Sections So Far!
1.) Gast admits he sucks
2.) Opinions on Sheevas Tag Attacks
3.) Opinions on Good Teammates
3.1 Kano
3.2 Quan Chi
3.3 Stryker
3.4 Kung Lao
3.5 Baraka
3.6 Sindel
3.7 Noob Saibot
3.8 Kitana
3.9 Scorpion
4.) The Quad Loop aka how Sheeva can kill you in a single combo.
5.) Team Kombo Kompilation.
5.1 Sheeva/Kano Kombos
5.2 Sheeva/Quan Chi Kombos
5.3 Sheeva/Stryker Kombos
5.4 Sheeva/Kung Lao Kombos
5.5 Sheeva/Sindel Kombos
5.6 Sheeva/Noob Saibot Kombos
5.7 Sheeva/Kitana Kombos
5.8 Sheeva/Scorpion Kombos
5.7 Other team kombos
Alright, let´s get a tag thread going!
First off, I´d like to say that I am by no means a Mortal Kombat pro, nor am I very good with Sheeva either. My game experience will be limited to Online only, since there is no community to speak of where I live. So I could very well be completely wrong in pretty much everything I say
Now with that out of the way, I think when picking a tag partner, there are two things one needs to consider in order to get good team synergy. How can Sheevas teammate improve her game and how can Sheeva improve her teammates game? In my opinion a team works best when both characters are strong on point and made stronger by their assisting character.
So post your thoughts on what characters you feel are good matches with Sheeva! Team specific kombos are also very welcome. I´ll keep the Team Kombos on the first post on further updates. Maybe team strategies too if the thread gets big enough!
Sheevas Tag Attacks
Sheevas tag in attack in a fast tag combo is the F4 attack, which normally is a good move but it´s a terrible tag in move since it leads to absolutely nothing. It does fairly respectable damage for a normal though, so maybe it´s a good finisher, I´m not sure. As it stands there are better tag-ins, like for example Kabal´s which is safe, hits crouchers and leads into a combo. Kano´s seem pretty decent too, but it has really poor range. The F4 is safe however, so if you wan´t to switch in Sheeva during a blockstring, this could be useful.
Sheevas tag-in special is her EX Jump Stomp which...I´m not sure if it´s actually useful or not. I guess as time goes, people may discover ways to set it up, but it seems kinda pointless to me, mostly cause all the EX stomp seem to do is waste a bar for a puny 2-3% extra damage.
Sheevas tag assist is her EX ground pound. It seems pretty pointless for combos, but as typing this, I feel it could be really useful for Kano. If the opponent is cornered, Kano can sit full-screen and combo EX-stomp with his blanka ball. If someone jumps the stomp, Kano can hit them with his blanka ball too. I have not tested teleports yet, but since Kano crouches during the stomp, a lot of teleports will probably whiff and get hit by the second stomp. It seem like a great way for Kano to get guaranteed damage and force people to act even if they are sitting full-screen away. He can even juggle of it at close distances in the corner, possibly even mid-screen.
As BoysBoysBoys pointed out, Quan Chi can actually combo Trance off Sheevas assist. This could lead to pretty damaging combos from a unblockable attack or other shenanigans.
Good Teammates
Teammates that are looking good so far are Kano, Stryker, Kung Lao, Quan Chi and Baraka.
Kano
Kano is great at one thing Sheeva is not: zoning and punishing. He can also set up quad tosses in the corner and his normal BnB´s carry very very far. EX stomp helps him aswell, since it forces the opponents hand and Kano has perfect punishes for almost every escape attempt. Kano seem like a strong point character for this team, but the most damage this team can dish out is with Sheeva on point (96%) which is pretty much a kill combo, especially if you manage to lock a crouching opponent with Sheeva then the chip damage will ensure that a person dies. So it´s pretty situational, but it´s the only death combo Sheeva has at the moment. Kano has pretty weak lows which is complimented by Sheeva with incredibly damaging lows. His block pressure game also isn´t the strongest, which Sheeva can perhaps aid aswell.
They both have access to plenty of combos and almost all of their important combo starter strings lead to tag combos that often carry all the way to the corner. Ironically, their damage seem much higher mid-screen, but their pressure game is stronger in the corner. Use Kano when on mid-screen and switch in Sheeva when in the corner.
Kano can apparently set up quad loops himself. Two of his main combo starters, 2, 1, 2 and F3, B2 works. So basically both characters can get huge damage of almost all their combo strings.
Quan Chi
Quan Chi can combo Trance off stomp, which could lead to some very interesting setups. Also worth to note is that Quan Chi´s assist works for a full quad loop, but damage is as of yet unknown since the timing is very very hard. It is very easy to perform in the corner too, Sheeva can even start the loop off 2,1,2 strings with Quan Chi´s assist.
A useful blockstring for Crunchy is, 1, 1, 2, Sheeva special assist, BF3, Switch, 2, 1, 2, F1, BF3 = 42%, 46% if all hits are blocked. Basically the 1, 1, 2, string is very fast, and by the time it's over there's only a small window of time that your opponent can jump from Sheevas double stomp. Good to use when the opponent is under pressure.
Credits: BoysBoysBoys
Stryker
Stryker can combo off EX stomp aswell, to a certain extent. He does not have the same possiblities as Kano when it comes to punishes though, but his gun is very useful for people who try to jump. Speaking of guns, Stryker is an excellent quad looper, but he cannot help perform a full loop mid-screen. He can, however set up the loop himself, which is a huge boon since otherwise most people need to start the loop off Sheevas quad toss or low grab, which is slooooooow. When they both combine, they get something both lack: very damaging mid-screen combos. A single quad loop (which can also be set up with Sheevas 2,1,2 with Stryker) does 40%+ damage easy, even when stryker sets it up. Stryker can set up 70%+ loops in the corner by himself. This combinations biggest weakness is that their combos don´t carry very far, unlike others who can loop the full two repeats mid-screen.
Solo stryker can reach about 40% damage by himself but only at great meter expense. With Sheeva you only need a single assist to inflict terrible terrible damage. Sheeva have a couple of very fast and safe starters for Stryker to come in on and Strykers Serve and Protect seem like a very safe, very fast setup for Quad Loops. They seem like a pretty solid combination, Stryker is better at zoning and I believe that Sheeva is a bit better at close-up situations.
Kung Lao
Not too much is known about this combination actually. Kung Lao seem extremely strong on point, since he can set up quad loops himself even midscreen easily with Spin Out. This turns the quad loop into an extremely punishing anti-air but with very strict timing on Sheevas switch-in. Kung Lao can set up mid-screen for about 72% damage. Kung Lao can set up loops in the corner, but he cannot set up the full loop. This combination is only limited to about 40-45% loops in the corner. Similar to Stryker, this combination is not dependant on who is on point to do big damage loops.
Baraka
All we know about this combination so far is that they can do a full mid-screen quad loop for 70% damage with very lenitent timing. More input on this team and it´s possibilites would be appreciated!
Sindel
Sindel is very weak alone, her BnBs max out around 35% and her combos start from very slow moves. But Sindel is a good zoner and she has solid normals. Sindel and Sheeva combo in very different ways, they are almost exact opposites, so they easily fill in the gaps for the other two. Sindel's scream allows for Sheeva to setup any type of trap she wants and Sheeva helps Sindel get better damage anywhere on the screen.
They do not have as much damage potential as Kung Lao and Kano, but they seem like a solid combination in their own right, both helping eachother overcome their damage thresholds.
