Be sure to punish with :fp:bp:l:fp as you will most definitely want to end combos in Anti-Air Grab so he’s stuck nice and cozy beside you. Use :r:bk cautiously as he can Force Lift on reaction.

Random Jump Stomps = jump back = Force Port = combo = dead Sheeva.

On your knock down Ermac isn’t a threat. His :r:bk (two kicks) string hits low and mid, and gives him a free jump in. Watch out for throws at this point. His :l:bp is an unblockable charge move, jump over it and punish. The main thing to Ermac is he will be looking to throw you a lot to gain back his zoning advantage, get ready to tech them.

On his knock down abuse Ermac. Throw him since he loves to, :bp:fp:bp:r:fp Grab N Punch him and bait Force Lifts after words. If he doesn’t follow up :r:bk into :d:fp or dash into pressure. If he jumps quickly :d:bp before he teleports into a mix up.

Jade

Jax


Johnny Cage


A matchup that shows armor on :en Grab N Punch made a massive difference. Against Forceball spam, use Jump Stomp. You have to keep him locked down as much as possible before he locks you down, you mainly do that with the :bp:fp:bp:r:fp string. Use caution after this as he may try to counter any follow up with a Flipkick. Bait this the first couple of times you get in :bp:fp:bp:r:fp and punish with :d:fp Grab N Punch/Anti-Air Grab or :d:bp. Once he starts to respect you punishing it, continue your pressure.

On your knock down is where the fun begins.. for him. What you want to do against Cages frame traps is look for openings to do :en Grab N Punch. Once he starts to respects those he will start to lay off, and may potentially start ducking to punish them. Respond to this with an :en Low Grab.

After :en Grab N Punch, watch out if you’re going to follow up with a Ground Stomp as he can punish with an :en Shadow Kick and can potentially start his frame traps from there if it hits. However, that does mean he won’t have meter for breakers and most of all, X-Ray so it’s up to you to decide if it’s worth it or not.

Be weary of X-Ray. You can do fake jump ins, or fake stomps to try to bait it out.

Kabal

Probably Sheevas hardest match up. I don’t have too much information at this point, but when he begins to zone do not Jump Stomp. It can be easily beaten with Nomad Dash and NJP. When you’re trying to close in from his zoning the only thing you can do is dash block, you can’t throw any projectiles, any Ground Stomps, nothing.

When he is pressuring you he will more than likely end in resets. Make him scared to continue his pressure with :en Grab N Punch, and start to :d:fp and :d:fk. Get ready to tech throws and fuzzy guard against Buzz Saws and Tornado Slams, and punish accordingly.

Really the only thing you can do in this match up is guess right every time, bait Nomad Dashes, and cry.

Kano

Another hard match up, that I do not have too much information on. When he begins Knife spam, do not Jump Stomp, upball beats it clean. The only option is to dash block, you can not win the projectile war with Ground Stomp and Fireball. Beware of X-Ray set ups such as after a purposely whiffed Ball. Kano also has a decently bad wake up game - Ball does not have invincibility frames, abuse that. His command grab however, is pretty decent.

Kenshi

Kitana

An alright match up. When Kitana is zoning with iaFans, you need to look for opportunities. If she throws them too high throw a Fireball to add pressure, try to catch her with a well timed Ground Stomp, or dash. If she throws them at the perfect low distance, duck and dash block into duck, and try to match the projectile war with Fireball and spontaneous Ground Stomps. Do NOT Jump Stomp, Upraise beats it clean giving Kitana a full combo. This includes on her wake up.

When Kitana is on the offensive, you do not want to be at ¼ of the screen. That is Kitana territory. At that range Kitana will be looking to pressure you with her :r:bp:fp (Forward knife jab into hopping fan) Hits Mid Mid, which leads to a 48% combo, which generally is not a good thing to take. If it is done to far and the :fp whiffs, you can either uppercut or go in for a :fp:bp:l:fp combo. Up close Kitana will be looking to abuse her :d:fp, respond to that with an :en Low Grab. Watch out with your low pokes as well, as Kitanas :r:fk:fp (Small hop and fan swipe) Hits Mid Mid, hops over them and leads to a 36%. You want to be on the eye for when she does Fan Toss and Cutting Fan, which can be ducked and punished accordingly but you have to be very fast. Getting hit by a Cutting Fan is not good at all either, as it gives Kitana a safe jump in.

