Shino (SCON4): Difference between revisions

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{{WIP}}
{{SCON4_profile
{{SCON4_profile
|name=Shino
|name=Shino
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|Jab Height=High
|Jab Height=High
|Tier=x
|Tier=x
|Backdash=x
|Backdash=Normal
}}
}}
{{SCON4 MiniNav}}
{{SCON4 MiniNav}}


==Summary==
==Summary==
CHARACTER SUMMARY HERE (2-3 sentences)
Not everyone can be a hero; the only Konoha boy left behind for the Sasuke retrieval mission gets his revenge in ''Super Clash of Ninja 4''. Shino is known as a setup character who summons bugs to control space, enforce one of the stronger okizeme games in the cast and create tick throws and unblockables. Compared to ''Vanilla'', Shino benefits from revamped combo routes, a unique {{Air}}{{Y}} throw, and importantly a quicker charge {{A}}, allowing him to utilize the bigger, badder version of his bugs summon in more situations.


[[Image:color_gnt4_sin_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_sin_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_sin_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]  
[[Image:color_gnt4_sin_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]


==Gameplay==
==Gameplay==
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|-
|-
|{{B}}
|{{B}}
|DESCRIPTION
|Frame 14 high jab. His second jab can get 4B'd.
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|DESCRIPTION
|Slow overhead. Hard knockdown, and plus on block by 1. Guarantees an uncharged bug setup on hit.
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|DESCRIPTION
|A crouching kick that crushes but is not a sweep.
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|DESCRIPTION
|Handstand guard frame attack. Has both high and low crush frames. High crushes on frame 12-19 and low crushes on frame 20-34
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|DESCRIPTION
|Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|DESCRIPTION
|Jumping knee. {{Run}}{{B}}{{A}} is a great string for annoying opponents at mid-range.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|DESCRIPTION
|Divekick. Spinning launch.
|-
!Throws
!
|-
|{{Y}}
|A standard throw.
|-
|{{2}}{{Y}}
|A grounded throw that drains some chakra and gives Shino plus frames (3).
|-
|{{Air}}{{Y}}
|An air throw. This throw also drains some chakra
|-
|-
!Special Moves
!Special Moves
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|-
|-
|{{A}}
|{{A}}
|DESCRIPTION
|Lay bugs. Charged {{A}} lays a bigger group of bugs that remains on the field longer and has 3 additional hits.
|-
|-
|{{8}}{{A}}
|{{8}}{{A}}
|DESCRIPTION
|Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable.
|-
|-
|{{2}}{{A}}
|{{2}}{{A}}
|DESCRIPTION
|Shino crouches down, high crushing, and summons bugs below the opponent which capture them and put them into the "feet stuck" state. The victim can mash out but Shino is able to get a combo in most circumstances. Can connect after {{Y}}.
|-
|-
|{{4}}{{A}}
|{{4}}{{A}}
|DESCRIPTION
|A Counter. Shino disintegrates into a bug clone, leaving behind unblockable bugs that track the enemy for a brief amount of time and traps them in the "feet stuck" animation if caught (similar to {{2}}{{A}}). Shino reappears behind the foe after the bugs are created.
|-
|-
|{{6}}{{A}}
|{{6}}{{A}}
|DESCRIPTION
|Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage.
|-
|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|DESCRIPTION
|Running, set distance teleport.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|DESCRIPTION
|Shino shoots a cloud of bugs down at an angle in front of him. Rounder than most {{Air}}{{A}} attacks and hard to avoid. Spammable.
|-
|-
!Super Moves
!Super Moves
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|-
|-
|{{X}}
|{{X}}
|DESCRIPTION
|Shino backhands the enemy to the ground and his bugs go to town. Drains 50% chakra from the victim. Large amount of active frames on the activator.
|-
|-
|{{2}}{{X}}
|{{2}}{{X}}
|DESCRIPTION
|Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra.
|}
|}