Credits: Urichinan
Noob Saibot
Both Noob Saibot and Sheeva find some very useful things in each other. Noob Saibot gets improved mid-screen damage, access to normally impossible juggles through fast tagging and may ways to set up free black holes mid-screen. He also gets great hitconfirmable strings that lead to Disablers. Sheeva get a strong zoning partner and ways to set up unblockable situations with Saibots assist. Especially the 2, 1, 2 string causes enough hitstun on the target for the EX Disabler to hit which leads to potential mid-screen combo resets. Saibots meterless tag-in attack leads to a free portal setup on hit which can also bait teleport-happy people. The portal is in fact safe from teleports if the attack connected. If the tag-in attack is blocked, use Up Shadow Kick instead.
The team also has access to some really great anti-air. Sheevas normals are very good and lead to decent damage and Noob Saibots shadow upkick is probably the safest anti-air in the game, it even works well vs teleports. However, no team is without flaws. Noob Saibot and Sheeva have very poor mid-screen damage together, their true damage potential shows in the corner. Sheeva´s devastating corner pressure all leads to free corner juggles for Noob Saibot, they can easily get 40%+ meterless juggles off almost everything. Their damage is also very consistent due to Saibots disablers which can make corner situations into a complete nightmare for people who often dont have any other choice than to try often unsafe reversals, which makes it very easy to predict what your opponent will do. In other words, if you play your cards right you can force constant combo-resets in the corner for medium, but consistent damage that doesent cost much meter instead of blowing all meter on a huge single combo that can be broken.
Speaking of meter, I am of the opinion that you should always save one bar when in the corner, unless it will kill the opponent. If the opponent escapes, then a combo into Sheevas EX BF3 is great for putting them back there. Some characters are incredibly hard to keep pinned in the corner however, like Kitana and Raiden.
If you manage to land a portal, there are two choices you can go for. If you wan´t pure damage, then immediately switch in Sheeva after using the dark hole and do 4. BF3 for a free and easy 25% damage. If you wan´t to put a disabler on the enemy then keep Noob Saibot in and do 1, 2, 1, 2 DF1 instead. It does 19% damage, which is not too shabby. Also disables the opponent which is great. The second 1, 2 can be hard to time however, so feel free to stick with just 1, 2 DF1 instead, much easier to land.
Basically, this team is very strong with the pressure in the corner and can consistently and safely put people into blocking disabled situations. They have very strong zoning aswell, however their damage in single combos isn´t too high, peaking at around 50% in the corner. Another weakness is that it is still very hard to work in Disablers in combos when Noob Saibot is on point, but almost all of Sheevas good combo strings sets up Disabler.
Kitana
Early speculations reveal that this team is mainly focusing on Kitana, with Sheeva more as backup. She does WAY more damage then Sheeva both mid-screen and the corner with her BnB's and with meter Kitana can do 70% solo if done in the right position. Sheeva is really good at helping Kitana with rushdown opponents because Kitana can only do okay against them. Sheeva's stomp assist mixed with an Instant Air Fan Toss will create an unblockable situation for free damage and knockdown.
They have some good traps and Kitana's combos lead the opponents straight to the corner. Combo wise everything is focused on Kitana, but Sheeva is good for helping create traps and also gives Kitana some safe approach options. Kitana's fan assist also allows for Sheeva to get a free Quad Toss anywhere on the screen and is extremely good as a Anti-air because it's so fast, if the Fan hits an airborne opponent Sheeva can dash into any combo she wants. (So long as you are within range). At first glance, they seem like a good combination, if you wan´t to play both Sheeva and Kitana, but odds are they could peform better with other teammates.
Credits: Urichinan
Scorpion
This combination seem quite strong. Scorpion is a very good character, but he lacks safe strings in order to do damage with his teleports and spear. Sheevas 1, 2, B1 and 2, 1, 2, F1 are all quite safe and leads to great meterless damage, betweend 45-50% ranges. Usually Scorpion needs to use meter or land a NJ 1/2 to break 40% mid-screen, not anymore. Scorpion also has a lot of tools to keep distant people on their toes, something Sheeva does not. Sheeva can also end Scorpions combos for much more damage than he can, with her Quad Toss into BF3.
Both characters have uses for both assists. Sheeva can get a free jump stomp or ground pound off a Hellfire assist and Scorpion can get 50% combos anywhere off the screen from Sheevas ground pound assist. Overall, this team doesent require a lot of meter, because all their combos do around 45% meterless, so you can save it for breakers. If you want to be flashy, there are some guaranteed setups for Sheevas Xray that leads to about 74% damage in total.
Both characters can do good damage on point, however the most damage comes from Sheeva on point.
The Quad Loop
Quad toss seem to be a pretty useful move in Tag Team, since with assists, it turns into a brutal looping tool. Most characters that have a projectile assist can help Sheeva perform the quad loop, but some do it better than others. Percentage shown is highest damage achieved to date with a single quad loop with this team combination.
Good quad loopers:
Kano(97% can set up quad loop in the corner himself, can loop in the corner for unknown damage)
Kung Lao (86% can set up himself, can loop in the corner)
Baraka (70%)
Stryker (71% but can set up quad loop, can quad loop in the corner very easily and set it up himself. Can only do full loop in corner.)
Quan Chi (Full Mid-screen loop does 66% damage, half-loop 47%. Can loop in corner. Cannot loop off low grab, enemy gets grounded before last loop can finish.)
Characters that have a projectile assist can help perform the quad loop, but some don´t quite cut it. So far, Raiden cannot help do a quad loop. Liu Kang´s doesent work very well either. Sub-Zero and Cyber-Sub-Zeros obviously only work for one repeat, at pretty low damage. Its not as much a loop as it is a combo finisher with Sub-Zero really. Kitanas at first glance seem like a great choice, similar to Kung Lao´s, but the timing on the second loop is absolutely unforgiving and it looses damage way too fast for the second loop to be worth it. It also whiffs very easily. Kabals assist is right out, since it immediately grounds the opponent on hit, also it always whiffs when performed after a quad toss. EX dash tag in always whiffs off Quad Toss and 2,1,2 strings.
Shan Tsungs projectile may still be able to do it. You cannot do a mid-screen quad loop, but it might be possible in the corner. You can, however combo Quad Toss with Jump Crush with Shang Tsungs assist, which is kinda pointless but it looks really cool. You can do the first relaunch off Ermacs projectile, but the gravity scaling on his projectile is pretty harsh compared to, say, Kanos. You can set up some 39-40% combos in the corner with it though, but not worth it when you consider what other characters can do. Ermac could still be a contender though, we don´t have enough info about a Sheeva/Ermac team as it stands. Noob Saibot´s work in the corner, but it doesent do much damage at all. Stick to single loops if you want to use him. The ghost ball effect wears off before combo is finished. Jade´s actually work great for mid-screen single loops doing pretty respectable damage, but whiffs completely in the corner off everything.
Mileenas give small combo opportunities mid-screen, no loops though. Loop is possible in corner, though timing is strict, damage isn´t very high either. The possibilities are there I guess for some experimentation
Sonya´s could work, you can do a single loop mid-screen for about 47%. Single loop works aswell in the corner, full 2 don´t. Sonya can also set up quad loops with either kiss or the B2, 1, F2 string. She can actually make for a decent looper. Reptiles force ball works in the corner, but the damage is low. Full loop in corner goes for only 66%. No mid-screen loops possible. Reptile can probably achieve higher damage with other teammates. Plus I doubt he has much use for Sheevas assists.