Reading all that it sounds Kitana has this in the bag, but she is missing one key thing, a decent defensive. Her only true wake up attack is :en Pretty Kick, but :en Upraise has about 10 frame start up if I recall, which is very fast in MK9 and gives Kitana a free combo. You want to bait these two moves as much as possible. On her knockdown you want to be crossing up a lot and pressuring her as much as possible while looking for :en Grab N Punch opportunities. If she tries running away with Square Boost you can catch her with Anti-Air Grab if your reactions are very fast, or a Ground Stomp as she is about to land.

Note that the :bp:fp:bp:r:fp Grab N Punch string only works if she is in her classic MK3 costume.

Kung Lao

I’ve yet to fight a good Kung Lao, but this is what I have been doing. Full screen pressure with Fireball to bait his Teleport, and punish with :d:bp or :d:fp Anti-Air Grab/Grab N Punch. Jump or duck block his Ground Hat and duck his Hat Toss. Mid screen block if he jumps to be safe against dive kicks.

When Kung Lao is on you, more than likely he will pressure with his :fp:fp:bp:fp (Multiple punches) Hits High Mid Mid Mid (Unsure about the last two hits) string. The first hit can be ducked and poked out of. You can also use :en Grab N Punch. Kung Lao will also be looking for tick throw opportunities with this string, get ready to tech them. His other pressure string hits low, which you should always be blocking with against him. His only overhead does 7%, is slow, punishable, and not special move cancellable, so if he does throw it out block up and punish. You may also wish to fuzzy guard if he gets a jump in.

His 24 Low Hat string is the same thing, look for opportunities. If he doesn't do a Low Hat, do a low poke since chances are he's throwing/going into the string again.

On his knock down you want to do the usual pressure strings, while baiting spin. Just dash up and block and bait. Dash in and punish with a full :fp:bp:l:fp combo and start to abuse him.

Random Jump Stomps that go behind or in front of Kung Lao are a good way to bait Spin.

Don't jump...

Liu Kang

Don’t know too much of this match up either... Try to catch his ground Fireballs with a Jump Stomp, and his iaFireballs with your own Fireball, Ground Stomp, Jump Stomp, or dash. Beware of hyper armor :en Flying Dragon Kick if you start throwing out your own Fireballs.

When Liu Kang is pressuring you, more than likely he will be spamming the :l:fk:fp:bp (low kick and two punches) Hits Low Mid Mid, string which leads to about a 32+% combo. After this Liu Kang has lots of options. Dash throw, parry, :d:fp, :fp:fp, more :l:fk:fp:bp spam or just standing there to bait something. What I recommend is throwing out a :d:bk. Why? Well :d:fp’s range is too short after the :l:fk:fp:bp string, and will get you caught if he does it again. :en Grab N Punch is also an option but can be baited and costs meter.

His other string is :bp:fp:fk (two punches and an overhead kick) Hits High Mid Overhead, What this means is… always block low and block high if he goes into this string. Jab him out of the first hit if you can.

His dragon stance has a fast sweep, and a slow overhead.

:r:fk is another slow overhead kick that doesn’t combo but does hive him more pressure.

Note his X-Ray is a good anti-air and is an overhead.

On his knockdown you have some things to worry about. First there’s Katy Parry, which does a whopping 8%, or his :en Parry which gives him a full combo. The only thing Sheeva can do is either Fireball or :d:fk spam, the latter being the quicker option. He also has :en Flying Dragon Kick and :en Bicycle Kick which are easily punished if blocked, but Flying Dragon Kick goes over you if you’re ducking. Both :en specials have hyper armor. There are multiple things you can do here, all risky. Go for a cross up. Go for a fake cross up and do a Fireball. Spam :d:fk.

Mileena

This match up is a bit annoying. As soon as the match begins watch out for :d:bk which hits low and will reach you.

Overall Mileenas goal is to zone you with iaSais. If you jump you eat a 4 Teleport Drop into Sai Blast into combo or you eat a Ball Roll into combo. If you Jump Stomp you eat a NJP or a Ball Roll or a Teleport of her own. What you want to do is the usual - Fireball and spontaneous Ground Stomps. When she catches on she will want to use Teleport. Punish with :d:bp or :bk Grab N Punch. When punishing ball rolls you're actually able to Low Grab her for 41%. Yeah, when most people don't get their maximum punish off of her Roll, Sheeva does.

