Sheeva
Table of Kontents

Move List
INPUT COMMANDS |
Shokan Strike
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Dragon Claw
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Shield Swipe
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Short Hammer
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Lethal Strike
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Double Bop
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Rising Dragon
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Big Leg
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Shokan Stomp
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Kuatan Kick
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Crushing Backhand
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Kintaro Kick
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Sweeping Shield
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Heavy Knee
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Disrespect Kick
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JUMPING ATTACKS
|
Straight Hammers
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Double Dragon Fists
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Queen Kick
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HOP ATTACKS
|
Shokan Slam
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Hard Heel
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GETUP ATTACKS
|
Battle Cry
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Headbutt
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FLAWLESS BLOCK ATTACKS
|
Battle Cry
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Headbutt
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: January 27, 2021
Strategy

Sheeva is a rushdown character who specializes in using fireballs, mix-ups and unblockable attacks for offense while stomping on her opponents. Sheeva has strong mix-up options with her multiple overhead and low attacks. She can also stomp on opponents from above, hitting them with an unblockable attack. It can be incredibly hard to defend against Sheeva because of her many mix-up options and unblockables which prevent opponents from staying in one place.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Dragon Blood | ![]() ![]() |
High, hit confirmable |
Outworld Warrior | ![]() ![]() ![]() ![]() |
Mid, hit confirmable, -2 on block |
Centurian Hunter | ![]() ![]() ![]() |
Advancing mid, great range |
Slam Dance | ![]() ![]() ![]() |
High into overhead, used for mix-ups |
Heir to the Throne | ![]() ![]() ![]() ![]() ![]() |
Mid into overhead, used for mix-ups, can be Flawless Blocked on 5th hit |
Shokan Stomp | ![]() ![]() |
Slow 24 frame overhead, used for mix-ups, triggers a Krushing Blow if it Kounters a low attack or ducking attack |
Sweeping Shield | ![]() ![]() |
Low, used for mix-ups, great range |
Goddess of Destruction | ![]() ![]() ![]() ![]() |
Fast 10 frame mid, hit confirmable, weak range |
Shokan Flame | ![]() ![]() ![]() |
High projectile, Amplified Shokan Flame is -1 on block with great pushback |
Untamed Fury | ![]() ![]() ![]() |
Mid, combo ender, Armor Break, triggers a Krushing Blow if it is a Punish or breaks armor |
Dragon Drop | ![]() ![]() |
Unblockable, tracking, Amplified Dragon Drop triggers a Krushing Blow if Dragon Drop hits 3 times without missing |
Combo Starters
- Dragon Charge
- Death March
- Battle Scars
Sheeva can launch opponents up for a combo by using either the Dragon Charge () or Death March (
) abilities. Death March can be followed by Kuatan Kick (
) which will launch the opponent upwards. If the Battle Scars (
) ability is equipped, Sheeva can grab opponents who are blocking low, and when Amplified will allow Sheeva to combo from the grab.
Combo Enders
- Untamed Fury
- Battle Scars
- Queen’s Punishment
Sheeva’s combos are ended with Untamed Fury (). Amplifying Untamed Fury will deal additional damage and send the opponent fullscreen, causing them to bleed for a short time if they walk, dash or jump. With the Battle Scars (
) ability equipped, it can be used at the end of combos for maximum damage while switching positions with the opponent. The Queen’s Punishment (
) ability can also be used at the end of combos, which will send the opponent fullscreen.
Outworld Warrior
Sheeva’s main attack is her Outworld Warrior (+
,
,
) string.
+
,
,
is a 12 frame mid attack that can be safely hit confirmed into a combo. In order to use this string, it must be dialed in by quickly entering in each input of
+
,
,
. This string is very strong because it leaves Sheeva at merely -2 on block. If Sheeva uses a
+
after this string, it will stop any attack that is slower than 9 frames.
Sheeva also has the option to complete the string by using +
,
,
,
, which will leave her at -2 on block. This will create pushback and put Sheeva at a safer distance on block, but can be punished if the opponent Flawless Blocks the final hit. This string is best used if the opponent does not have meter to punish with a Flawless Block Attack.
+
,
,
,
is especially strong in the corner because it will launch the opponent up for a combo. If the opponent tries to attack after
+
,
,
, the last hit of
+
,
,
,
will stop their attack. Once the opponent is conditioned to block the last hit, Sheeva can then continue her offense after
+
,
,
by attacking again or going for a throw.
Dragon Blood
Dragon Blood (,
) is a multi-hitting high attack that is best used at close-range. This string is mainly used for punishing unsafe attacks. The final part of this string consists of 2 hits, making it possible to hit confirm into a combo. If blocked, this string will leave Sheeva at -4. Using a
+
afterwards will stop any attack that is slower than 11 frames.