TEAM KOMBOS
All the kombos were found by me (Gast) unless credited otherwise in the description.
Sheeva/Kano
Sheeva/Kano with Kano on point, no meter required.
F3, B2 -> Step forward -> 2,1,2 -> Tag in Sheeva -> 2, 1 -> BF3. 13 hits 32% damage, carries from
mid-screen to corner with Sheeva tagged in and opponent knocked down.
Sheeva/Kano with Kano on point, no meter required.
2,1,2 -> 2,1,2 ->Tag in Sheeva -> 4 ->BF3. 14 hits 33% damage, carries from mid-screen to corner.
Sheeva/Kano with Kano on point, no meter required.
B1, 1, 2 -> 2, 1, 2 -> Tag in Sheeva -> 2 -> BF3. 14 hits 34% damage. Carries from mid-screen to corner.
The Sheeva 2 into BF3 is very hard to connect.
Sheeva/Kano with Kano on point, no meter required.
B1, 1, 2 -> Tag in Sheeva -> 2, 1, 2 -> BF3. 13 hits for 30%. Carries reasonably far. Probably the easiest Sheeva/Kano meterless BnB to connect, use if you have trouble with the others.
Sheeva/Kano with Kano on point, no meter required.
2, 1, 2 -> tag in sheeva -> NJ1/2 -> B2, 1+2 -> BF3. 13 hits for 40% damage, can only be performed in the corner.
Sheeva/Kano with Kano on point, no meter required.
2, 1, 2 -> dash 2, 1, 2 -> Tag-in Sheeva -> 2, 1, BF3. Does about 32% damage, can be performed anywhere, but most effective mid-screen. If performed at starter positions it will carry all the way to the corner with Sheeva tagged in and at advantage.
Kano on point, no meter required.
F3, B2 -> Tag in Sheeva -> NJ1/2 -> Quad Toss -> DF2. 6 hits 36% damage. Can be performed anywhere on the screen. The NJ1/2 is very tricky to connect, but this leads to quad loops. Carries far.
Kano on point, no meter required.
2, 1, 2 -> 2, 1, 2 -> Tag in Sheeva -> Quad Toss -> DF2. 9 hits 35% damage. You need to hit the second 2,1,2 at a key spot so that the opponent is launched at maximum possible height so the quad toss will connect. Can be performed mid-screen and leads to quad loops. Carries from mid-screen to corner.
Kano on point, no meter required.
F3, B2 -> 2, 1, 2 -> Tag in Sheeva -> Quad Toss -> DF2. 8 hits, 36% damage. The 2,1,2 needs to launch at maximum possible height for the quad toss to connect. For that to happen, you must dash immediately after F3, B2 and start the 2,1,2 kind of in the middle of the dash. It is very tricky and takes a lot of practice to pull off consistently. Mid-screen only, leads to quad loops. Carries from mid-screen to corner.
Sheeva/Kano with Kano on point, 1 assist required.
Sheeva Stomp Assist - > Kano blanka ball. 3 Hits for about 25% damage, if performed in corner it can combo from all the way across the screen.
Kano on point, 1 assist required.
F3, B2 -> Sheeva tag in -> Nj1/2 -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> DF2. 9 hits 60% damage.
Kano on point, 1 assist required.
2, 1, 2 -> 2, 1, 2 -> Sheeva Tag In -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 18 hits, 57% damage.
Kano on point, 2 assists required.
F3, B2 -> Sheeva tag in -> NJ1/2 -> Quad toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 18 hits, 86% damage. Carries all the way from mid-screen to the corner.
Kano on point, 2 assits required.
JI1/2 -> 2,1,2 -> 2,1,2 -> Sheeva Tag in -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 22 hits, 76% damage. This combo carries extremely far, even if performed mid-screen the last loop will whiff in the corner.
Sheeva on point, no meter required.
2,1,2 Kano fast tag-in -> 2,1,2 -> Tag in Sheeva -> Quad Toss -> DF2. 10 hits for 38% damage. Only performable mid-screen, carries from mid-screen to corner.
Sheeva/Kano with Sheeva on point, one assist required.
2, 1, 2, F1 -> Kano Knife Toss -> Dash -> Quad Toss -> Fireball. Does 48% damage, can only be performed mid-screen. A second loop is possible for even more damage, but if you are short on meter, this is a pretty good deal.
Sheeva/Kano with Sheeva on point, meter for one assist required.
B1, 2, 1+2. Kano Knife Toss, 2,1,2,F1, BF3 15 Hits, 48% damage. Can only be performed in corner.
Sheeva/Kano with Sheeva on point, meter for one assist required.
B1, 2, 1+2, Kano Knife Toss, Quad Toss, BF3 for 13 hits, 54% damage. Can only be performed in corner.
Sheeva/Kano with Sheeva on point, enough bars for two assists required.
Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Fireball
Does about 80% damage, CANNOT BE PERFORMED IN THE CORNER, Kanos knives will whiff in the corner.
Sheeva/Kano with Sheeva on point, enough bars for two assists required.
DB3, Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. Does 96% damage, if performed mid-screen it will carry all the way to the corner for the grab n punch. If performed somewhere else, finish with Fireball for slightly less damage, around 90%.
Sheeva/Kano with Sheeva on point, meter for two assists required.
DB3, step forward, NJ 1/2, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Kano Knife Toss, Dash, Quad Toss, BF3. 97% damage, only performable if it ends in the corner. Carries from mid-screen to corner.
Sheeva/Kano with Sheeva on point, meter for two assists required.
DB3, step forward, NJ 1/2, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Fireball. 92% damage, 12 hits. Can be performed anywhere not in the corner. Carries very far.
Sheeva/Quan Chi
Quan Chi on point:
B3, 1+2, dash 2, BF3 Switch 2, 1, 2, F1, BF3 = 36%
Found by BoysBoysBoys. Hits Low.
Quan CHi on point
U3, BF3, Switch 2, 1, 2, F1, BF3 = 35%
Found by BoysBoysBoys. Hits Medium.
Sheeva on point. Meter for 2 assists required.
Quad Toss -> Quan Chi assist -> dash -> Quad Toss -> Quan Chi assist -> Dash -> Quad Toss -> Fireball.
Carries far.
Sheeva on Point. Meter for one assist required.
Quad Toss -> Quan Chi Assist -> Dash -> BF3 10 hits 39% damage.
Sheeva on Point. Meter for one assist required.
Quad Toss -> Quan Chi assist -> Dash -> DB3 6 hits 36% damage. Puts the opponent at your feet for continued pressure.
Sheeva/Quan Chi with Sheeva on point:
2, 1, 2, F1, Switch in Quan Chi, BF3, Switch in Sheeva, 2, 1, 2, F1, BF3 = 38%
Found by BoysBoysBoys. No meter required.
Sheeva/Stryker
Sheeva/Stryker, Stryker on point. One assist required
B1, 2, 2 -> Sheeva tag in -> Quad Toss -> Stryker Gun Assist -> step forward -> Quad Toss -> Fireball.
The trick is to walk forward VERY SLIGHTLY after the gun assist, else the quad toss will whiff. Mid-screen this does about 50% damage. Decent carry.
Sheeva/Stryker, Stryker on point. No meter required.
B1, 2, 2 -> Tag in Sheeva -> Quad Toss -> Fireball. 6 hits, 32% damage, pretty short carry.
Sheeva/Stryker, Stryker on point. No meter required.
B2, F2 ->Tag in Sheeva -> Quad Toss -> Fireball. 32-33% damage, pretty short carry. Hard to do since you need to do the fastest possible quad toss on Sheeva´s tag in.