On your knockdown if the Mileena is on the offensive, block low. Her :l:fk:l:bk (dual low kicks) string hits Low and Low. The first hit can be cancelled into Ball Roll into combo. She may try to mix up with :en Ball Roll which is an overhead. After a :l:fk though you’re at a decent distance where you have more than enough time to block high. After a blocked :l:fk string, go for a low poke and try to find an opening. You can cross up… but Mileenas hitbox is so tiny that it’s near impossible to do so. Mileena will also be looking to do :u:bk (jumping splits) Hits Overhead. This is very slow and easy to react to. Punish with an Anti-Air Grab if you want to look cool, an uppercut to be generic, or jump out and pressure her if you want pizzaz. Her :l:fp:bk (punch and overhead kick) hits mid and overhead and can be cancelled into any special. Her :bk:bp (a kick and a punch that sends you flying) string hits mid and mid, and can be cancelled into special. All of the above combos can lead to 32%+. Lastly her :l:bp (Jumping Sai) hits overhead but is very slow. Mileena up close really is not a threat, so you shouldn’t be scared to counter and should look for any opportunities to get in there. Because you know you want to get in there. Do not throw out pokes that have lots of start up because of Ball Roll.

After her Leaping Neckbite, Mileena is at a good mixup opportunity. She can dash throw, dash :l:fk:l:bk, :u:bk or do whatever. There’s a couple things you can do as well. Cross her up, but you can get NJP’d if Mileena starts to catch on. You can jump back or NJ, but again Mileena can Ball Roll. Or you can sit there and eat what she throws at you like a champ. If she ends combos in a whiffed Teleport to cross you up, tech roll.

On her knockdown be weary of Ball Roll. Crossing up is also a challenge because of her hit box. What I like to do is pressure with :d:fk and follow up with throws or :r:bk into :d:fp into more :d:fk spam, and uppercut any jump in attempts.

Also note that the :bp:fp:bp:r:fp Grab N Punch string only works if she is in her classic MK3 costume. You can also get an easy jump kick on cross up if you’re having difficulty with a punch. After a blocked roll in the corner I would recommend :fp:bp:l:fp into :bp:fp:bp:r:fp Grab N Punch for 31%. Can also :d:bp dash :d:fp Grab N Punch for 29% Beware the long range on her :d:bk, the 3% can add up. Another reason to block low.

Night Wolf

A tricky match up for anyone really. Night Wolf can play a great rush down and turtling game with Sheeva.

His main strings are :r:fk:fp (a very low kick which hits mid followed by a dagger stab) Hits Mid and Mid, which has a slight delay in the animation, and :fp:bp:bp:fp (Multiple punches and hatchets ) Hits High Mid Overhead Overhead, and builds good meter on block. :r:fk:fp Is probably one of the best strings in the game ; do not underestimate it. The string has a natural looking delay between the :fp and after words. Night Wolf can do :r:fk:fp, and then :r:fk:fp Axe Swing into combo abusing the delay. There’s a couple things you can do here if he stops at :r:fk:fp. :en Grab N Punch, which can get baited and punished accordingly, :en Low Grab if he starts to bait the Grab N Punch, a low poke which can be poked out of with his own, a throw, a cross up which you will get hit out of if he does a different string like :fp:bp:bp:fp, or jump back which can get shouldered which you don’t want which I will explain later.

His :fp:bp:bp:fp takes three strings on block to build a full bar of meter, to compare it takes two of Sheeva’s :bp:fp:bp:r:fp to build half. The first to third hit can be cancelled into any special, and the fourth can be cancelled into :en Lightning on hit. The string gives advantage on block as well if I recall.

If Night Wolf is playing a turtle game he will be spamming Lightning if you’re sitting there and Shoulder if you’re moving, or even then just Lightning. You have to jump on knockdown, and duck for Shoulder to punish with a full combo, throw or :d:bp. Your best bet is to dash block into immediate duck and to quickly react to Lightning. Lightning is very very punishable, nearly full screen.

On his knockdown :en Axe Swing Shoulder and Choke are invincible. The solution? Cross up. However. If you start getting shouldered that DOESN’T MEAN TO BACK OFF! Night Wolf can be baiting this and instead of using Shoulder use Lightning to put him back on the advantage, or give him a big combo. Waiting for him to stand up and going into :d:fk spam is also viable.

What happens when you get knocked down: This is part of the reason why the match up is so bad. Sheeva can not avoid Night Wolf’s :en Lightning, only a fast :en special can which Sheeva obviously lacks. Full screen Night Wolf can :en Lightning into Shoulder for 16%, or up close he can get a whopping 33% into another Shoulder knockdown.

