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{{WIP}}
{{SCON4Infobox
{{SCON4_profile
|name=Shikamaru Nara
|name=Shikamaru Nara
|image=[[Image:char_gnt4_sik.png]]
|image=[[Image:char_gnt4_sik.png]]
|HP=210
|HP=210
|Guard=1520
|Guard=1520
|Jab Speed=Frame 14
|Jab Height=Mid
|Tier=A-
|Backdash=Normal
}}
}}
{{SCON4 MiniNav}}
{{SCON4 MiniNav}}


==Summary==
==Summary==
One of the most improved characters in the jump from Vanilla to Super, Shikamaru now augments his rangy normals and high damage with a variety of quality-of-life improvements, improved supers, and a more versatile and effective wisdom stance ({{Shika}}). Shikamaru utilizes his shadow jutsu for one of the strongest oki tools in the game, the unblockable {{2}}{{X}}.
One of the most improved characters in the jump from Vanilla to Super, Shikamaru now augments his rangy normals and high damage with a variety of quality-of-life improvements, quicker super activations and more versatile and effective wisdom stance ({{Shika}}). Shikamaru is known for his teleport attacks and one of the strongest oki tools in the game- his unblockable {{2}}{{X}} shadow jutsu.


[[Image:color_gnt4_sik_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_sik_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
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|-
|-
|{{B}}
|{{B}}
|Furthest reaching {{B}} in the game and hits mid
|Furthest reaching {{B}} in the game and hits mid. Long recovery time.
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}
|Shikamaru leaps upwards striking with his arm. Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}.
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|High crushes
|High crushes and sweeps with his foot.
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|Mediocre guard frames but high crushes and leads to {{Shika}} stance
|Rears back and kicks. Mediocre guard frames but has a high crush right before the hitbox comes out. Staggers on hit and leads to {{Shika}} stance.
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|Sliding kick which high crushes and sweeps. Good combo starter and can also be used defensively to escape from attackers behind Shikamaru
|Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru.
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|Leads to {{Shika}} stance
|Running overhead kick. Leads to {{Shika}} stance. Staggers on hit.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|Slow but damaging divekick
|Slow but damaging divekick. Spinning launch.
|-
|-
!Special Moves
!Special Moves
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|-
|-
|{{A}}
|{{A}}
|Throw shuriken. When charged, throws shurikens to the side potentially catching sidesteps
|Throw shuriken. Charge {{A}} throws shurikens spread horizontally, potentially catching sidesteps
|-
|-
|{{8}}{{A}}
|{{8}}{{A}}
|Standard up-shuriken
|Standard up-shuriken throw.
|-
|-
|{{2}}{{A}}
|{{2}}{{A}}
|High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way
|Ankle shank. High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way
|-
|-
|{{4}}{{A}}
|{{4}}{{A}}
|Enters {{Shika}} stance (see more below)
|{{Shika}} Enters stance (see more below).
|-
|-
|{{6}}{{A}}
|{{6}}{{A}}
|Groundbounces. Too slow to use in most scenarios
|Kunai skull crusher. Groundbounces. Too slow to use in most scenarios.
|-
|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|Leads to {{Shika}} stance
|Running kunai slash. Launches on hit and leads to {{Shika}} stance.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
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|-
|-
|{{X}}
|{{X}}
|Can be done during {{Shika}} stance
|''Kage Mane no Jutsu''. {{Shika}} Can be done from stance. 5+70 damage (average among cinematic supers).
|-
|-
|{{2}}{{X}}
|{{2}}{{X}}
|Unblockable, resets the combo counter and is unsubbable until the victim lands or is hit
|{{Shika}} Can be done from stance. 32 damage. Unblockable, resets the combo counter and disables KNJ until the victim lands or is hit. Shikamaru recovers more quickly when further from the opponent.
|}
|}


===Strategy===
===Strategy===
Shikamaru is known for his {{Shika}} wisdom stance which gives him several options. From stance:
 
===={{Shika}}Wisdom Stance====
 
Shikamaru is known for his wisdom stance which gives him several options. From stance:
* {{Shika}}{{B}} teleports behind the enemy with a descending aerial dive
* {{Shika}}{{B}} teleports behind the enemy with a descending aerial dive
* {{Shika}}{{A}} teleports behind the enemy on the ground with a running kunai slash
* {{Shika}}{{A}} teleports behind the enemy on the ground with a running kunai slash
* {{6}} can be held to reverse the direction of ateleport attack
* {{6}} can be held to reverse the direction of a teleport attack
* {{Shika}}{{2}}{{B}} teleports in front of the enemy with no attack
* {{Shika}}{{2}}{{B}} teleports in front of the enemy with no attack
* {{Shika}}{{2}}{{A}} teleports behind the enemy with no attack
* {{Shika}}{{2}}{{A}} teleports behind the enemy with no attack
* {{Shika}} is super-cancellable with {{X}} or {{2}}{{X}}, allowing Shikamaru to combo into supers
* {{Shika}} is super-cancellable with {{X}} or {{2}}{{X}}, allowing Shikamaru to combo into supers
* {{Y}} cancels the stance
* {{Y}} cancels the stance
Shikamaru's teleport attacks are powerful as they lead to combos, though he can be punished if the opponent avoids the attack by sidestepping or otherwise moving out of the way.<br />
Shikamaru's teleport attacks are powerful as they lead to combos, though he can be punished if the opponent avoids the attack by sidestepping or otherwise moving out of the way. If the enemy is avoiding teleport attacks, Shikamaru can mix them up by using his "empty" teleport, {{Shika}}{{2}}{{A}}. If he has his back to the enemy, he can use {{Shika}}{{2}}{{B}} instead.
<br />
 