Sheeva/Stryker, Stryker on point. One assist required.
B1, 2, 2 -> Tag in Sheeva -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> BF3. 17 hits 55% damage.
Only works in the corner.
Sheeva/Stryker, Stryker on point. Two assists required.
B1, 2, 2 -> Tagin Sheeva -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> Stryker Gun assist -> Quad Toss -> BF3, 22 hits 72% damage. Only works in corner. The strongest corner loop
Sheeva/Stryker, Sheeva on point. One assist required.
Quad Toss -> Gun Assist -> Quad Toss -> BF3 14 hits 52% damage. Can only be performed in the corner. Decent single loop.
Sheeva/Stryker, Sheeva on point. Two assists required.
Quad Toss -> Gun Assist -> Quad Toss -> Gun Assist -> Quad Toss -> BF3 19 hits 71% damage, can only be performed in the corner. Probably the easiest quad loop possible since you don´t need to position yourself during the loop. You may need to hold back very slightly when Sheeva tags in, else the quad toss may whiff.
Sheeva/Stryker, Sheeva on point. Two assists required.
DB3 -> NJ 1/2 -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> BF3 = 22 hits 85% damage. Can only be performed when Sheeva has her back to the wall.
Sheeva/Kung Lao
Sheeva/Kung Lao with Sheeva on point, enough bars for two assists required.
Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss - > Fireball.
Does about 72% damage, hat will whiff in corner.
Sheeva/Kung Lao with Sheeva on point, enough bars for two assists required.
DB3 - > Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> BF3. Carries from mid-screen to corner, end with grab n punch if in corner. Fireball if it ends mid-screen. Does 89& off Grab n Punch, 86% off Fireball.
Kung Lao on point, enough bars for two assists required.
Spin Out -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> BF3. 10 hits for 72% damage, carries all the way from mid-screen to the corner.
Sheeva/Sindel
Sindel/Sheeva Sheeva on point, no meter:
1,2,b+1 > Tag in Sindel > Dash > 1 > qcb+2 > Tag in Sheeva > 2,1,2,f+1 > bf+3= 16 hits, 34% damage.
Replace 2,1,2,f+2 with Quad Toss for 14 hits, 37% damage. Found by Urichinan.
Sindel/Sheeva, Sindel on point, 1 assist required.
3,1,b+2 > u+4 > b+1,2 > Tag in Sheeva > 2,1,2,f+1 > Scream Assist > Jump Back > Jump Forward 1/2 > Quad Toss > bf+3= 21 Hits, 53% Damage. Can only be performed in the corner. Found by Urichinan.
Sheeva/Sindel, Sindel on point with 1 assist:
(Corner) b+3,f+2 > Tag in Sheeva > nj+1/2 > Quad Toss > Scream Assist > Jump Back > Jump Forward 1/2 > Quad Toss > bf+3= 16 Hits, 56% Damage. Found by Urichinan.
Mid-screen, no meter, Sindel on point:
Jump in 1/2 > b+3,f+2 > Scream > Jump in 1/2 > b+3,f+2 > Tag in Sheeva > Dash > 2,1,2 > bf+3= 17 hits, 43% Damage. Found by Urichinan.
Sheeva/Noob Saibot
Noob Saibot on point, no meter required.
B1, 2 -> Tag in Sheeva -> 2, 1, 2 -> Tag in Saibot -> DB2.
7 hits, 20% damage. Free portal setup on mid-screen. Puts opponent very far away from you.
Noob Saibot on point, no meter required.
B1, 2, 1 -> Tag in Sheeva -> 2, 1, 2 -> BF3 = 12 hits 27% damage.
Puts opponent far away, good for a switch in of Saibot afterwards. Use EX BF3 if you need to put the opponent back in the corner.
Sheeva on point, no meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1, 2 -> 1,2 -> DF1.
8 hits, 23% damage. Opponent is disabled.
Sheeva on point, no meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1,2 ->1, 2 -> DF3. 9 hits 28% damage.
Sheeva on point, no meter required.
2, 1, 2 F1 -> Tag in Saibot -> Dash -> 1,2 -> 1, 2 -> DF3. 9 hits 32% damage.
The dash into 1, 2 part is hard to connect. Puts opponent very far away.
Sheeva on point, one meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1,2 -> Dash -> 1,2 -> EX DB3 -> DU = 34% damage.
Sheeva on point, one meter required.
2, 1, 2 ,1 F1 -> Tag in Saibot -> Dash -> 1, 2 -> 1,2 -> EX DB3 -> DU = 38% damage.
KORNER KOMBOS
Sheeva on point, no meter required.
2, 1, 2, F1 -> Tag in Saibot -> 1, 2 -> DB3 -> 2, 1, 2 -> DF1 11 hits 32% damage.
Reset for when Sheeva is on point.
Sheeva on point, no meter required.
2, 1, 2, F1 -> Tag in Saibot -> 1, 2 -> DB3 -> 1, 2 -> DB3 -> 1,2 -> DB3 -> 1, 2 -> DB3 -> D4. 17 hits 42% damage.
Sheeva/Kitana
Sheeva/Kitana, Sheeva on point, no meter required:
(Corner) 1,2,b+1 > 1,2,b+1 > 2,1,2,f+1 > Tag in Kitana > b+2 > j.qcf+1 > Tag in Sheeva > b+2,1+2 > bf+3= 21 Hits, 44% Found by Urichinan.
Sheeva/Kitana Sheeva on point, no meter required:
(Sheeva in corner) db+3 > u+1/2 > 1,2,b+1 > 2,1,2,f+1 > Tag in Kitana > b+2 > j.qcf+1 > Tag in Sheeva > b+2,1+2 > bf+3= 21 Hits, 55% Found by Urichinan.
Kitana/Sheeva combo, Kitana on point, 3 meter:
Jump in 1/2 > f+2 > EX Fan Toss > Fan Toss Cancel > Jump in 1/2 > f+4 > EX Fan Toss > Fan Toss Cancel > Jump in 1/2 > f+2,1 > nj+1/2 > Dash > 4 > Fan Toss > j.3/4 > Air Fan Toss > Fan Toss > b+2 > EX Air Fan Toss > Fan Toss Cancel > Tag in Sheeva > Quad Toss > bf+3= 69%.
Found by Urichinan.
Sheeva/Scorpion
Sheeva on point, no meter required:
1, 2, B1 -> Tag in Scorpion -> j3/4 -> DB3 -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3 = 19 Hits, 47% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Sheeva on point, no meter required:
2, 1, 2, F1 -> Tag in Scorpion -> DB3 -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3 = 19 hits 46% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Sheeva on point, no meter required. Opponent must be crouching:
DB3 -> NJ 1/2 -> Tag in Scorpion -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3
17 hits, 53% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Other Team Kombinations
Sheeva/Sub-Zero
*Sheeva on point*
Four-Way -> Sub assist -> Quad Toss -> Fireball = 8 hits 35% damage, carries VERY far.
Sheeva/Smoke Sheeva on point, no meter:
1,2,b+2 > Tag in Smoke > Dash > 3,2 > Dash > 3,2 > Dash > 2,1 > qcb+2 > j.3/4 > Air Throw= 13 Hits, 34% Damage. Found by Urichinan.
1.) Gast admits he sucks
2.) Opinions on Sheevas Tag Attacks
3.) Opinions on Good Teammates
3.1 Kano
3.2 Quan Chi
3.3 Stryker
3.4 Kung Lao
3.5 Baraka
3.6 Sindel
3.7 Noob Saibot
3.8 Kitana
3.9 Scorpion
4.) The Quad Loop aka how Sheeva can kill you in a single combo.