Centurian Hunter
Sheeva’s Centurian Hunter (+
,
) string can be used at mid-range.
+
,
is a 16 frame advancing mid attack and is -5 on block. This is one of Sheeva’s longest-reaching attacks.
+
can also be used which will leave Sheeva at -2 on block. If a
+
is used after
+
, it will beat out any attack that is slower than 9 frames.
Shokan Stomp
Shokan Stomp (+
) is a slow 24 frame overhead. This is to be used as a mix-up with Sheeva’s Sweeping Shield (
+
) and to catch opponents off guard for blocking low. It will also trigger a Krushing Blow if it hits as a Kounter against a low attack or ducking attack. Additionally,
+
can be useful to stop approaches while zoning with Shokan Flame (
). Since the opponent must duck underneath Shokan Flame to avoid taking damage, this will allow Sheeva to use
+
.
Sweeping Shield
Sweeping Shield (+
) is a 15 frame long-reaching low. This is to be used as a mix-up with Sheeva’s Shokan Stomp (
+
). This is also one of Sheeva’s farthest-reaching attacks and is a great move to stop opponents from walking backwards.
It’s worth mentioning that this mix-up can be blocked on reaction due to the slow start-up on +
. To counter opponents trying to react to Sheeva’s
+
, walk or dash forward and use a
+
or throw. While the opponent is focusing on reacting the overhead, they will more likely be caught by the low or throw.
Goddess of Destruction
Sheeva’s Goddess of Destruction (+
,
,
) string is a fast 10 frame mid attack best used at close-range. The first 2 hits of this string are -10 on block but can be hit confirmed into a combo. To stay safe, use
+
,
,
which leaves Sheeva at -6 on block.
Shokan Flame
Shokan Flame () is a high fireball mainly used to keep opponents away. When Amplified, Shokan Flame will hit as a mid projectile. Amplifying Shokan Flame can be useful when done after blockstrings such as
,
,
,
,
+
,
,
and
+
,
,
to create distance as well as counter opponents attempting to Flawless Block in between Sheeva’s strings.
Dragon Drop
Sheeva’s Dragon Drop () allows her to stomp on enemies from above for an unblockable attack. This can be a very easy way to deal damage to the opponent because it cannot be blocked. The only way for the opponent to escape is to move out of the way before the Dragon Drop lands. To counter this, delay the Dragon Drop by holding Stance. Amplifying Dragon Drop yields more damage and triggers a Krushing Blow if Dragon Drop hits 3 times without missing. Dragon Drop should not be used often because if it misses, Sheeva will be vulnerable to being punished.
Note: Certain characters will be able to counter both the regular and delayed Dragon Drop due to their mobility. In this case, Dragon Drop should almost never be used because it will be punished regardless of it being delayed or not.
Dragon Drop becomes much stronger by equipping the Enhanced Dragon Drop ability as Sheeva will be able to direct it in front (,
) or behind (
,
). On top of Dragon Drop being delayable, the opponent must guess where the Dragon Drop will land.
Bleeding Damage
Amplifying Untamed Fury () or the Queen’s Punishment (
) ability will cause the opponent to bleed for a short time if the opponent walks, dashes or jumps. This is especially useful when the opponent is low on health. A great way to force opponents to move and cause them to bleed is to use Dragon Drop immediately afterwards. This makes it nearly impossible for the opponent to avoid taking damage. They will either get hit by the unblockable Dragon Drop, or lose health from bleeding out.
Throws
When throwing with Sheeva, it’s best to use her Back Throw to keep opponents close. Unless the opponent is near the corner, using Sheeva’s Back Throw will allow her to attack the opponent while knocked down.
Abilities
Queen’s Punishment
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---|
![]() Adds Queen’s Punishment Special Move. Sheeva can perform a multi hitting low attack.
|
Enhanced Dragon Drop
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![]() Modifies Dragon Drop. Sheeva can direct her Dragon Drop.
|
Shokan Snag
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![]() Adds Shokan Snag Special Move. Sheeva can grab an airborne opponent.
|
Tremor
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![]() Adds Tremor Special Move. Sheeva stomps on the fightline causing the ground to quake.
|
Dragon Charge
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![]() Adds Dragon Charge Special Move. Sheeva charges towards her opponent shield first.
|
Death March
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---|
![]() Adds Death March Special Move. Sheeva marches towards her opponent before delivering a brutal kick.
|
Spinning Dragon
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![]() Adds Spinning Dragon Special Move. Sheeva can perform a spinning shield attack.