Noob Saibot

Don’t have too much information on this match up. Dash block to get in, do not throw any projectiles or random Ground Stomps. Punish his zoning with X-ray if you can. Once you’re on him STAY on him. Bait out his Shadow Knee on wake up and punish with a Jump Stomp or Fireball. Once he learns he can’t … mostly win with one move he will be a bit more free on wake up. Go for cross ups and abuse the :bp:fp:bp:r:fp Grab N Punch string. If he’s up close he will want to be throwing you, get ready to tech them. The only string he will really be using is :l:fp:bp:fp:bk (three arms and a kick) which hits Mid High(I think) Overhead and High again (I think) This string can be cancelled into any special move. You will want to be fuzzy guarding every hit in case he does a Shadow Slide in which you will use the opportunity to punish him. Overall be patient and get ready to tech throws.
 
Quan Chi

Easy match. Dash Skull Balls and duck them. Get ready to block if he is mixing up with Trance which gives you the opportunity to dash in. If he Sky Drops, mix him up by dashing back or forward quickly and blocking. If he chose to Sky Drop behind/in front of you it will whiff and you get a free combo. Overall putting pressure and knockdown pressure on him is the usual basic Sheeva stuff, you’re free to do what you will with him. His only invincible move is :en Sky Drop.

Beware of :en Ground Bursts, especially when he’s on the offensive. :l:fk:fp+:bp (low kick and arm swing) Hits Low and Overhead. I’m 90% sure you can interrupt his second hit with a poke, at least the computer did it to me before anyways. Either way the string is easy to block against and since he can’t cancel a special from it, feel free to jab after the second or first hit. :r:fp:bp (Two low arm-reach type punches) hits Mid and Low. This string seriously get’s me every single time. It can be cancelled into special, including Trance and X-Ray. :u:fk (Splits kick) Hits overhead. Very easy to react too, can be cancelled into special so watch if you’re going for a poke after words. :fp:fp (Two fast punches) Hits High and Mid. These punches come out very very fast and gives Quan Chi advantage on block. If he is spamming it :d:fp him out of it, beware if he does the poke first though because you WILL eat that 2% damage. Watch for tick throw set ups as well after :fp:fp. If you jump out you risk eating a punch which can be dashed and cancelled into trance. His :d:fk is very fast like Sheeva’s and is good for tick throw set ups, get ready to tech them. If Quan Chi ends his combo in :bk (swinging kick) he is most likely going for a throw or 50/50, be on your toes. Lastly, if he ends his combos in :en Skull Ball, he get’s a guaranteed jump in. Block accordingly.

Raiden

I mean it this time, I don’t know too much of this match especially after the hot fix. Bait Super Flies and punish accordingly. Bait teleports and punish accordingly, and get ready to tech throws if he does a safe Teleport. If Raiden is going for cross ups after a Teleport, NJP. If he is throwing projectiles, Jump Stomp. If he is going for corner frame traps, :en Grab N Punch or block to bait a Super Fly. On his knock down bait Super Flies, Teleports, and overall pressure with lots of jump ins.

Rain Use grass types, it’s super effective against water.

Reptile

Punish Force Balls with Jump Stomp. Up close they’re unsafe. Punish Slides with :fp:bp:fp:r:bp Grab N Punch as he's in a sort of 'ducking state' causing :fp:bp:l:fp to whiff. If he uses Invisibility use low pokes up close while trying to see if he is jumping or not, and Jump Stomp full screen. If trying to get past Acid Spit, dash block and duck. I don’t know too much about his strings, but generally you should be blocking high and fuzzy guarding in case of any Slides. Don’t feel bad if you eat any slides, it’s Reptile that ruins his offensive for the measly cost of 8%.

Scorpion

A tough match up depending on both characters meter. Getting to Scorpion is tricky like Night Wolf. You have to fight your way through Spears and Demon Fire, and once you get there you still have a challenge ahead of you.

His :fp:fp:fp (three punches) Hit High Mid Mid string is a mix up in itself, he can cancel midway and continue doing it, or go for the whole thing and follow up with whatever. :fk:fk (two kicks) are very fast and hit Mid Mid. His :r:fk (overhead kick) hits overhead and allows him to continue pressure. After a teleport Scorpion gets a guaranteed jump in and Demon Fire - no denying that. Deny any pressure however after the jump in by fuzzy guarding. The two main strings he will be using are :r:bk (low kick) which hits Low and :l:bp (swords) which hits Overhead. The latter is punishable but you have to be quick, and if you’re lucky he will cancel :r:bk into spear and you get a free combo.