5.) Team Kombo Kompilation.
5.1 Sheeva/Kano Kombos
5.2 Sheeva/Quan Chi Kombos
5.3 Sheeva/Stryker Kombos
5.4 Sheeva/Kung Lao Kombos
5.5 Sheeva/Sindel Kombos
5.6 Sheeva/Noob Saibot Kombos
5.7 Sheeva/Kitana Kombos
5.8 Sheeva/Scorpion Kombos
5.7 Other team kombos
Alright, let´s get a tag thread going!
First off, I´d like to say that I am by no means a Mortal Kombat pro, nor am I very good with Sheeva either. My game experience will be limited to Online only, since there is no community to speak of where I live. So I could very well be completely wrong in pretty much everything I say
Now with that out of the way, I think when picking a tag partner, there are two things one needs to consider in order to get good team synergy. How can Sheevas teammate improve her game and how can Sheeva improve her teammates game? In my opinion a team works best when both characters are strong on point and made stronger by their assisting character.
So post your thoughts on what characters you feel are good matches with Sheeva! Team specific kombos are also very welcome. I´ll keep the Team Kombos on the first post on further updates. Maybe team strategies too if the thread gets big enough!
Sheevas Tag Attacks
Sheevas tag in attack in a fast tag combo is the F4 attack, which normally is a good move but it´s a terrible tag in move since it leads to absolutely nothing. It does fairly respectable damage for a normal though, so maybe it´s a good finisher, I´m not sure. As it stands there are better tag-ins, like for example Kabal´s which is safe, hits crouchers and leads into a combo. Kano´s seem pretty decent too, but it has really poor range. The F4 is safe however, so if you wan´t to switch in Sheeva during a blockstring, this could be useful.
Sheevas tag-in special is her EX Jump Stomp which...I´m not sure if it´s actually useful or not. I guess as time goes, people may discover ways to set it up, but it seems kinda pointless to me, mostly cause all the EX stomp seem to do is waste a bar for a puny 2-3% extra damage.
Sheevas tag assist is her EX ground pound. It seems pretty pointless for combos, but as typing this, I feel it could be really useful for Kano. If the opponent is cornered, Kano can sit full-screen and combo EX-stomp with his blanka ball. If someone jumps the stomp, Kano can hit them with his blanka ball too. I have not tested teleports yet, but since Kano crouches during the stomp, a lot of teleports will probably whiff and get hit by the second stomp. It seem like a great way for Kano to get guaranteed damage and force people to act even if they are sitting full-screen away. He can even juggle of it at close distances in the corner, possibly even mid-screen.
As BoysBoysBoys pointed out, Quan Chi can actually combo Trance off Sheevas assist. This could lead to pretty damaging combos from a unblockable attack or other shenanigans.
Good Teammates
Teammates that are looking good so far are Kano, Stryker, Kung Lao, Quan Chi and Baraka.
Kano
Kano is great at one thing Sheeva is not: zoning and punishing. He can also set up quad tosses in the corner and his normal BnB´s carry very very far. EX stomp helps him aswell, since it forces the opponents hand and Kano has perfect punishes for almost every escape attempt. Kano seem like a strong point character for this team, but the most damage this team can dish out is with Sheeva on point (96%) which is pretty much a kill combo, especially if you manage to lock a crouching opponent with Sheeva then the chip damage will ensure that a person dies. So it´s pretty situational, but it´s the only death combo Sheeva has at the moment. Kano has pretty weak lows which is complimented by Sheeva with incredibly damaging lows. His block pressure game also isn´t the strongest, which Sheeva can perhaps aid aswell.
They both have access to plenty of combos and almost all of their important combo starter strings lead to tag combos that often carry all the way to the corner. Ironically, their damage seem much higher mid-screen, but their pressure game is stronger in the corner. Use Kano when on mid-screen and switch in Sheeva when in the corner.
Kano can apparently set up quad loops himself. Two of his main combo starters, 2, 1, 2 and F3, B2 works. So basically both characters can get huge damage of almost all their combo strings.
Quan Chi
Quan Chi can combo Trance off stomp, which could lead to some very interesting setups. Also worth to note is that Quan Chi´s assist works for a full quad loop, but damage is as of yet unknown since the timing is very very hard. It is very easy to perform in the corner too, Sheeva can even start the loop off 2,1,2 strings with Quan Chi´s assist.
A useful blockstring for Crunchy is, 1, 1, 2, Sheeva special assist, BF3, Switch, 2, 1, 2, F1, BF3 = 42%, 46% if all hits are blocked. Basically the 1, 1, 2, string is very fast, and by the time it's over there's only a small window of time that your opponent can jump from Sheevas double stomp. Good to use when the opponent is under pressure.
Credits: BoysBoysBoys
Stryker
Stryker can combo off EX stomp aswell, to a certain extent. He does not have the same possiblities as Kano when it comes to punishes though, but his gun is very useful for people who try to jump. Speaking of guns, Stryker is an excellent quad looper, but he cannot help perform a full loop mid-screen. He can, however set up the loop himself, which is a huge boon since otherwise most people need to start the loop off Sheevas quad toss or low grab, which is slooooooow. When they both combine, they get something both lack: very damaging mid-screen combos. A single quad loop (which can also be set up with Sheevas 2,1,2 with Stryker) does 40%+ damage easy, even when stryker sets it up. Stryker can set up 70%+ loops in the corner by himself. This combinations biggest weakness is that their combos don´t carry very far, unlike others who can loop the full two repeats mid-screen.
Solo stryker can reach about 40% damage by himself but only at great meter expense. With Sheeva you only need a single assist to inflict terrible terrible damage. Sheeva have a couple of very fast and safe starters for Stryker to come in on and Strykers Serve and Protect seem like a very safe, very fast setup for Quad Loops. They seem like a pretty solid combination, Stryker is better at zoning and I believe that Sheeva is a bit better at close-up situations.
Kung Lao
Not too much is known about this combination actually. Kung Lao seem extremely strong on point, since he can set up quad loops himself even midscreen easily with Spin Out. This turns the quad loop into an extremely punishing anti-air but with very strict timing on Sheevas switch-in. Kung Lao can set up mid-screen for about 72% damage. Kung Lao can set up loops in the corner, but he cannot set up the full loop. This combination is only limited to about 40-45% loops in the corner. Similar to Stryker, this combination is not dependant on who is on point to do big damage loops.
Baraka
All we know about this combination so far is that they can do a full mid-screen quad loop for 70% damage with very lenitent timing. More input on this team and it´s possibilites would be appreciated!
Sindel
Sindel is very weak alone, her BnBs max out around 35% and her combos start from very slow moves. But Sindel is a good zoner and she has solid normals. Sindel and Sheeva combo in very different ways, they are almost exact opposites, so they easily fill in the gaps for the other two. Sindel's scream allows for Sheeva to setup any type of trap she wants and Sheeva helps Sindel get better damage anywhere on the screen.
They do not have as much damage potential as Kung Lao and Kano, but they seem like a solid combination in their own right, both helping eachother overcome their damage thresholds.
