Sheeva

Move List


INPUT COMMANDS
Shokan Strike
1
Dragon Claw
Back+1
Shield Swipe
Forward+1
Short Hammer
Down+1
Lethal Strike
2
Double Bop
Back+2
Rising Dragon
Down+2
Big Leg
3
Shokan Stomp
Back+3
Kuatan Kick
Forward+3
Crushing Backhand
Down+3
Kintaro Kick
4
Sweeping Shield
Back+4
Heavy Knee
Forward+4
Disrespect Kick
Down+4
JUMPING ATTACKS
Straight Hammers
1
Double Dragon Fists
2
Queen Kick
3or4
HOP ATTACKS
Shokan Slam
Up,1orUp,2
Hard Heel
Up,3orUp,4
GETUP ATTACKS
Battle Cry
Up+2
Headbutt
Up+3
FLAWLESS BLOCK ATTACKS
Battle Cry
Up+2
Headbutt
Up+3
THROWS
Toward Throw
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.23
Last Updated: November 10, 2020

Strategy


Sheeva is a rushdown character who specializes in using unblockable attacks and mix-ups while stomping on her opponents. Her Smash and Grab variation gives her a great anti-air grab, a fullscreen unblockable attack, and the ability to direct her stomp making it difficult for opponents to avoid. Sheeva’s Deadly Dragon variation allows her to charge at her opponent with her shield, as well as the option to throw her shield at the opponent for zoning. Sheeva’s Mean Queen variation gives her deadly mix-ups at close-range and the ability to march towards her opponent for blockstring pressure.

Strengths Weaknesses
  • Fast normals
  • Strong mix-ups
  • Quick movement
  • Short-ranged normals
  • Highly punishable
  • Weak Getup / Flawless Block Attacks

Key Moves

Name Input Description
Dragon Blood 1,2 High, hit confirmable
Outworld Warrior Back+1,2,2 Mid, hit confirmable, -2 on block
Centurian Hunter Forward+1,4 Advancing mid, great range
Slam Dance 2,1,1 High into overhead, used for mix-ups
Heir to the Throne Back+2,1,1,2 Mid into overhead, used for mix-ups, can be Flawless Blocked on 5th hit
Shokan Stomp Back+3 Slow 24 frame overhead, used for mix-ups, triggers a Krushing Blow if it Kounters a low attack or ducking attack
Sweeping Shield Back+4 Low, used for mix-ups, great range
Goddess of Destruction Forward+4,4,3 Fast 10 frame mid, hit confirmable, weak range
Shokan Flame BackForward1 High projectile, Amplified Shokan Flame is -1 on block with great pushback
Untamed Fury BackForward4 Mid, combo ender, Armor Break, triggers a Krushing Blow if it is a Punish or breaks armor
Dragon Drop DownUp Unblockable, tracking, Amplified Dragon Drop triggers a Krushing Blow if Dragon Drop hits 3 times without missing

Combo Starters

Sheeva can launch for a combo in her Deadly Dragon variation by using Dragon Charge (BackForward3) and Amplifying it. In Sheeva’s Mean Queen variation, Death March (BackForward3) followed by Kuatan Kick will launch the opponent up for a combo.

Combo Enders

Sheeva’s combos are ended with Untamed Fury (BackForward4). 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. In her Mean Queen variation, combos can be ended in either Battle Scars (BackForward4) which will deal maximum damage while switching positions with the opponent, or Queen’s Punishment (DownBack4) which will send the opponent fullscreen.

Outworld Warrior

Sheeva’s main attack is her Outworld Warrior (Back+1,2,2) string. Back+1,2,2 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 Back+1,2,2. This string is very strong because it leaves Sheeva at merely -2 on block. If Sheeva uses a Down+1 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 Back+1,2,2,1, 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. Back+1,2,2,1 is especially strong in the corner because it will launch the opponent up for a combo. If the opponent tries to attack after Back+1,2,2, the last hit of Back+1,2,2,1 will stop their attack. Once the opponent is conditioned to block the last hit, Sheeva can then continue her offense after Back+1,2,2 by attacking again or going for a throw.

Dragon Blood

Dragon Blood (1,2) 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 Down+1 afterwards will stop any attack that is slower than 11 frames.

Centurian Hunter

Sheeva’s Centurian Hunter (Forward+1,4) string can be used at mid-range. Forward+1,4 is a 16 frame advancing mid attack and is -5 on block. This is one of Sheeva’s longest-reaching attacks. Forward+1 can also be used which will leave Sheeva at -2 on block. If a Down+1 is used after Forward+1, it will beat out any attack that is slower than 9 frames.

Shokan Stomp

Shokan Stomp (Back+3) is a slow 24 frame overhead. This is to be used as a mix-up with Sheeva’s Sweeping Shield (Back+4) 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, Back+3 can be useful to stop approaches while zoning with Shokan Flame (BackForward1). Since the opponent must duck underneath Shokan Flame to avoid taking damage, this will allow Sheeva to use Back+3.

Sweeping Shield

Sweeping Shield (Back+4) is a 15 frame long-reaching low. This is to be used as a mix-up with Sheeva’s Shokan Stomp (Back+3). 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 Back+3. To counter opponents trying to react to Sheeva’s Back+3, walk or dash forward and use a Back+4 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 (Forward+4,4,3) 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 Forward+4,4,3 which leaves Sheeva at -6 on block.

Shokan Flame

Shokan Flame (BackForward1) 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 1,2,2,1,Back+1,2,2 and Back+2,1,1 to create distance as well as counter opponents attempting to Flawless Block in between Sheeva’s strings.