He gets guaranteed pressure after a blocked :en Teleport. Again, no fighting it. If he does an iaTeleport or a random :en Teleport quickly :d:fp into Grab N Punch.

On his knockdown abuse him to no end. When you’re ¼ of the screen get in with :r:bk or dash :d:fk. If you’re full screen use Fireball and Ground Stomp to bait his teleports, or better of all :en Teleports. Punish full screen Spears ON REACTION with Jump Stomp. Look for any :en Grab N Punch opportunities. On your knock down do a neutral jump - a forward jump means you get Speared and sitting there means you get Demon Fired. Don’t do this too much or Scorpion can just delay his Spear. Also if you’re shooting projectiles and are using :r:bk for pressure watch out for :en Spear, it has one hit worth of armor. Overall you need to respect when he has the advantage and look for an opening. Once you’re in - you’re in. Once he’s in - he’s in. This is a very fun match up that will keep you on your toes. Or if you’re not you just die. Something else to note is :en Grab N Punch whiffs if Scorpion uses his overhead :l:bp since he’s ‘ducking.’ Also, the swords in that have their own hit box, if he uses it on your knock down you have to take it. And then punish it.

Sektor

Shang Tsung

Sheeva

Note that :l:bp:fp+:bp Grab N Punch can be done in any stance. You also do not need to take a step forward have a Low Grab, just need to do a NJP. Yes, Sheevas best match is probably against herself.

Sindel

Punish iaFireballs with dash :bk Grab N Punch :r:bk and :fp:bp:l:fp into combo. Full screen get in with dash blocking and Jump Stomps if Sindel messes up and does a ground Fireball. She can punish Jump Stomp easily with :u:bk (Standing super launcher leg kick) The key to winning with Sindel is to constantly be fuzzy guarding. When she jumps in and does her :bp:fp string, (two chops and a low chop) Hits High High Low, fuzzy guard after the two chops as she can cancel into Low Fireball and Step Up (overhead cartwheel) and fuzzy guard after the low chop as she can do it again. Another mix up Sindel has is :l:fk:r:bp (a swinging leg kick followed by a punch) which hits Mid and Overhead. Again, the :l:fk should be fuzzy guarded as to avoid any mix ups. This string also leads to her most dangerous mix up if you are not fuzzy guarding, :l:fk into X-Ray. Her X-Ray hits Low, and when you see :l:fk it’s instinct to block high setting you up for the X-Ray. Again, fuzzy guarding is key.

On Sindel’s knockdown :l:fp:bp Grab N Punch beats Step Up, her invincible wake up attack clean. Sindel will be tempted to either stay grounded, which means Jump Stomp or give you access to a free jump in.

Skarlet

Smoke

Don’t know too much information about this match up. Dash block Smoke Cloud. Do not throw any projectiles because of Shake. Block high, his main mix up string :fk:d:fp:bp (kick chop chop) Hits Mid, Overhead, Mid (Could be high) If he does an aerial teleport to make it ‘safe’ punish with any of her anti-airs, he remains quite high. If you’re late on doing so, :d:fp Grab N Punch is fine. On wakeup Smoke has teleport and :en Shake, I recommend crossing up and baiting teleports along with :d:fk spam. Smoke has a very weak ¼ game, abuse it with :bk and :r:bk.

Sonya

I haven’t played against much Sonyas, but I do have Sonya experience myself. This match up written by me is more so what is going in the Sonya's mind rather than what Sheeva's options are. Those are at the end though. Just like Mileena, her :d:bk has an insane range and can be used at the beginning of the match. Sonya is a rush down character - plain and simple. If she does decide to turtle, Jump Stomp her Energy Ring Blasts.

You do not want to use projectiles unless you are full screen, because Air Drop (dive kick) leads to a 38-39% combo and has good range, or she can get in with Arc Kick. Her Arc Kick and Leg Grab is punishable by full combo on block, and her Kiss can be ducked and uppercutted. After she does an Air Throw, you can not roll back and Sonya is in a very good position to pressure you.