Credits: Urichinan
Noob Saibot
Both Noob Saibot and Sheeva find some very useful things in each other. Noob Saibot gets improved mid-screen damage, access to normally impossible juggles through fast tagging and may ways to set up free black holes mid-screen. He also gets great hitconfirmable strings that lead to Disablers. Sheeva get a strong zoning partner and ways to set up unblockable situations with Saibots assist. Especially the 2, 1, 2 string causes enough hitstun on the target for the EX Disabler to hit which leads to potential mid-screen combo resets. Saibots meterless tag-in attack leads to a free portal setup on hit which can also bait teleport-happy people. The portal is in fact safe from teleports if the attack connected. If the tag-in attack is blocked, use Up Shadow Kick instead.
The team also has access to some really great anti-air. Sheevas normals are very good and lead to decent damage and Noob Saibots shadow upkick is probably the safest anti-air in the game, it even works well vs teleports. However, no team is without flaws. Noob Saibot and Sheeva have very poor mid-screen damage together, their true damage potential shows in the corner. Sheeva´s devastating corner pressure all leads to free corner juggles for Noob Saibot, they can easily get 40%+ meterless juggles off almost everything. Their damage is also very consistent due to Saibots disablers which can make corner situations into a complete nightmare for people who often dont have any other choice than to try often unsafe reversals, which makes it very easy to predict what your opponent will do. In other words, if you play your cards right you can force constant combo-resets in the corner for medium, but consistent damage that doesent cost much meter instead of blowing all meter on a huge single combo that can be broken.
Speaking of meter, I am of the opinion that you should always save one bar when in the corner, unless it will kill the opponent. If the opponent escapes, then a combo into Sheevas EX BF3 is great for putting them back there. Some characters are incredibly hard to keep pinned in the corner however, like Kitana and Raiden.
If you manage to land a portal, there are two choices you can go for. If you wan´t pure damage, then immediately switch in Sheeva after using the dark hole and do 4. BF3 for a free and easy 25% damage. If you wan´t to put a disabler on the enemy then keep Noob Saibot in and do 1, 2, 1, 2 DF1 instead. It does 19% damage, which is not too shabby. Also disables the opponent which is great. The second 1, 2 can be hard to time however, so feel free to stick with just 1, 2 DF1 instead, much easier to land.
Basically, this team is very strong with the pressure in the corner and can consistently and safely put people into blocking disabled situations. They have very strong zoning aswell, however their damage in single combos isn´t too high, peaking at around 50% in the corner. Another weakness is that it is still very hard to work in Disablers in combos when Noob Saibot is on point, but almost all of Sheevas good combo strings sets up Disabler.
Kitana
Early speculations reveal that this team is mainly focusing on Kitana, with Sheeva more as backup. She does WAY more damage then Sheeva both mid-screen and the corner with her BnB's and with meter Kitana can do 70% solo if done in the right position. Sheeva is really good at helping Kitana with rushdown opponents because Kitana can only do okay against them. Sheeva's stomp assist mixed with an Instant Air Fan Toss will create an unblockable situation for free damage and knockdown.
They have some good traps and Kitana's combos lead the opponents straight to the corner. Combo wise everything is focused on Kitana, but Sheeva is good for helping create traps and also gives Kitana some safe approach options. Kitana's fan assist also allows for Sheeva to get a free Quad Toss anywhere on the screen and is extremely good as a Anti-air because it's so fast, if the Fan hits an airborne opponent Sheeva can dash into any combo she wants. (So long as you are within range). At first glance, they seem like a good combination, if you wan´t to play both Sheeva and Kitana, but odds are they could peform better with other teammates.
Credits: Urichinan
Scorpion
This combination seem quite strong. Scorpion is a very good character, but he lacks safe strings in order to do damage with his teleports and spear. Sheevas 1, 2, B1 and 2, 1, 2, F1 are all quite safe and leads to great meterless damage, betweend 45-50% ranges. Usually Scorpion needs to use meter or land a NJ 1/2 to break 40% mid-screen, not anymore. Scorpion also has a lot of tools to keep distant people on their toes, something Sheeva does not. Sheeva can also end Scorpions combos for much more damage than he can, with her Quad Toss into BF3.
Both characters have uses for both assists. Sheeva can get a free jump stomp or ground pound off a Hellfire assist and Scorpion can get 50% combos anywhere off the screen from Sheevas ground pound assist. Overall, this team doesent require a lot of meter, because all their combos do around 45% meterless, so you can save it for breakers. If you want to be flashy, there are some guaranteed setups for Sheevas Xray that leads to about 74% damage in total.
Both characters can do good damage on point, however the most damage comes from Sheeva on point.
The Quad Loop
Quad toss seem to be a pretty useful move in Tag Team, since with assists, it turns into a brutal looping tool. Most characters that have a projectile assist can help Sheeva perform the quad loop, but some do it better than others. Percentage shown is highest damage achieved to date with a single quad loop with this team combination.
Good quad loopers:
Kano(97% can set up quad loop in the corner himself, can loop in the corner for unknown damage)
Kung Lao (86% can set up himself, can loop in the corner)
Baraka (70%)
Stryker (71% but can set up quad loop, can quad loop in the corner very easily and set it up himself. Can only do full loop in corner.)
Quan Chi (Full Mid-screen loop does 66% damage, half-loop 47%. Can loop in corner. Cannot loop off low grab, enemy gets grounded before last loop can finish.)
Characters that have a projectile assist can help perform the quad loop, but some don´t quite cut it. So far, Raiden cannot help do a quad loop. Liu Kang´s doesent work very well either. Sub-Zero and Cyber-Sub-Zeros obviously only work for one repeat, at pretty low damage. Its not as much a loop as it is a combo finisher with Sub-Zero really. Kitanas at first glance seem like a great choice, similar to Kung Lao´s, but the timing on the second loop is absolutely unforgiving and it looses damage way too fast for the second loop to be worth it. It also whiffs very easily. Kabals assist is right out, since it immediately grounds the opponent on hit, also it always whiffs when performed after a quad toss. EX dash tag in always whiffs off Quad Toss and 2,1,2 strings.
Shan Tsungs projectile may still be able to do it. You cannot do a mid-screen quad loop, but it might be possible in the corner. You can, however combo Quad Toss with Jump Crush with Shang Tsungs assist, which is kinda pointless but it looks really cool. You can do the first relaunch off Ermacs projectile, but the gravity scaling on his projectile is pretty harsh compared to, say, Kanos. You can set up some 39-40% combos in the corner with it though, but not worth it when you consider what other characters can do. Ermac could still be a contender though, we don´t have enough info about a Sheeva/Ermac team as it stands. Noob Saibot´s work in the corner, but it doesent do much damage at all. Stick to single loops if you want to use him. The ghost ball effect wears off before combo is finished. Jade´s actually work great for mid-screen single loops doing pretty respectable damage, but whiffs completely in the corner off everything.
Mileenas give small combo opportunities mid-screen, no loops though. Loop is possible in corner, though timing is strict, damage isn´t very high either. The possibilities are there I guess for some experimentation
Sonya´s could work, you can do a single loop mid-screen for about 47%. Single loop works aswell in the corner, full 2 don´t. Sonya can also set up quad loops with either kiss or the B2, 1, F2 string. She can actually make for a decent looper. Reptiles force ball works in the corner, but the damage is low. Full loop in corner goes for only 66%. No mid-screen loops possible. Reptile can probably achieve higher damage with other teammates. Plus I doubt he has much use for Sheevas assists.
TEAM KOMBOS
All the kombos were found by me (Gast) unless credited otherwise in the description.
Sheeva/Kano
Sheeva/Kano with Kano on point, no meter required.
F3, B2 -> Step forward -> 2,1,2 -> Tag in Sheeva -> 2, 1 -> BF3. 13 hits 32% damage, carries from
mid-screen to corner with Sheeva tagged in and opponent knocked down.