===Strategy===
===Strategy===
* Fittingly, Shino's general gameplan revolves around his use of bugs, specifically {{A}}. After a knockdown Shino can lay bugs on the ground giving him a massive advantage. Shino can tick throw after the opponent is forced to block bugs or strike if he predicts a throw break. He can then snowball his advantage, getting another knockdown and laying more bugs. Bugs can be destroyed by being hit with a special attack, most often opposing air projectiles. All bugs also disappear if Shino is hit with an attack, making it risky for Shino to attempt to lay bugs while the opponent is in striking distance, though previously summoned bugs may protect him (including from wake-up-kick).
Shino is a setplay based character that revolves around his {{A}}, charge {{A}} and other bug attacks. Due to the commitment required to start his setplay, Shino must adjust how he uses his bugs depending on the opposing character. Bugs used at the wrong time in neutral can leave him wide open to a punish, so Shino players must have a general understanding of the other characters in the cast in order to fully utilize his kit. {{4}}{{A}} and {{8}}{{B}} are notable as important tools to create openings for Shino to start his unique brand of pressure.
* {{B}}{{B}}{{B}}{{A}} gives Shino enough time to fully charge {{A}}. Fully charged bugs move faster and stay on the stage longer than normal bugs.
 
* {{8}}{{B}} is a hard knockdown which gives Shino enough time for an uncharged {{A}}.  
'''Things to know about certain Basic Moves'''<br />
* With bugs on the ground {{Run}}{{A}} can be used to get behind the opponent and set up unblockables.
 
* {{2}}{{A}} is a restand move, after which Shino can lay bugs or start a combo. Due to its slow speed, it's normally only effective off of an {{A}} bug setup, a {{Y}} throw, or by mixing up the opponent's wakeup after {{X}}. The bugs which appear after {{4}}{{A}}, which function similarly to the {{2}}{{A}} bugs, are unblockable.<br />
*Shino's {{b}}{{b}} is not something to use too much in neutral without bugs. Unfortunately Shino having the worst "{{b}}-{{b}}" string gap tier ({{b}}-{{b}} has larger then one frame gap and allows {{4}}{{b}}), most of the cast can punish him for doing so. Using {{b}}{{b}}{{a}} gives Shino enough time to {{a}}(charged too), however you must immediately run in front of the bugs to protect it or else the opponent can just tech roll into {{Air}}{{a}}(Kunai) to remove the bugs. Also it's better to use {{b}}{{b}}{{a}} near walls/corners and {{b}}{{b}}{{a}} charged in bigger stages/positions further from the wall to prevent Shino from being punished on tech roll.
* {{Run}}{{B}}{{A}} is fast, hard to sidestep and the bugs push Shino away keeping him safe. Spam this string.
 
* {{2}}{{Y}} drains chakra and sets up a grounded strike/throw mix.
*Shino's {{2}}{{b}} while good for punishing highs is not something you want to whiff. On whiff it has a decent amount of end lag, which in results in Shino being punished.
* {{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs.
 
* {{4}}{{B}} has both high and low crushes
*Shino's {{6}}{{b}} is not used very often but it has a special use. {{6}}{{b}}{{a}} can used anywhere on stage that allows you to teleport directly behind the opponent.
* {{2}}{{B}}{{B}} combos meterlessly into {{X}} or {{2}}{{X}}
*Shino's {{8}}{{b}} is a very important move in his kit to start his pressure. It's used to get bugs ({{a}}), start setups (if bugs are already present) or even reset neutral. Back turned {{8}}{{b}}{{YCancel}} is a guaranteed {{a}} charged, if timed correctly the opponent will be punished for trying to WuK
 
*Shino's {{Run}}{{B}} is safe on block when using {{Run}}{{B}}{{A}} which not only allows clip damage but also space between Shino and his opponent and on hit allows Shino to use {{a}} and some cases {{a}} charged (depends on how big/small the stage is). Be careful when using it while the opponent is jumping or pressing it too early, as on whiff has long end lag, which results in Shino being punished.
 
*{{2}}{{y}} is a very interesting move. You drain some chakra and Shino has 3 positive frames (you act 3 frames before your opponent), normally this would be fine but due to Shino's {{b}}{{b}} being very lackluster on block, Shino's options are very limited after the {{2}}{{y}}. It is recommended you only use this move when bugs are present (for pressure for {{a}} or combos for {{a}} charged).
 
*{{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs.  
 