When Sonya is all up in yo face’ she will be pressuring with Dive Kicks and her very very very fast jabs. :fp:fp (two punches) Hits High High, must be one of the fastest jabs in the game, or at least look as such, and can be spammed for meter gain, chip damage, tick throws, and can be cancelled into :fp:fp:bk (An added kick) Hits mid, to gain a full combo. Sonyas other main pressure string is :bp:fp, (two punches) Hits High and High, (Though the first hit was SUPPOSED to hit mid... it might in future patches) These two strings can easily be cancelled into Military Stance and Kartwheel, another thing to watch out for. Currently Sonya’s only reliable Mid hitting normal is :bk, (knee to the gut) which if cancelled into Kartwheel, it can be jumped over and punished the delay from :bk is so large. Sonya also has :r:bk (Mini jumping kick) Hits Overhead which gives her a free jump in, :d:bk, a sweep with good range, and her :fp:fp:bp string gives her advantage which I will discuss below. Look for openings. Try to gain the advantage back with low jabs into :d:fk pressure, into throw pressure because you want Sonya to be knocked down. Look for :en Grab N Punch opportunities.


Military Stance. This is what makes Sonya Blade Sonya Blade. Military Stance can be cancelled from any normal, and makes for very very good wake up pressure. The two main normals you need to worry about from this Stance is :r:fp (low elbow dash) Which hits Low and can be cancelled into any special and does 9%, and :fp+:fk :fp+:bp (tackle) which hits Overhead and does 15%. From 3 dashes back Sonya can hit you with :r:fp. From that range on your knock down, I would recommend blocking low. Around one dash back is where the fun begins, she can catch you with the overhead tackle. If you are knocked down from an air throw, you have to block the mix up. I would recommend blocking high as it is much easier to react to the elbow dash in comparison to the overhead, and it does less damage. You might be able to fuzzy guard, but the timing would be very precise.

After Sonyas :fp:fp:bp string she is at an advantage. Mid screen she can cancel into Military Stance into :r:fp to hit you for an extra 9%, or add a Kartwheel for additional chip damage if you block low. In the corner Sonya can mix up the overhead, or go for a throw or continue pressure. Sonya gets a free jump in after her throw. :en Arc Kick has armor.

What I recommend: Block. If she does a Kartwheel, go straight into low jab pressure and do not let her breath. Go for cross ups and into the :bp:fp:bp:r:fp Grab N Punch string. Look for openings between her jabs. On her knock down she is free to cross up - her wake up is :en Leg Grab which does poorly against them. Do NOT :en Grab N Punch her Military Stance mix ups. If she does an elbow dash she is quite low - and your grab can whiff.

Stryker

Limited experience but; Jump Stomp projectiles. If he does :fk,(kick to the gut) Hits Mid, he gains the advantage. At this point look out for throw attempts, and or block his :l:fk:r:bp (Kick and punch) Hits Low and Overhead. His :fp:fp jabs (two punches) Hits High and Mid, give him advantage, try to poke him out of it or go for :en Grab N Punch. If he is pressuring you with :d:fp Roll Toss repeatedly poke him out of it. Go for tick throws when poking, you want Stryker knocked down as his wake up game also is not the best. If he has meter on knockdown, bait his :en Roll Toss to make him burn his meter. His pop up combo :l:fp:bp:bp (two punches followed by a baton hit) Hits High, Mid and Mid, should be followed by dash pressure.

Sub-Zero

I do not have much information on his offensive game. What I do know is that it revolves around :bp:bp. Both hits hit mid and can be cancelled into Iceball. If you block it, he can also cancel into :bk for added pressure. That is his main mix up. He can delay :bp:bp and go for a low jab right back into it. :bp Beats all jump ins and cross ups and can be cancelled into Iceball. If Sub-Zero is setting up an Ice Clone trap, where there’s one right beside you and he’s walking in, I recommend low jabs if he’s walking/dashing forward, and an uppercut if he is jumping. If you uppercut as he walks in he can bait it and crouch and go for one of his own. You can also charge through the Ice Clone with :en Grab N Punch if you see him make the slightest movement.

Against turtling Sub-Zero’s, you just need patience. Generally, turtling Sub-Zero’s that only know how to turtle are not very good… Even Sheeva has ways to beat it. The typical set up a turtling Sub-Zero will set up is Ice Clone mid screen, and shoot Iceballs full screen. To counter this, spam Fireballs once you duck his Iceballs back, or do Ground Stomps to get him moving. You can do Jump Stomp Ice Balls on reaction. However, I will say this. If you are in the life lead, LET SUB-ZERO TURTLE. When the timer reaches zero, guess who wins? However, if Sub-Zero is in the lead, Jump Stomp as soon as he Iceballs and go all over him. Ice Clone is not safe on wake up at all and can be beaten by a well timed jump in. Slide is easily punished as well. If he is not shooting any Ice Balls… dash and block. Of course X-Ray is also an option to punish Iceballs.