Sheeva/Kano with Kano on point, no meter required.
2,1,2 -> 2,1,2 ->Tag in Sheeva -> 4 ->BF3. 14 hits 33% damage, carries from mid-screen to corner.
Sheeva/Kano with Kano on point, no meter required.
B1, 1, 2 -> 2, 1, 2 -> Tag in Sheeva -> 2 -> BF3. 14 hits 34% damage. Carries from mid-screen to corner.
The Sheeva 2 into BF3 is very hard to connect.
Sheeva/Kano with Kano on point, no meter required.
B1, 1, 2 -> Tag in Sheeva -> 2, 1, 2 -> BF3. 13 hits for 30%. Carries reasonably far. Probably the easiest Sheeva/Kano meterless BnB to connect, use if you have trouble with the others.
Sheeva/Kano with Kano on point, no meter required.
2, 1, 2 -> tag in sheeva -> NJ1/2 -> B2, 1+2 -> BF3. 13 hits for 40% damage, can only be performed in the corner.
Sheeva/Kano with Kano on point, no meter required.
2, 1, 2 -> dash 2, 1, 2 -> Tag-in Sheeva -> 2, 1, BF3. Does about 32% damage, can be performed anywhere, but most effective mid-screen. If performed at starter positions it will carry all the way to the corner with Sheeva tagged in and at advantage.
Kano on point, no meter required.
F3, B2 -> Tag in Sheeva -> NJ1/2 -> Quad Toss -> DF2. 6 hits 36% damage. Can be performed anywhere on the screen. The NJ1/2 is very tricky to connect, but this leads to quad loops. Carries far.
Kano on point, no meter required.
2, 1, 2 -> 2, 1, 2 -> Tag in Sheeva -> Quad Toss -> DF2. 9 hits 35% damage. You need to hit the second 2,1,2 at a key spot so that the opponent is launched at maximum possible height so the quad toss will connect. Can be performed mid-screen and leads to quad loops. Carries from mid-screen to corner.
Kano on point, no meter required.
F3, B2 -> 2, 1, 2 -> Tag in Sheeva -> Quad Toss -> DF2. 8 hits, 36% damage. The 2,1,2 needs to launch at maximum possible height for the quad toss to connect. For that to happen, you must dash immediately after F3, B2 and start the 2,1,2 kind of in the middle of the dash. It is very tricky and takes a lot of practice to pull off consistently. Mid-screen only, leads to quad loops. Carries from mid-screen to corner.
Sheeva/Kano with Kano on point, 1 assist required.
Sheeva Stomp Assist - > Kano blanka ball. 3 Hits for about 25% damage, if performed in corner it can combo from all the way across the screen.
Kano on point, 1 assist required.
F3, B2 -> Sheeva tag in -> Nj1/2 -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> DF2. 9 hits 60% damage.
Kano on point, 1 assist required.
2, 1, 2 -> 2, 1, 2 -> Sheeva Tag In -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 18 hits, 57% damage.
Kano on point, 2 assists required.
F3, B2 -> Sheeva tag in -> NJ1/2 -> Quad toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 18 hits, 86% damage. Carries all the way from mid-screen to the corner.
Kano on point, 2 assits required.
JI1/2 -> 2,1,2 -> 2,1,2 -> Sheeva Tag in -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. 22 hits, 76% damage. This combo carries extremely far, even if performed mid-screen the last loop will whiff in the corner.
Sheeva on point, no meter required.
2,1,2 Kano fast tag-in -> 2,1,2 -> Tag in Sheeva -> Quad Toss -> DF2. 10 hits for 38% damage. Only performable mid-screen, carries from mid-screen to corner.
Sheeva/Kano with Sheeva on point, one assist required.
2, 1, 2, F1 -> Kano Knife Toss -> Dash -> Quad Toss -> Fireball. Does 48% damage, can only be performed mid-screen. A second loop is possible for even more damage, but if you are short on meter, this is a pretty good deal.
Sheeva/Kano with Sheeva on point, meter for one assist required.
B1, 2, 1+2. Kano Knife Toss, 2,1,2,F1, BF3 15 Hits, 48% damage. Can only be performed in corner.
Sheeva/Kano with Sheeva on point, meter for one assist required.
B1, 2, 1+2, Kano Knife Toss, Quad Toss, BF3 for 13 hits, 54% damage. Can only be performed in corner.
Sheeva/Kano with Sheeva on point, enough bars for two assists required.
Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Fireball
Does about 80% damage, CANNOT BE PERFORMED IN THE CORNER, Kanos knives will whiff in the corner.
Sheeva/Kano with Sheeva on point, enough bars for two assists required.
DB3, Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> Kano Knife Toss -> Dash -> Quad Toss -> BF3. Does 96% damage, if performed mid-screen it will carry all the way to the corner for the grab n punch. If performed somewhere else, finish with Fireball for slightly less damage, around 90%.
Sheeva/Kano with Sheeva on point, meter for two assists required.
DB3, step forward, NJ 1/2, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Kano Knife Toss, Dash, Quad Toss, BF3. 97% damage, only performable if it ends in the corner. Carries from mid-screen to corner.
Sheeva/Kano with Sheeva on point, meter for two assists required.
DB3, step forward, NJ 1/2, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Kano Knife Toss, Dash, Quad Toss, Fireball. 92% damage, 12 hits. Can be performed anywhere not in the corner. Carries very far.
Sheeva/Quan Chi
Quan Chi on point:
B3, 1+2, dash 2, BF3 Switch 2, 1, 2, F1, BF3 = 36%
Found by BoysBoysBoys. Hits Low.
Quan CHi on point
U3, BF3, Switch 2, 1, 2, F1, BF3 = 35%
Found by BoysBoysBoys. Hits Medium.
Sheeva on point. Meter for 2 assists required.
Quad Toss -> Quan Chi assist -> dash -> Quad Toss -> Quan Chi assist -> Dash -> Quad Toss -> Fireball.
Carries far.
Sheeva on Point. Meter for one assist required.
Quad Toss -> Quan Chi Assist -> Dash -> BF3 10 hits 39% damage.
Sheeva on Point. Meter for one assist required.
Quad Toss -> Quan Chi assist -> Dash -> DB3 6 hits 36% damage. Puts the opponent at your feet for continued pressure.
Sheeva/Quan Chi with Sheeva on point:
2, 1, 2, F1, Switch in Quan Chi, BF3, Switch in Sheeva, 2, 1, 2, F1, BF3 = 38%
Found by BoysBoysBoys. No meter required.
Sheeva/Stryker
Sheeva/Stryker, Stryker on point. One assist required
B1, 2, 2 -> Sheeva tag in -> Quad Toss -> Stryker Gun Assist -> step forward -> Quad Toss -> Fireball.
The trick is to walk forward VERY SLIGHTLY after the gun assist, else the quad toss will whiff. Mid-screen this does about 50% damage. Decent carry.
Sheeva/Stryker, Stryker on point. No meter required.
B1, 2, 2 -> Tag in Sheeva -> Quad Toss -> Fireball. 6 hits, 32% damage, pretty short carry.
Sheeva/Stryker, Stryker on point. No meter required.
B2, F2 ->Tag in Sheeva -> Quad Toss -> Fireball. 32-33% damage, pretty short carry. Hard to do since you need to do the fastest possible quad toss on Sheeva´s tag in.
Sheeva/Stryker, Stryker on point. One assist required.
B1, 2, 2 -> Tag in Sheeva -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> BF3. 17 hits 55% damage.
