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Ultimate Mortal Kombat 3 - Strategy Guide - Sheeva
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Sheeva - Rank: 23
Sheeva is a low tier character, hovering around the final
shuffle of rank in the 20's of 23 playable characters in UMK3. This is
more of a what not to do with Sheeva, than a "here's all the secret
tactics to win with Sheeva" guide. She has only 3 special moves, none of
which have anything about them which is all that swift but require some
thought to master. She has no containment unless you count her throw as
one since it allows free moves afterwards and is similar to Cyrax's yet
unique in it's own way, then once again relimited by her as a character.
She has a huge damage mid screen 42% autocombo, which is 51% with a JP
starter, and that is one of her most useful assets. Her collision boxes
are also a bit strange because she is bigger than the rest of the cast
but she becomes more compact when in air. She is vulnerable to a lot of
situations because of her collision area, like attacks that would
normally miss. She gets stuck in her ducking frames while blocking if
you are hit, which can be helpful so you can buffer certain tactics. If
you continue to hold down while blocking she will stand up repeatedly
while being run jabbed. Remember her throw sets up some interesting
situations, after a throw midscreen you can uppercut male ninjas for
free with some timing, and also vs anyone you do her throw, and on the
last bounce, it is a free teleport stomp, resulting in an uncomboing 40%
damage, just for a throw. This tactic can work vs anyone, but remember,
some characters can wake up and counter her, like Kabal's spin, Kano's
cannonball and male ninja teleports.
What you are going to try
and do with her in terms of rush down is go for her 4 hit kick combo
which catches people sleeping quite often, and look for other wake up
opportunities with her special moves. Remember her throw allows a free
standing HK afterwards, and in the corner some decent juggles are
possible. Her normal juggling capability is extremely limited, perhaps
the most limited in the game in terms of damage. The best midscreen
punisher you can get with her on a Ninja Teleport Punch is aaHP, HP,
aaHP, fireball, which is 4 hits 35% and that even requires you to run in
a step before hand. She gets hammered on cross ups, so your best bet is
to stay out of them. She is highly susceptible to relaunch combos, but
she can often block them in situations when they would normally connect.
The only combo you should go for off a JP or JK starter is her 7 hit
combo for over 50%, but if you feel you must throw some spice into her
game I will list a few alternate combos at the bottom. Something you can
do with her launcher is do the pop up, then aaHPHP, cross up jump and as
they land and attempt some rush down. What she boils down to is playing
very basic, and very safe, watch for the smallest possible chances to
take advantage of. If you practice with Sheeva, most of the other
characters will seem a lot easier to use afterwards possibly make you a
better player. Take note that Sheeva has quick recovery time when
receiving attacks, you can immediately follow up and attack someone, as
if she gets a head start. She can be hit but low projectiles, Jade's
Dash kick, etc, while ducking very easily.
Basic Moves:
All of Sheeva's basic
moves have reasonable range, but her surface area allows her to be hit
by attacks in certain cases rather easily, defeating the purpose of her
being tall, and lankier than most characters. Her standing HK is ideal
anti air, and her RH is only good when a character is jumping from about
half screen distance. Her RH also has considerable lag to it, like
Sub-zero's. Her HPs hit normal hit, LPs hit a bit high. Her sweep is a
bit short on range. Her jumping attacks are average, but again her large
target makes her easily counterable. Her ducking LK is very quick,
pointy, and has range, so use it to get out of run jabs. Her uppercut is
pretty nice and meaty but watch for late JPs, she will get snuff every
time when going to counter with it.
Her Fireball does decent
damage for a standard projectile, and is a bit higher than normal, so
you can try to use it to hit opponents at slightly different placement
in the air, meaning you can do it sooner on a jump away and catch them
before they land. You can add the fireball to juggle combos easily, and
it's recovery time isn't as bad as some.