'''Things to know about certain Special Moves'''<br />
 
*{{2}}{{a}} is a re-stand move (feet stuck animation), after which Shino can lay bugs or start a combo. {{2}}{{a}} can be used to catch someone on whiff, someone running or even someone sidestepping, however it is not recommended to use this move during short distance interactions due to Shino having higher odds of being punished on block. {{Y}}{{2}}{{a}} is a normal setup to getting your re-stand into whatever you need at the time (For example: {{Y}} > {{2}}{{a}} >{{8}}{{b}} > {{a}}).
 
*{{4}}{{a}} should be used not only to create more pressure (counter move), but it also works well with bugs as a bait punish for those who chose to {{4}}{{B}} the bugs Shino placed.
 
*{{6}}{{a}} is one of his main combo enders as it not only drains some chakra but also converts into {{a}} when doing {{6}}{{a}}{{a}}, which allows Shino more bugs and more pressure.
 
'''Advice with bugs'''<br />
*Bugs can be destroyed by being hit, kunai and most projectiles. There are some projectiles that don't work for destroying bugs, for example: {{GNT4CharLink|tem|24|.}} {{a}}(charged), {{GNT4CharLink|ita|24|.}} {{Air}}{{a}}, and {{GNT4CharLink|tay|24|.}} puppet based moves.
 
*Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable {{8}}{{B}} depending on how many more hits remain in the {{a}} charged ({{Run}}{{a}}{{8}}{{B}}).  
*Shino can use his bugs as bait on block for the enemy to spam/attempt {{4}}{{b}} on bugs, this can allow you to get {{4}}{{a}} and continue his pressure or as an alternative, depending on who's {{4}}{{b}} it is, Shino can instead do his own {{4}}{{b}} and start a combo.
 
*Shino has the option to trap opponents into a guarantee {{x}} when having bugs present. Use this to drain their chakra or finish a round
 
*In neutral, characters that lack a normal {{Air}}{{a}} (kunai) Shino can risk more {{a}} charged instead of {{a}} from a distance on tech roll such as {{GNT4CharLink|lee|24|.}} and {{GNT4CharLink|nr2|24|.}}, but in most cases you must play safe and do normal {{a}} on tech roll for characters with quick teleport attacks or fast {{Run}}{{B}}{{Run}}{{a}} or else you will be punished (example being {{GNT4CharLink|ino|24|.}}, {{GNT4CharLink|kib|24|.}}).


===Combos===
===Combos===
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!Notes
!Notes
|-
|-
|{{B}}{{B}}{{X}}
|{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}}
|DESCRIPTION
|Standard BnB that allows Shino to place bugs. It is optional to not use {{YCancel}} and just delay your next {{B}} to save chakra usage, however if done too early the final {{B}} in the normal combo string ({{B}}{{B}}{{B}}{{B}}) with come out instead.
|-
|{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}}
|Standard BnB that gives Shino a hard knockdown. You can remove {{B}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{X}}
|Basic {{B}} combo into super. Bare in mind the final {{B}}{{B}} you must just frame super or else the combo will drop.
|-
|{{2}}{{B}}{{B}} > {{6}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}}
|{{2}}{{B}} Variant of the standard BnB combo. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|{{2}}{{B}}{{B}} > {{6}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}}
|{{2}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|{{2}}{{B}}{{B}} > {{run}} {{2}}{{B}}{{B}} > {{run}}{{B}}{{B}}{{X}}
|Basic {{2}}{{B}} combo into super. You must do two slight dashes to consistency combo into super
|-
|{{4}}{{B}}{{B}}{{YCancel}} > {{6}}{{B}}{{B}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}}
|{{4}}{{B}} Variant of the standard BnB combo. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|{{4}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}} > {{B}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}}
|{{4}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{2}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|{{4}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}} > {{run}}{{B}}{{B}}{{X}}
|Basic {{4}}{{B}} combo into super. You must do a slight dash after {{2}}{{B}}{{B}} in order to combo into super.
|-
|{{run}}{{B}}{{B}}{{YCancel}} > {{air}}{{B}}{{YCancel}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}}
|{{run}}{{B}}{{B}} Variant of the standard BnB combo. You can remove {{air}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|-
|{{B}}{{B}}{{B}}{{B}} > {{B}}{{B}}{{X}}
|{{run}}{{B}}{{B}}{{YCancel}} > {{air}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}}
|DESCRIPTION
|{{run}}{{B}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{air}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.
|-
|-
|{{6}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{X}}
|{{run}}{{B}}{{B}}{{YCancel}} > {{air}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}} > {{run}}{{B}}{{B}}{{X}}
|DESCRIPTION
|This is a go to {{run}}{{B}}{{B}} combo into super. After {{2}}{{B}}{{B}} you must do a slight dash in order to hit the {{B}}{{B}}{{X}}.
|-
|-
|COMBO 4
|{{Y}} > {{2}}{{a}}
|ETC
|This is normal throw combo starter. Do whatever is needed in the situation (whether it be {{8}}{{B}}, a combo, super or even setups with bugs around)
|}
|}