Only works in the corner.
Sheeva/Stryker, Stryker on point. Two assists required.
B1, 2, 2 -> Tagin Sheeva -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> Stryker Gun assist -> Quad Toss -> BF3, 22 hits 72% damage. Only works in corner. The strongest corner loop
Sheeva/Stryker, Sheeva on point. One assist required.
Quad Toss -> Gun Assist -> Quad Toss -> BF3 14 hits 52% damage. Can only be performed in the corner. Decent single loop.
Sheeva/Stryker, Sheeva on point. Two assists required.
Quad Toss -> Gun Assist -> Quad Toss -> Gun Assist -> Quad Toss -> BF3 19 hits 71% damage, can only be performed in the corner. Probably the easiest quad loop possible since you don´t need to position yourself during the loop. You may need to hold back very slightly when Sheeva tags in, else the quad toss may whiff.
Sheeva/Stryker, Sheeva on point. Two assists required.
DB3 -> NJ 1/2 -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> Stryker Gun Assist -> Quad Toss -> BF3 = 22 hits 85% damage. Can only be performed when Sheeva has her back to the wall.
Sheeva/Kung Lao
Sheeva/Kung Lao with Sheeva on point, enough bars for two assists required.
Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss - > Fireball.
Does about 72% damage, hat will whiff in corner.
Sheeva/Kung Lao with Sheeva on point, enough bars for two assists required.
DB3 - > Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> BF3. Carries from mid-screen to corner, end with grab n punch if in corner. Fireball if it ends mid-screen. Does 89& off Grab n Punch, 86% off Fireball.
Kung Lao on point, enough bars for two assists required.
Spin Out -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> Hat Toss Assist -> Dash -> Quad Toss -> BF3. 10 hits for 72% damage, carries all the way from mid-screen to the corner.
Sheeva/Sindel
Sindel/Sheeva Sheeva on point, no meter:
1,2,b+1 > Tag in Sindel > Dash > 1 > qcb+2 > Tag in Sheeva > 2,1,2,f+1 > bf+3= 16 hits, 34% damage.
Replace 2,1,2,f+2 with Quad Toss for 14 hits, 37% damage. Found by Urichinan.
Sindel/Sheeva, Sindel on point, 1 assist required.
3,1,b+2 > u+4 > b+1,2 > Tag in Sheeva > 2,1,2,f+1 > Scream Assist > Jump Back > Jump Forward 1/2 > Quad Toss > bf+3= 21 Hits, 53% Damage. Can only be performed in the corner. Found by Urichinan.
Sheeva/Sindel, Sindel on point with 1 assist:
(Corner) b+3,f+2 > Tag in Sheeva > nj+1/2 > Quad Toss > Scream Assist > Jump Back > Jump Forward 1/2 > Quad Toss > bf+3= 16 Hits, 56% Damage. Found by Urichinan.
Mid-screen, no meter, Sindel on point:
Jump in 1/2 > b+3,f+2 > Scream > Jump in 1/2 > b+3,f+2 > Tag in Sheeva > Dash > 2,1,2 > bf+3= 17 hits, 43% Damage. Found by Urichinan.
Sheeva/Noob Saibot
Noob Saibot on point, no meter required.
B1, 2 -> Tag in Sheeva -> 2, 1, 2 -> Tag in Saibot -> DB2.
7 hits, 20% damage. Free portal setup on mid-screen. Puts opponent very far away from you.
Noob Saibot on point, no meter required.
B1, 2, 1 -> Tag in Sheeva -> 2, 1, 2 -> BF3 = 12 hits 27% damage.
Puts opponent far away, good for a switch in of Saibot afterwards. Use EX BF3 if you need to put the opponent back in the corner.
Sheeva on point, no meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1, 2 -> 1,2 -> DF1.
8 hits, 23% damage. Opponent is disabled.
Sheeva on point, no meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1,2 ->1, 2 -> DF3. 9 hits 28% damage.
Sheeva on point, no meter required.
2, 1, 2 F1 -> Tag in Saibot -> Dash -> 1,2 -> 1, 2 -> DF3. 9 hits 32% damage.
The dash into 1, 2 part is hard to connect. Puts opponent very far away.
Sheeva on point, one meter required.
1, 2, B1 -> Tag in Saibot -> Dash -> 1,2 -> Dash -> 1,2 -> EX DB3 -> DU = 34% damage.
Sheeva on point, one meter required.
2, 1, 2 ,1 F1 -> Tag in Saibot -> Dash -> 1, 2 -> 1,2 -> EX DB3 -> DU = 38% damage.
KORNER KOMBOS
Sheeva on point, no meter required.
2, 1, 2, F1 -> Tag in Saibot -> 1, 2 -> DB3 -> 2, 1, 2 -> DF1 11 hits 32% damage.
Reset for when Sheeva is on point.
Sheeva on point, no meter required.
2, 1, 2, F1 -> Tag in Saibot -> 1, 2 -> DB3 -> 1, 2 -> DB3 -> 1,2 -> DB3 -> 1, 2 -> DB3 -> D4. 17 hits 42% damage.
Sheeva/Kitana
Sheeva/Kitana, Sheeva on point, no meter required:
(Corner) 1,2,b+1 > 1,2,b+1 > 2,1,2,f+1 > Tag in Kitana > b+2 > j.qcf+1 > Tag in Sheeva > b+2,1+2 > bf+3= 21 Hits, 44% Found by Urichinan.
Sheeva/Kitana Sheeva on point, no meter required:
(Sheeva in corner) db+3 > u+1/2 > 1,2,b+1 > 2,1,2,f+1 > Tag in Kitana > b+2 > j.qcf+1 > Tag in Sheeva > b+2,1+2 > bf+3= 21 Hits, 55% Found by Urichinan.
Kitana/Sheeva combo, Kitana on point, 3 meter:
Jump in 1/2 > f+2 > EX Fan Toss > Fan Toss Cancel > Jump in 1/2 > f+4 > EX Fan Toss > Fan Toss Cancel > Jump in 1/2 > f+2,1 > nj+1/2 > Dash > 4 > Fan Toss > j.3/4 > Air Fan Toss > Fan Toss > b+2 > EX Air Fan Toss > Fan Toss Cancel > Tag in Sheeva > Quad Toss > bf+3= 69%.
Found by Urichinan.
Sheeva/Scorpion
Sheeva on point, no meter required:
1, 2, B1 -> Tag in Scorpion -> j3/4 -> DB3 -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3 = 19 Hits, 47% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Sheeva on point, no meter required:
2, 1, 2, F1 -> Tag in Scorpion -> DB3 -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3 = 19 hits 46% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Sheeva on point, no meter required. Opponent must be crouching:
DB3 -> NJ 1/2 -> Tag in Scorpion -> 1, 1, 1 -> BB1 -> Tag in Sheeva -> Jump over 1/2 -> B2, 1+2 -> BF3
17 hits, 53% damage. If the opponent has the opposite stance, you must switch stance when you tag in Sheeva for the B2, 1+2.
Other Team Kombinations
Sheeva/Sub-Zero
*Sheeva on point*
Four-Way -> Sub assist -> Quad Toss -> Fireball = 8 hits 35% damage, carries VERY far.
Sheeva/Smoke Sheeva on point, no meter:
1,2,b+2 > Tag in Smoke > Dash > 3,2 > Dash > 3,2 > Dash > 2,1 > qcb+2 > j.3/4 > Air Throw= 13 Hits, 34% Damage. Found by Urichinan.