scrubjesus111
Mortal
I don’t understand this character’s design. She lives or dies based on what happens at point blank range but all of her pokes are trash on block and whiff, completely giving up her turn. You might say well that’s because she gets all that hit advantage on hit, so it’s a balanced trade off, but Joker and Frost both get the same hit advantage without the risk. More importantly, Joker and Frost have multiple fast and safe sweep range tools that have a chance of keeping the opponent back footed where Sheeva only has a 15f b4 that puts her in the opponent’s face at -5 on block, or something even slower, so the opponent has nothing to fear at sweep distance. How does Sheeva condition her opp to block so that she can get in and start her game? Her death march on block also doesn’t work appropriately because of the 5f buffer window that the opponent has on block to buffer a poke. So no matter how skilled your opponent is they get a frame perfect counter. If you’ve conditioned your opponent to block Death March it should be more rewarding. In general Sheeva is supposed to be a monster at point blank range, yet while her mid range advancing moves are stubby, slow on startup and recovery as you would expect, her close game does not make up for it. Look at Sonya for contrast. She has all the mix potential that Sheeva has, is stubby like Sheeva, but has moves that cover sweep distance lightning quick which the opp has to respect whereas Sheeva puts out a slow stubby move and prays she doesn’t get countered or whiff punished. I just don’t understand the thought process for Sheeva’s design.
Edit: let me know if I’m doing something wrong but it really seems like opp. can freely just bait a whiff by walking in & out or jumping around sweep range, or just take their turn once you’re afraid to press anything. And if you get into a poking war Sheeva loses. Am I making sense here?
- Make d1 6f with a 14f recovery instead of 18f
- Make Death March +6 on block
- Make b1 10f on start-up
- Make f4 8f on start-up (this should be the fastest mid in the game, why not? It seems to have the absolute least range of any move in the game)
- Cancelling Death March could be easier on the hand. Instead of back+back, make it like Erron’s slide cancel or Kabal’s dash cancel which don’t give your thumb arthritis. (Erron’s is back+AMP, Kabal’s is back+block button; much less joint pain).
Edit: let me know if I’m doing something wrong but it really seems like opp. can freely just bait a whiff by walking in & out or jumping around sweep range, or just take their turn once you’re afraid to press anything. And if you get into a poking war Sheeva loses. Am I making sense here?
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