==Changes from Vanilla==
==Changes from Vanilla==
* LIST
Note: List may be outdated.
* OF
* Health: increased from 195 to 205
* IMPORTANT
* Guard: increased from 1560 to 1640
* DIFFERENCES
* Air throw added
* Grabbable Moves: 5BB(A), 6A, JA
* 5B(B): hitbox appears and disappears one frame later
* 5BB(B): lifts on hit and block, ends sooner
* 6B(B): now staggers
* 6BB(B): has one less active hitbox frame and has slightly more lift on hit
* 6BBA(B): has two more frames duration on the hitbox; can be transitioned into quickly
* 6BBA(8B): added as 8B
* 4B: hitbox appears 1 frame sooner
* 4B(B): launches on hit, ends sooner
* 4B(A): changed to be 6A
* 2B: made strong
* 2B(B): has more lift and ends sooner; hitbox appears and disappears one frame later
* 8B: does 1 more damage; ends sooner; hitbox appears one frame later and disappears one frame earlier; hard knockdown
* RB: duration changed, ends sooner
* JB: given a better decent angle; more lift
* 5A; charges in 14 frames from 27
* 6A: releases bugs slightly sooner, hits 5 times instead of 3, more range
* 4A: better counter window
* A4A: recovers significantly faster, walking bugs are unblockable
* 2A: comes out faster
* 8A: comes out faster
* RA: replaced with a set distance teleport
* JA: has bugs come out one frame sooner and hits 5 times instead of 3
* 5Y: victim is immune to mids and highs during the startup
* 2Y: added; victim is immune to mids and highs until they are released
* 5X: hitbox appears one frame sooner; one less frame of super freeze
* 2X: bugs spawn faster, each hit does 1 more damage; slightly less lift


==Resources==
==Resources==
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===Gameplay footage===
===Gameplay footage===
LINKS TO TOURNAMENT OR CASUALS VODS
[https://youtu.be/8DxPbjCqj9A Jerry's run at Biweekly 36]


{{SCON4 Nav}}
{{SCON4 Nav}}


[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:CHARACTER guides|{{PAGENAME}}]]
[[Category:Shino guides|{{PAGENAME}}]]

Latest revision as of 16:13, 29 June 2023

Shino
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HP 210
Guard Gauge 1640
Jab Speed Frame 14
Jab Height High
Backdash Type Normal
class="gnt4_nav" colspan="13"
Random


Summary

Not everyone can be a hero; the only Konoha boy left behind for the Sasuke retrieval mission gets his revenge in Super Clash of Ninja 4. Shino is known as a setup character who summons bugs to control space, enforce one of the stronger okizeme games in the cast and create tick throws and unblockables. Compared to Vanilla, Shino benefits from revamped combo routes, a unique throw, and importantly a quicker charge , allowing him to utilize the bigger, badder version of his bugs summon in more situations.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 14 high jab. His second jab can get 4B'd.
Slow overhead. Hard knockdown, and plus on block by 1. Guarantees an uncharged bug setup on hit.
Down A crouching kick that crushes but is not a sweep.
Away from opponent Handstand guard frame attack. Has both high and low crush frames. High crushes on frame 12-19 and low crushes on frame 20-34
Towards opponent Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff
Running Jumping knee. Running is a great string for annoying opponents at mid-range.
Divekick. Spinning launch.
Throws
A standard throw.
Down A grounded throw that drains some chakra and gives Shino plus frames (3).
An air throw. This throw also drains some chakra
Special Moves
Lay bugs. Charged lays a bigger group of bugs that remains on the field longer and has 3 additional hits.
Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable.
Down Shino crouches down, high crushing, and summons bugs below the opponent which capture them and put them into the "feet stuck" state. The victim can mash out but Shino is able to get a combo in most circumstances. Can connect after .
Away from opponent A Counter. Shino disintegrates into a bug clone, leaving behind unblockable bugs that track the enemy for a brief amount of time and traps them in the "feet stuck" animation if caught (similar to Down). Shino reappears behind the foe after the bugs are created.
Towards opponent Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage.
Running Running, set distance teleport.
Shino shoots a cloud of bugs down at an angle in front of him. Rounder than most attacks and hard to avoid. Spammable.
Super Moves
Shino backhands the enemy to the ground and his bugs go to town. Drains 50% chakra from the victim. Large amount of active frames on the activator.
Down Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra.