Of course, keep on blocking low for Slides. Punish with :bp:fp:bp:r:fp Grab N Punch since when he Slides he’s in a bit of a ducking state, making it hard to punish with :fp:bp:l:fp. If you bait an Ice Clone around mid screen, immediately do a Ground Stomp or Jump Stomp if you’re feeling frisky. Remember Ice Clones go away once Sub-Zero is hit.
 

Carefoot

http://youtube.com/nickcarefoot
Strykers jab combo has no mid and the pop up combo also has no mids for Stryker. Also Strykers X-Ray punishes stomps. Also they're adding armor to Strykers roll toss so you won't be able to poke him out of it on wakeup shortly.
 

wEEman33

Noob
Against Mileena, a teleport stomp behind her will put you on the ground first and at frame advatange if she tries to teleport kick you out of the air (most Mileenas do this on reaction).

I also like to teleport stomp behind Baraka and Kung Lao because they usually try to spin against your teleport stomp, and you can catch them with an attack when you land.
 

GNG Iniquity

#bufftaquito #punchwalk #whiffycage
Well done! :congrats:

Hopefully we'll see more Sheeva in the future! This very detailed thread will certainly help that cause! :D
 

Somberness

Lights
Great guide! You forgot Goro/Kintaro in the arms category as they are playable by hacking :p.
Against Mileena, a teleport stomp behind her will put you on the ground first and at frame advatange if she tries to teleport kick you out of the air (most Mileenas do this on reaction).
How does this work? You must mean in front (like, Sheeva on 1p side then press left) because every time I do stomp behind, the teleport kick either connects or misses and they are almost at full screen distance. And when it misses, Mileena has frame advantage because she can attack instantly after it whiffs as they always seem to land at the same time. But in front, there is a little window where it will miss and Sheeva gets the advantage. However it's so little that roll will beat everything Sheeva has except a low poke so why risk it? And if the Mileena player catches on, they have an easy way of countering the front stomp with a jump kick combo or roll which beats stomp... Using it vs. her just seems like a bad idea.
 

NoDoubt

nasty
coolness ! I recommend maybe more info on the Noob Saibot matchup cuz from my experience, she can almost do nothing it seems. As soon as the match starts, she can suffer 30% chip damage just tryin 2 get in by default since she has no other option but to dash and block. Once shes up close shes gotta deal with whatever else he has, but he can keep running away and spamming his clones.

I hate switching my character to counter someone elses, id rather stick with her and find more ways cuz im sure theres always gotta be a way.
 
Great guide, really appreciate that you took the time to include matchup information.

I've been trying to test out the guaranteed ground pound after an enhanced grab n punch but haven't had any luck. When set to "jump" the training dummy jumps out every time. Just how strict is the timing on this? Or do you mean that the opponent doesn't recover fast enough to punish Sheeva on reaction?

Also, from the guide I take it you mostly use F3 and B2,1+2 on opponent's wakeup. Both of these attacks are extremely slow but lead to some good shit, so I'd like to work them into my game more. Do you have any other general situations where it's good to throw these out?
 
Great guide, really appreciate that you took the time to include matchup information.

I've been trying to test out the guaranteed ground pound after an enhanced grab n punch but haven't had any luck. When set to "jump" the training dummy jumps out every time. Just how strict is the timing on this? Or do you mean that the opponent doesn't recover fast enough to punish Sheeva on reaction?

Also, from the guide I take it you mostly use F3 and B2,1+2 on opponent's wakeup. Both of these attacks are extremely slow but lead to some good shit, so I'd like to work them into my game more. Do you have any other general situations where it's good to throw these out?
On opponents wake up I mostly cross up, throw or naked 212F1BF3 (Risky if your opponent stays on the ground, can roll back and punish you). In the corner I do B12 1+2(Also risky if your opponent stays on the ground), and if I KNOW my opponent will not do a wake up, I'll do F3. (They can jump if you ended the combo with BF3) F3 and B2 are far too slow to throw out on a normal wake down, the opponent has plenty of time say after a combo ending in DF1/BF3 to jump and punish if their reactions are decent at all. After an AA upper cut / :en BF3 (In corner) you have more time to move around giving you enough frames to do B2.