|
Dragon Stance
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![]() Replaces Shokan Flame. Sheeva goes into a fire stance allowing her to throw Shokan Flames from each hand.
|
Battle Scars
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![]() Replaces Untamed Fury. Sheeva can grab a ducking opponent.
|
Shield Toss
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![]() Replaces Shokan Flame. Sheeva can throw her shield as a projectile.
|
Mix-ups
Sheeva gains a variety of mix-ups by equipping the Battle Scars () and Queen’s Punishment (
) abilities. Battle Scars is an overhead command grab that when Amplified, will launch the opponent up for a combo. Queen’s Punishment is a low attack that can be used as a mix-up alongside Battle Scars. When Amplified, Queen’s Punishment will cause the opponent to bleed for a short time if the opponent walks, dashes or jumps. This mix-up can be applied after certain attacks on block where Battle Scars will connect.
Battle Scars can be done after:
,
+
+
+
,
,
(2nd hit)
+
,
,
(3rd hit)
+
,
+
(1st hit)
+
,
,
(3rd hit)
+
,
,
(4th hit)
+
+
The most common attack to use Sheeva’s mix-up after is +
,
,
. If the opponent is conditioned to block the final hit of
+
,
,
,
or Amplified Shokan Flame, then the mix-up can be applied. If the opponent tries to attack after
+
,
,
, then they will be hit by the mix-up. It can also be useful when done after Sheeva’s pokes such as
+
because it will stop the opponent’s counterpoke.
Queen’s Punishment can be used as a mix-up with Sheeva’s ,
and
+
,
,
strings as the 2nd hit of these strings are overheads. On top of that, Sheeva will be able to apply a 2nd mix-up after
,
and
+
,
,
by using Battle Scars or Queen’s Punishment afterwards. If the opponent guesses correctly by blocking the initial overhead, they must guess again after the string is blocked.
Both of these strings are however unsafe on block. To stay safe, use ,
,
which will leave Sheeva at -5 on block. Alternatively, use Shokan Flame after
,
and
+
,
,
and Amplify it. This will create a large amount of pushback, placing Sheeva in a better position while only being -1 on block.
Another option is to use Death March after ,
and
+
,
,
and cancelling out of it to remain safe. To maximize Sheeva’s mix-up potential, it is also possible to hit confirm Sheeva’s overheads into Kuatan Kick, launching the opponent up for a combo. This is done by quickly reacting to the opponent being hit and using Kuatan Kick, and cancelling out of Death March if the opponent blocks. While difficult, this allows Sheeva to combo from her overheads while remaining completely safe.
Shokan Snag
The Shokan Snag () ability allows Sheeva to grab opponents out of the air. Shokan Snag is a 10 frame anti-air grab that is used to counter opponents jumping towards Sheeva. Shokan Snag is invulnerable to all jump attacks, making it an amazing anti-air tool. When Amplified, Shokan Snag will launch the opponent up for a combo. It will also trigger a Krushing Blow if the previous connected attack was a regular Shokan Snag.
Tremor
Sheeva gains the ability to stomp on the ground with Tremor (). Tremor is a fullscreen unblockable ground pound. When Amplified, Sheeva will perform another unblockable ground pound. When combined with Dragon Drop, this becomes a very powerful move because both Tremor and Dragon Drop have similar animations on start-up, making it difficult to distinguish between the two moves. Since opponents must jump to avoid Tremor, they will be vulnerable to being hit by Dragon Drop. After Tremor, Sheeva can also use an Amplified Air Grab (AMP+
). This is best used at mid-range as it will allow Sheeva to grab opponents attempting to jump over Tremor and punish her on the way down.
Dragon Charge
Dragon Charge () is a quick 12 frame advancing mid attack. When Amplified, it will launch the opponent up for a combo. Dragon Charge is mainly used as a combo starter, but can also be used outside of combos as a surprise attack to stop enemy movements. The opponent must always be prepared to block the Dragon Charge due to the threat of being launched for a combo. If the opponent respects the Dragon Charge, this will allow Sheeva to close the distance. While unsafe, Dragon Charge can be Amplified at any point to counter opponents attempting to punish. Make sure to mix up regular Dragon Charge and Amplified Dragon Charge, as well as the timing on when to Amplify it, to keep opponents guessing on how to punish.
Dragon Charge can also be used to punish unsafe moves at a distance. By using Dragon Charge as a Reversal, it will come out instantly after blocking an attack and punish the opponent. This is especially useful against projectiles that are punishable on block. In some cases, the projectile may need to be Flawless Blocked in order to punish since Flawless Blocking will cause it to be more disadvantageous.
