Sheeva
Sheeva is a member of the four-armed Shokan race. Her markings reveal that she is of the royal Draco lineage. Like all Shokan, she pledged her life to Shao Kahn, bringing honor to her race by serving him. During an attack by Edenian rebels on Shao Kahn's fortress, Sheeva fiercely protected Queen Sindel and prevented her capture. She was subsequently appointed Sindel's personal bodyguard until the queen's mysterious death in Earthrealm. Sheeva is now the master jailer of Shao Kahn's oppressive dungeon.
Moves
Basic Attacks


























Command Normals


















Throws









Kombo Attacks

























































































Fast Tags


















Tag Kombos
























Tag Specials
Special Attacks























Enhanced Special Attacks




























Wake Up Moves



















X-Ray Attack




Finishing Moves




















Move Analysis
from TYM forums:
Basic Attacks
Amazing range, comes out very fast and leads to a small stagger state. Can be cancelled into anything, but technically not combo into.
Very good poke.
Command Normals
Overhead kick. Comes out fast, has good range, and beats a lot of things.
Kombo Attacks
Very good string that can be cancelled into anything. Builds a ton of meter and leads to command grab trap. The last hit can whiff on some characters if they're blocking low.
2 low hits. Second hit only hits if the first one hits. Second hit can be cancelled into specials.
Launcher. Good punishing string which can lead to anti air grab combos.
The first two hits should only be used midscreen, as the last hit launches them away. Last hit can be combo'd into in the corner.
Special Attacks
Fireballs
Comes out very slow but can be used to help zone against certain characters. Does more damage than the average fireball as well with a whopping 12%. Can be ducked and uppercutted up close and jumped over and punished mid screen.
Jump Stomp
Comes out slow, is unblockable, and you can choose where you land by holding forward or backward, or nothing. Is punished in a variety of ways, including a Neutral Jump Punch or Jump back kick. Use sparingly, and to punish projectile spammers. Best used in corners.
Grab n Punch
Safe on block, can be uppercutted if crouched. Does a whopping 18%. Works best as anti air if you use standing BK first then combo into it.
Enhanced version has armor, does 22%.
Anti Air Grab
Her Anti-Air Grab is untechable, meaning the opponent can not roll back. This along the fact the opponent lands beside Sheeva makes ending combos in the Anti-Air Grab much better than Grab N Punch. You have multiple options at this point. After patch it has a better hitbox range.
Enhanced version has armor, so use as.... anti-air!
Low Grab
Only grabs crouchers. Leads to her damaging combos if you can connect it. Use during combo strings or pokes like crouching FK to catch them.
Enhanced version has armor.
Ground Pound
Very slow and easy to jump to escape it or punish if near. Only use after a successful standing BK hits.
Enhanced Special Attacks
Fire Blast
Hits overhead, has armor.
Jump Crush
Has armor.
X-Ray Attack
N/A
Basic Strategy
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
11-Hits:
+
Grab N Punch. (28% Damage)
9-Hits: +
+
Grab N Punch. (31% Damage)
Jump-in Combos
14-Hits: Jump in punch
+
Dash
Grab N Punch. (30% Damage)
Combos With Enhanced Specials
Unbreakable: Low Grab Enhanced Jump n Punch
56%: Enhanced Low Grab Straight Up Jump Punch
+
,
+
Enhanced Jump n Punch
Combos With X-Ray Attacks
Corner-Only Combos
- N/A
Style
- Grab mixups
Matchups
N/A