Strategy

Shino is a setplay based character that revolves around his , charge and other bug attacks. Due to the commitment required to start his setplay, Shino must adjust how he uses his bugs depending on the opposing character. Bugs used at the wrong time in neutral can leave him wide open to a punish, so Shino players must have a general understanding of the other characters in the cast in order to fully utilize his kit. Away from opponent and are notable as important tools to create openings for Shino to start his unique brand of pressure.

Things to know about certain Basic Moves

  • Shino's is not something to use too much in neutral without bugs. Unfortunately Shino having the worst "-" string gap tier (- has larger then one frame gap and allows Away from opponent), most of the cast can punish him for doing so. Using gives Shino enough time to (charged too), however you must immediately run in front of the bugs to protect it or else the opponent can just tech roll into (Kunai) to remove the bugs. Also it's better to use near walls/corners and charged in bigger stages/positions further from the wall to prevent Shino from being punished on tech roll.
  • Shino's Down while good for punishing highs is not something you want to whiff. On whiff it has a decent amount of end lag, which in results in Shino being punished.
  • Shino's Towards opponent is not used very often but it has a special use. Towards opponent can used anywhere on stage that allows you to teleport directly behind the opponent.
  • Shino's is a very important move in his kit to start his pressure. It's used to get bugs (), start setups (if bugs are already present) or even reset neutral. Back turned Y-Cancel is a guaranteed charged, if timed correctly the opponent will be punished for trying to WuK
  • Shino's Running is safe on block when using Running which not only allows clip damage but also space between Shino and his opponent and on hit allows Shino to use and some cases charged (depends on how big/small the stage is). Be careful when using it while the opponent is jumping or pressing it too early, as on whiff has long end lag, which results in Shino being punished.
  • Down is a very interesting move. You drain some chakra and Shino has 3 positive frames (you act 3 frames before your opponent), normally this would be fine but due to Shino's being very lackluster on block, Shino's options are very limited after the Down. It is recommended you only use this move when bugs are present (for pressure for or combos for charged).
  • helps Shino counter foes who attempt to jump over his grounded bugs.

Things to know about certain Special Moves

  • Down is a re-stand move (feet stuck animation), after which Shino can lay bugs or start a combo. Down can be used to catch someone on whiff, someone running or even someone sidestepping, however it is not recommended to use this move during short distance interactions due to Shino having higher odds of being punished on block. Down is a normal setup to getting your re-stand into whatever you need at the time (For example: > Down > > ).
  • Away from opponent should be used not only to create more pressure (counter move), but it also works well with bugs as a bait punish for those who chose to Away from opponent the bugs Shino placed.
  • Towards opponent is one of his main combo enders as it not only drains some chakra but also converts into when doing Towards opponent, which allows Shino more bugs and more pressure.

Advice with bugs

  • Bugs can be destroyed by being hit, kunai and most projectiles. There are some projectiles that don't work for destroying bugs, for example: Temari (charged), Itachi , and Tayuya puppet based moves.
  • Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable depending on how many more hits remain in the charged (Running).
  • Shino can use his bugs as bait on block for the enemy to spam/attempt Away from opponent on bugs, this can allow you to get Away from opponent and continue his pressure or as an alternative, depending on who's Away from opponent it is, Shino can instead do his own Away from opponent and start a combo.
  • Shino has the option to trap opponents into a guarantee when having bugs present. Use this to drain their chakra or finish a round
  • In neutral, characters that lack a normal (kunai) Shino can risk more charged instead of from a distance on tech roll such as Rock Lee and OTK Naruto, but in most cases you must play safe and do normal on tech roll for characters with quick teleport attacks or fast RunningRunning or else you will be punished (example being Ino, Kiba).