Something I've been thinking of doing is at the start of the match if both you and your opponent are just standing there, throw out a B2 and see what happens. :) And actually just typing this post I got an idea. After a 4 AA, wait a second for your opponent to be 'grounded' and then do B2. After a F4 you also apparently have enough time... I never really tested this and I just got some great ideas, thanks. I may have to start doing these set ups more.. but they can be tech rolled so there's that issue.

As for the ground stomp, as soon as you see her hands push her opponent away and all four palms are out, do DB4.

Edit: Apparently you can tech roll out of :en BF3 Ground Stomp. However if they continuously do so replace Ground Stomp with Fireball.
 
A couple of tidbits for the Smoke matchup relating to enhanced shake, not sure how useful they really are:

Be careful doing crossover jump attacks on his wakeup. If he gets up with an enhanced Shake the jump punch/kick will be parried.

Also, Sheeva is one of a handful of characters that cannot knock Smoke out of enhanced shake with a sweep. You would think sweep beating enhanced shake would be universal but there you go.

That said, Sheeva can beat an enhanced shake with grab n punch, jump stomp, and ground pound. If you're in Smoke's face on his wakeup and you anticipate a wakeup enhanced shake, grab n punch might be a good option to throw out as the fact that it will beat the enhanced shake will probably surprise him.
 
Hey Enhanced Grab n Punch isn't your only option for wakeup! I've found Enhanced Fireball is a good option as well! It also has armor but it has the added benefit of hitting crouchers so if your opponent starts ducking your Grab n Punch and they are out of Low Grab range, E Fireball is a great option.
It also works great in fireball wars, does great damage.
 
Hey Enhanced Grab n Punch isn't your only option for wakeup! I've found Enhanced Fireball is a good option as well! It also has armor but it has the added benefit of hitting crouchers so if your opponent starts ducking your Grab n Punch and they are out of Low Grab range, E Fireball is a great option.
It also works great in fireball wars, does great damage.
I haven't been playing her much truthfully, but I did use her En Fireball a bit. It seems to really really help her in Fireball wars - I was playing against Mileena and it really helps you advance against Sais, while baiting teleport/roll while dash blocking behind your Fireball while shes in block stun. I'm wondering if it will also make the Kabal match up easier, and possibly Noob as well.

I'll have to try it for wake up - probably safer since it can't be ducked but are still open for cross ups.
 
I haven't been playing her much truthfully, but I did use her En Fireball a bit. It seems to really really help her in Fireball wars - I was playing against Mileena and it really helps you advance against Sais, while baiting teleport/roll while dash blocking behind your Fireball while shes in block stun. I'm wondering if it will also make the Kabal match up easier, and possibly Noob as well.

I'll have to try it for wake up - probably safer since it can't be ducked but are still open for cross ups.
Yeah its kinda risky but if you know that your opp is going to pressure you on the ground or if you can see they are pressing buttons for a string already its pretty good.
 

Somberness

Lights
Hey, some good matchup info for once! Mileena best block punishes that are not listed.

Both ball rolls - Low grab is guaranteed while Mileena is in the air spinning, so the entire recovery period. You can even land it before roll is blocked if you use enhanced low grab, but I don't see the point in taking the 3% extra damage. She is the only character that you can punish with low grab after blocking anything. What this means is huge damage, up to 56%, which is double what Mileena can do off a roll. Even low grab,GN'P at 31% is better than the current punish option, and unbreakable!
Both neckbites - Throw is guaranteed but you have to be quick.
Tricky teleport - Hard to say what is guaranteed or not with the sai cancel but you have to block crouching so the sai misses. Down+1~grabnpunch does 18%

I actually think Mileena is not a bad matchup. It's not like she can zone against Sheeva because she will lose badly in trades (6% vs 12%) and Sheeva's fireball has more block stun. And Mileena can't just down+4 her into oblivion because of the enhanced low grab risk.

As far as other moves you can low grab, Stryker's roll toss is possible, just not on block.
 
Mileena is a match up that was made considerably easier with armor on En Fireball. I only played one good Mileena since the change though, and it was Reo online lol.


Thank you soo much for the Low Grab info on her Roll though. That's really interesting actually... couple months ago I was playing with Low Grab to see if it could punish things like Sub-Zeros Slide and came up with nothing, surprising to see it can punish her Roll.


Mileena also has the mid screen advantage though because of D4, as Sheevas mid screen/footsie game isn't the best. If she jumps she eats a 4 Teleport Sai AA combo.