Death March
The Death March () ability allows Sheeva to march towards her opponent. Death March is a slow advancing attack that can lead into one of several different attacks:
Extend March – Hold
Allows Sheeva to extend Death March. At the end, Sheeva will attack with Dragon Toe, which will trigger a Krushing Blow after marching halfway across the screen.
Dragon Toe – Release 
Sheeva kicks straight at the opponent. This is a high attack that leaves Sheeva at +4 on block. After it is blocked, Sheeva can then frametrap into either a poke such as +
, or
+
.
Kuatan Kick – Hold
,
Sheeva performs an upwards kick launching the opponent up for a combo. This is a high attack that costs 1 bar of Offensive Meter and is mainly used after and
+
to counter opponents attempting to interrupt Sheeva’s Death March. If blocked, Sheeva will be punishable at -9. While unsafe, this may be difficult to punish especially for characters whose fastest attack is 8 frames.
Shokan Stomp – Hold
,
Sheeva stomps the opponent with her foot. This is a slow 24 frame overhead attack that costs 1 bar of Offensive Meter and is mainly used after and
+
to counter opponents attempting to interrupt Sheeva’s Death March. If blocked, Sheeva will be safe at -5. It will also trigger a Krushing Blow if it hits as a Kounter against a low attack or ducking attack.
Cancel March – 

Allows Sheeva to cancel out of Death March at the cost of 1 bar of Defensive Meter. Cancelling out of Death March can only be done while extending it. Extending Death March is done by holding . When used after blockstrings, Sheeva can cancel out of Death March to become safe or pressure the opponent.
The following lists the block advantage for Sheeva’s Death March Cancel:
= -11
,
= -6
+
= -3
+
,
,
(2nd hit) = -10
+
,
,
(3rd hit) = -4
+
= -15
+
= -4
= -6
,
= -7
+
(1st hit) = -11
+
(2nd hit) = -2
+
,
,
(3rd hit) = -10
+
,
,
(4th hit) = -6
= -4
+
= -11
= +1
+
= 0
+
,
= -2
+
= -10
In order to pressure with Death March, it’s best to use after or
+
. When used after these attacks, both Kuatan Kick and Shokan Stomp cannot be interrupted or escaped. Once the opponent is conditioned to block after Death March, Sheeva can then use Dragon Toe to be at +4 on block, or cancel out of it and continue her offense.
Combos
Beginner
![]() Sheeva – Smash And Grab – Beginner CombosEnhanced Dragon Drop |
![]() Sheeva – Deadly Dragon – Beginner CombosDragon Charge |
![]() Sheeva – Mean Queen – Beginner CombosQueen’s Punishment |
Advanced
![]() Sheeva – Smash And Grab – Advanced CombosEnhanced Dragon Drop |
![]() Sheeva – Deadly Dragon – Advanced CombosDragon Charge |
![]() Sheeva – Mean Queen – Advanced CombosQueen’s Punishment |
Extra Guides
![]() Punishing Dragon DropSheeva’s Dragon Drop () allows her to stomp the opponent from above for an unblockable attack. This can be quite difficult to avoid because Sheeva has the option to delay the Dragon Drop. If you are trying to dodge the Dragon Drop and it is delayed, you will be hit as you recover.
Uppercut
There are a few ways to deal with Sheeva’s Dragon Drop. The 1st option is to wait for the screen to shift, then ... |
![]() ★ Fighting SheevaGaps & Punishes
Sheeva’s is mainly used at close-range. Most times Sheeva will only use since it is safe on block, however she may finish the string to stop you from attacking afterwards. If you suspect that Sheeva will use the full string, Flawless Block the final hit and punish with an .
This string is normally used at mid-to-close range. Similar to her , Sheeva will usually only use which is safe ... |
![]() Death March CancelsSheeva’s Death March allows her to run across the screen. Death March can be cancelled by inputting at the cost of 1 bar of Defensive Meter. If Death March is used after blockstrings and is cancelled, Sheeva will remain safe.
The following lists the block advantage for Sheeva’s Death March Cancel:
= -11
= -6
= -3
(2nd hit) = -10
(3rd hit) = -4
= -15
= -4
= -6
= -7
(1st hit) ... |
![]() Death March PressureSheeva’s Death March () allows her to march towards her opponent before delivering a brutal kick. When used after certain attacks, Sheeva will be able to pressure the opponent. Death March is best used after . From Death March, Sheeva will have a number of offensive options.
Kuatan Kick
Kuatan Kick (Hold ) will launch the opponent up for a combo at the cost of 1 bar of Offensive Meter. Although it is a high, it cannot ... |