Dragon Drop

Sheeva’s Dragon Drop (DownUp) 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 is much stronger in Sheeva’s Smash And Grab variation as she can direct it in front (DownUp,Back) or behind (DownUp,Forward). On top of Dragon Drop being delayable, the opponent must guess where the Dragon Drop will land.

Bleeding Damage

Amplifying Untamed Fury (BackForward4) or Queen’s Punishment (DownBack4) in Sheeva’s Mean Queen variation 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
DownBack4
Adds Queen’s Punishment Special Move. Sheeva can perform a multi hitting low attack.
Enhanced Dragon Drop
DownUp,BackorDownUp,Forward
Modifies Dragon Drop. Sheeva can direct her Dragon Drop.
Shokan Snag
DownBack1
Adds Shokan Snag Special Move. Sheeva can grab an airborne opponent.
Tremor
DownBack3
Adds Tremor Special Move. Sheeva stomps on the fightline causing the ground to quake.
Dragon Charge
BackForward3
Adds Dragon Charge Special Move. Sheeva charges towards her opponent shield first.
Death March
BackForward3
Adds Death March Special Move. Sheeva marches towards her opponent before delivering a brutal kick.
Spinning Dragon
DownBack2
Adds Spinning Dragon Special Move. Sheeva can perform a spinning shield attack.
Dragon Stance
BackForward1
Replaces Shokan Flame. Sheeva goes into a fire stance allowing her to throw Shokan Flames from each hand.
Battle Scars
BackForward4
Replaces Untamed Fury. Sheeva can grab a ducking opponent.
Shield Toss
BackForward1
Replaces Shokan Flame. Sheeva can throw her shield as a projectile.

Shokan Snag

Sheeva gains the ability to grab opponents out of the air in her Smash And Grab variation with Shokan Snag (DownBack1). 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 a great 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

In Sheeva’s Smash And Grab variation, she is able to stomp on the ground using Tremor (DownBack3). 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+Up). 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

In Sheeva’s Deadly Dragon variation, she gains access to Dragon Charge (BackForward3). 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

Sheeva gains the ability to march towards her opponent in her Mean Queen variation with Death March (BackForward3). Death March is a slow advancing attack that can lead into one of several different attacks:

Extend March – Hold3

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 3

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 Down+1, or Forward+4.

Kuatan Kick – Hold3,Up

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 4 and Forward+4 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 – Hold3,Down

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 4 and Forward+4 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 – BackBack

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 3. 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:

1 = -11
1,2 = -6
Back+1 = -3
Back+1,2,2 (2nd hit) = -10
Back+1,2,2 (3rd hit) = -4
Down+1 = -15
Forward+1 = -4
2 = -6
2,1 = -7
Back+2 (1st hit) = -11
Back+2 (2nd hit) = -2
Back+2,1,1 (3rd hit) = -10
Back+2,1,1 (4th hit) = -6
3 = -4
Down+3 = -11
4 = +1
Forward+4 = 0
Forward+4,4 = -2
Down+4 = -10

In order to pressure with Death March, it’s best to use after 4 or Forward+4. 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.

Mix-ups

Sheeva gains a variety of mix-ups in her Mean Queen variation. Battle Scars (BackForward4) is an overhead command grab that when Amplified, will launch the opponent up for a combo. Queen’s Punishment (DownBack4) 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:

1
1,2
Down+1
Back+1
Back+1,2,2 (2nd hit)
Back+1,2,2 (3rd hit)
Forward+1
2
2,1
Back+2 (1st hit)
Back+2,1,1 (3rd hit)
Back+2,1,1 (4th hit)
3
Down+3
Down+4

The most common attack to use Sheeva’s mix-up after is Back+1,2,2. If the opponent is conditioned to block the final hit of Back+1,2,2,1 or Amplified Shokan Flame, then the mix-up can be applied. If the opponent tries to attack after Back+1,2,2, then they will be hit by the mix-up. It can also be useful when done after Sheeva’s pokes such as Down+1 because it will stop the opponent’s counterpoke.

Queen’s Punishment can be used as a mix-up with Sheeva’s 2,1 and Back+2,1,1 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 2,1 and Back+2,1,1 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 2,1,1 which will leave Sheeva at -5 on block. Alternatively, use Shokan Flame after 2,1 and Back+2,1,1 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 2,1 and Back+2,1,1 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.

Combos


Beginner

Sheeva - Smash And Grab - Beginner Combos

Sheeva – Smash And Grab – Beginner Combos


Enhanced Dragon Drop
Shokan Snag
Tremor

Sheeva - Deadly Dragon - Beginner Combos

Sheeva – Deadly Dragon – Beginner Combos


Dragon Charge
Spinning Dragon

Sheeva - Mean Queen - Beginner Combos

Sheeva – Mean Queen – Beginner Combos


Queen’s Punishment
Death March
Battle Scars

Advanced

Sheeva - Smash And Grab - Advanced Combos

Sheeva – Smash And Grab – Advanced Combos


Enhanced Dragon Drop
Shokan Snag
Tremor

Sheeva - Deadly Dragon - Advanced Combos

Sheeva – Deadly Dragon – Advanced Combos


Dragon Charge
Spinning Dragon

Sheeva - Mean Queen - Advanced Combos

Sheeva – Mean Queen – Advanced Combos


Queen’s Punishment
Death March
Battle Scars

Extra Guides


Punishing Dragon Drop

Punishing Dragon Drop


Sheeva’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 Sheeva

★ Fighting Sheeva


Gaps & 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 Cancels

Death March Cancels


Sheeva’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 Pressure

Death March Pressure


Sheeva’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 ...