Combos

Combos Notes
Y-Cancel > Y-Cancel > Towards opponent Standard BnB that allows Shino to place bugs. It is optional to not use Y-Cancel and just delay your next to save chakra usage, however if done too early the final in the normal combo string () with come out instead.
Y-Cancel > Y-Cancel > Y-Cancel > Standard BnB that gives Shino a hard knockdown. You can remove for less damage/ more consistency and it gives less chakra gained by the opponent.
Y-Cancel > Y-Cancel > Basic combo into super. Bare in mind the final you must just frame super or else the combo will drop.
Down > Towards opponentY-Cancel > Y-Cancel > Towards opponent Down Variant of the standard BnB combo. You can remove Towards opponent for less damage/ more consistency and it gives less chakra gained by the opponent.
Down > Towards opponentY-Cancel > Y-Cancel > Down Variant of the standard BnB hard knockdown. You can remove Towards opponent for less damage/ more consistency and it gives less chakra gained by the opponent.
Down > Running Down > Running Basic Down combo into super. You must do two slight dashes to consistency combo into super
Away from opponentY-Cancel > Towards opponent > Y-Cancel > Towards opponent Away from opponent Variant of the standard BnB combo. You can remove Towards opponent for less damage/ more consistency and it gives less chakra gained by the opponent.
Away from opponentY-Cancel > Down > Y-Cancel > Away from opponent Variant of the standard BnB hard knockdown. You can remove Down for less damage/ more consistency and it gives less chakra gained by the opponent.
Away from opponentY-Cancel > Down > Running Basic Away from opponent combo into super. You must do a slight dash after Down in order to combo into super.
RunningY-Cancel > Y-Cancel > Y-Cancel > Towards opponent Running Variant of the standard BnB combo. You can remove for less damage/ more consistency and it gives less chakra gained by the opponent.
RunningY-Cancel > Y-Cancel > Y-Cancel > Running Variant of the standard BnB hard knockdown. You can remove for less damage/ more consistency and it gives less chakra gained by the opponent.
RunningY-Cancel > Y-Cancel > Down > Running This is a go to Running combo into super. After Down you must do a slight dash in order to hit the .
> Down This is normal throw combo starter. Do whatever is needed in the situation (whether it be , a combo, super or even setups with bugs around)

Changes from Vanilla

Note: List may be outdated.

  • Health: increased from 195 to 205
  • Guard: increased from 1560 to 1640
  • Air throw added
  • Grabbable Moves: 5BB(A), 6A, JA
  • 5B(B): hitbox appears and disappears one frame later
  • 5BB(B): lifts on hit and block, ends sooner
  • 6B(B): now staggers
  • 6BB(B): has one less active hitbox frame and has slightly more lift on hit
  • 6BBA(B): has two more frames duration on the hitbox; can be transitioned into quickly
  • 6BBA(8B): added as 8B
  • 4B: hitbox appears 1 frame sooner
  • 4B(B): launches on hit, ends sooner
  • 4B(A): changed to be 6A
  • 2B: made strong
  • 2B(B): has more lift and ends sooner; hitbox appears and disappears one frame later
  • 8B: does 1 more damage; ends sooner; hitbox appears one frame later and disappears one frame earlier; hard knockdown
  • RB: duration changed, ends sooner
  • JB: given a better decent angle; more lift
  • 5A; charges in 14 frames from 27
  • 6A: releases bugs slightly sooner, hits 5 times instead of 3, more range
  • 4A: better counter window
  • A4A: recovers significantly faster, walking bugs are unblockable
  • 2A: comes out faster
  • 8A: comes out faster
  • RA: replaced with a set distance teleport
  • JA: has bugs come out one frame sooner and hits 5 times instead of 3
  • 5Y: victim is immune to mids and highs during the startup
  • 2Y: added; victim is immune to mids and highs until they are released
  • 5X: hitbox appears one frame sooner; one less frame of super freeze
  • 2X: bugs spawn faster, each hit does 1 more damage; slightly less lift

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Jerry's run at Biweekly 36

Super Naruto: Clash of Ninja! 4
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