Shikamaru has some of the longest ranging normal attacks in the game. Combined with numerous high crushes and his mid jab, he can be difficult to approach and a good footsies character. He lacks good block strings, with almost no viable options outside of {{B}}{{B}}. However, once he scores an opening, he hits hard. Stance teleports, most often {{Shika}}{{6}}{{B}}, can be used to punish substitutions. Grounded {{B}}{{B}}{{2}}{{X}} and {{B}}{{B}}{{B}}{{2}}{{X}} can also "checkmate" some characters, catching them even if they ground sub.<br />
====2X Usage====
<br />
 
{{2}}{{X}} is a devastating oki option. While it does lose to wake-up-kick (WUK), when properly spaced and timed it is unavoidable and leads to a combo. The most common ways to land {{2}}{{X}} are to react to a tech roll near the wall or to backdash at the end of a combo to space outside of WUK. Landing a {{2}}{{X}} leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo. At the very least, {{8}}{{B}}, {{6}}{{B}}, {{Shika}}{{A}}, {{Shika}}{{B}} and {{Run}}{{A}} are strong attacks which threaten a combo. {{B}} is also a reliable and flexible follow-up.<br />
[[File:Shika2XSubTierlist.png|thumb|Chart showing which opponents can ground KNJ out of Shikamaru's {{B}}{{B}}{{2}}{{X}}, assuming their KNJ starts after 2X starts|450px]]
<br />Shikamaru has a unique mechanic when blocking. He will dodge physical attacks when on the ground and not next to the wall, and not take guard damage, though he still takes chip damage. Shikamaru can even dodge auto-guard breaks such as Gai {{4}}{{B}}, CS2 {{Run}}{{B}}, and Zabuza {{6}}{{A}}.
{{2}}{{X}} is a powerful oki option. While it loses to wake-up-kick (WUK), when properly spaced it is unavoidable and leads to a combo.
* Common ways to land the super include:
** Combos: {{B}}{{B}}{{2}}{{X}} or {{B}}{{B}}{{A}}{{A}}{{2}}{{X}} up to about 7 or 8 hits.
** {{YC}} directly into {{2}}{{X}} (at the total cost of 100% chakra) to access {{2}}{{X}} from other combo points or at higher combo counts.
** Throw > {{2}}{{X}} is guaranteed
** Backdash or walk backwards at the end of a combo to space outside of WUK range.
** {{4}}{{A}}{{2}}{{A}} to avoid a WUK- an immediate {{2}}{{X}} should catch the opponent before they can jump.
** If a recovery roll is predicted, Shikamaru can run forward to chase the roll and {{2}}{{X}}.
** In some situations close to the wall, Shikamaru can move backwards while staying close enough to {{2}}{{X}} regardless of whether the opponent tech rolls or not.
* After being captured by {{2}}{{X}}, the victim cannot KNJ until landing or being hit.
* {{2}}{{X}} resets the combo counter. Landing a {{2}}{{X}} leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo.
* The opponent will very often have enough chakra to KNJ after a {{2}}{{X}} so Shikamaru should put thought into his follow-up as to not be punished with a KNJ at low chakra.
* Shikamaru has several options for his follow-up attack to {{2}}{{X}}:
** {{8}}{{B}}: The most common follow-up at short range. Decent damage, quick recovery and threatens a combo.
** {{B}}: The easiest button to time and can be {{YC}}-cancelled. {{B}}{{B}} has a quick recovery.
** {{6}}{{B}}{{B}}{{A}}: On the safer side for a Shikamaru string. Can be used as a lower committal way to score extra damage and build chakra.
** {{6}}{{A}}: Most damage in a single hit and can potentially combo to {{B}}, but the opponent can tech roll recovery the bounce.
* The amount of time Shikamaru has between the {{2}}{{X}} animation and the victim reappearing will depend on the distance from the opponent. If Shikamaru is farther away, he may have time for one of:
** {{Shika}}{{A}}, {{Shika}}{{B}} and {{Run}}{{A}}: Strong attacks which threaten an extended combo.
** {{Air}}{{B}}: If the opponent does not have enough chakra to KNJ
 