The Teleport Stomp is a
tricky move to understand in terms of using it. The Teleport Stomp is
disabled during her launcher combo, RHs, aaJKs, and uppercut, but is
re-enabled when a jab is used, but disabled again if a JK or RH is added
for example. Many people try to abuse it but you can avoid it simply by
walking backwards, then punish Sheeva with a combo. Your best bet with
this move is to use it when someone is locked in place by a move, like a
standing HK rush down, or maybe a sweep as well, teleport just as they
do it, and you will connect the stomp. You can also connect a free
teleport stomp on most characters after a grounded JK, which cannot be
avoided in most situations, doing full damage. You also might want to
try and use it to get out of the way of run jab rush down or breaking
the last hit of a blocked combo. If she is hit on the way up she can be
juggled though (however limited generally) but she leaves the screen
very quickly, and often times the upward movement makes the person react
with a standing HK that will miss. If someone jumps away and is going to
land at full screen distance, do her teleport stomp and it is almost
impossible to miss it. If in the corner and run jabbing it is possible
to throw in a teleport stomp. It's avoidable but try and time to counter
a counter.
The Ground Stomp is a relatively useless move at face
value, as there are few guaranteed ways to connect it on someone. Off an
aaRH or an aaJK in a juggle, which it can be comboed, but you have to be
extremely on the ball with it. Similar to the teleport stomp you can get
a comboed Ground Stomp after a grounded JK, however it will be damage
protected. If you counter someone with an aaHPHP and stomp just as the
right time, it will hit them on the way down, but it is again easily
escapable if not timed correctly. If they only hold up and not up + back
or forward, there is a chance it will connect and do full damage, but
this will obviously not work all the time. Use this move as a wake up on
occasion mixed up with teleport stomps to throw off reactions, but you
can't abuse either move at all in any way against someone with the least
bit of skill and knowledge. You can try to mix this up with run jabs but
it can get you into trouble. The only thing it will do is make the other
person jump and there is a good change they will jump towards you and
cross up with a jump punch starter. If you are successful with a stomp
while run jabbing, stick in a HK as the might jump away the next time
instead. After a regular RH, or more so and aaRH, stick in the stomp as
a wake up. If they jump forward Sheeva has a chance to counter,
otherwise she's reasonably safe except against teleporters, who probably
won't be jumping at you that much.
Sheeva has a launcher combo,
however it takes an odd arch and therefore she cannot relaunch anyone.
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Basic Juggles:
1. Throw, HK, 2
hits 28% 2. aaHPHP, JK or fireball 3 hits 28% 3. aaHPHP,
RH 3 hits 30% 4. Throw, pause, Teleport Stomp (unavoidable
vs most characters) 2 hits 40% 5. punch starter, HP, HP, LP,
F+HP, aaHP, JK or fireball 7 hits 46% 6. (in corner) punch
starter, HP, HP, LP, F+HP, JK, aaHP, fireball 8 hits 54%
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Advanced Juggles:
1. (for punishers) run step, aaHPHP, aaHP, JK or fireball 4 hits 35%
2. aaHPHP, aaRH, Ground Stomp 4 hits 45% 3. punch starter, HP, HP,
LP, F+HP, aaHPHP, JK 8 hits 49% 4. punch starter, HP, HP, LP, F+HP,
aaHP, aaRH, Ground Stomp 9 hits 54% including the stomp. 5. (in
corner) punch starter, HP, HP, LP, F+HP, aaHP, JK, JK, HK 9 hits 61%
(you can add another aaHP for 10 hits 64% in the middle depending how
far you are from the corner and what character it is against, and this
makes the rest of the combo easier due to extra height to play around
with, regardless a difficult show combo for a worthless character)
Corner Throw Juggles:
1. Throw, ducking LP, uppercut, 3 hits 33% 2. Throw, ducking LP,
aaHP, fireball 4 hits 33% 3. Throw, ducking LP, JK, aaHK 4 hits
37% 4. Throw, ducking LP, RH, HK 4 hits 38% (on Robots and
Sheeva) 5. Throw, ducking LP, JK, aaLP, fireball, 5 hits 40%
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Ultimate Mortal Kombat 3 - Strategy Guide Sheeva Advanced Mid-Screen Combo Example
File Size: 1,42 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Sheeva Punisher
File Size: 1,45 MB |
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Last Update
10.22.2009
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