====Strengths====
 
Between his rangy normals, mid jab and high crushes, Shikamaru is highly effective at mid-range and can be difficult to approach.
* Some of the longest ranging normal attacks in the game (notably {{B}} and {{6}}{{B}}).
* {{B}} is a mid and hits close to the ground, snuffing out high crushes and low profiles.
* Several good high crushes:
** {{8}}{{B}}: Quickest (crushes on frame 8) and can be used to break up slow strings or delayed string pressure.
** {{2}}{{B}}: Lower commitment because Shikamaru sweeps his foot away from his body. Used as a poke in neutral.
** {{6}}{{B}}: Long range attack which can whiff punish or surprise an unsuspecting opponent.
* {{6}}{{B}} can also be used when Shikamaru is backturned to quickly slide away from the opponent. Be aware that many characters can punish this if they anticipate it.
* Shikamaru hits hard. {{2}}{{B}}{{B}}{{B}}{{YC}} is one of the better combo filler loops in the game and {{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} is a great whiff punish starter.
* Stance teleports, most often {{Shika}}{{6}}{{B}}, can be used to punish substitutions.
* {{Shika}}{{B}} punishes jump back.
* Grounded {{B}}{{B}}{{2}}{{X}} and {{B}}{{B}}{{B}}{{2}}{{X}} can "checkmate" the opponent, catching them even if they ground KNJ (see the chart to the side for which characters can substitute against {{2}}{{X}}).
* {{8}}{{B}} links to combos, primarily with {{B}} and {{2}}{{B}}. It can also cross-up if Shikamaru manages to get under a jumping opponent.
* Shikamaru has a unique mechanic when blocking. He will dodge physical attacks when on the ground and not next to the wall and not take guard damage, though he still takes chip damage.
** Shikamaru can dodge auto-guard breaks such as Gai {{4}}{{B}}, CS2 {{Run}}{{B}} and Zabuza {{6}}{{A}}.
 
====Weaknesses====
 
* Shikamaru does not threaten opponents on block due to low guard damage and the escapability of his strings.
** {{B}}{{B}} (-6) is his only safe blockstring. {{2}}{{B}} (-13) and {{6}}{{B}} (-12) may be safe depending on the opposing character.
** Poor continuations make Shikamaru's block strings predictable and easy for the opponent to take back their turn or punish.
* A near-complete lack of strings which can be performed on whiff make his buttons high commitment and his whiffs easier to punish as compared to characters which can continue strings on whiff.
* Teleport attacks can be sidestepped, jumped or otherwise avoided and punished.
* Shikamaru is a low health, low guard character. His dodge mechanic does not work when he is in the vicinity of the wall, so his guard may be broken easily.
* His slow {{4}}{{B}}, slow {{Air}}{{B}} and lack of a true reversal make him vulnerable to guard pressure from certain characters, especially when {{Air}}{{A}} is ineffective.
* His only button/string starters which can be {{YC}}-cancelled in combos are {{B}} and the very situational {{4}}{{B}}.
 
====Other Notes====
* {{8}}{{B}} punishes all of Sasuke's options after blocking his {{B}}{{B}}{{B}}. This can also work against CS2, though loses to CS2's {{B}}{{B}}{{B}}{{A}}.
* {{6}}{{B}} low profiles Shino's {{B}}{{B}}{{B}}
* {{B}} covers Itachi's strike/throw mix after {{Air}}{{A}} and beats {{2}}{{B}}{{B}}{{A}}.


===Combos===
===Combos===
{|class="wikitable"
{|class="wikitable"
|-
|-
!Combos
!Combos||Notes
!Notes
|-
!Short super confirms †||
|-
|{{B}}{{B}}{{B}}{{A}}{{X}}||Basic super confirm using wisdom stance
|-
|{{B}}{{B}}{{A}}{{A}}{{X}}||A reliable super confirm for combos up to ~8 hits
|-
|{{8}}{{B}}{{A}} > {{B}}{{B}}{{X}}||The shuriken toss can be omitted
|-
|{{2}}{{B}}{{B}}{{B}}{{B}} > {{B}}{{B}}{{X}}||Connects when hitting the opponent directly into the wall or a corner
|-
|{{4}}{{A}}{{A}}{{B}}{{A}} > {{B}}{{B}}{{X}}||
|-
|{{4}}{{A}}{{B}}{{B}}{{A}} > {{B}}{{B}}{{X}}||
|-
|{{Air}}{{B}} > {{B}}{{B}}{{X}}||
|-
!25% chakra opponent||
|-
|{{y}} > {{2}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{a}}{{a}}{{x}}‡||{{b}}{{b}}{{a}}{{a}}{{x}} can be swapped with {{8}}{{b}} > {{b}}{{b}}{{x}}
|-
|{{y}} > {{b}}{{b}}{{a}}{{YC}} > {{b}}{{b}}{{a}}{{a}}{{x}}‡||Shikamaru only needs to walk forward to get into range of {{b}} after throw
|-
|{{y}} > {{b}}{{b}} > {{b}}{{b}}{{a}}{{a}}{{x}}‡ or {{2}}{{x}} > {{6}}{{a}}||Must juggle high with first {{B}}{{B}}. Shika can convert this combo to {{x}} if he starts with at least 30% chakra. He can combo to {{2}}{{X}} from 5% chakra
|-
|{{b}}{{b}}{{b}}{{a}}{{a}}{{b}}{{YC}} > {{b}}{{b}}{{x}}||Just frame combo
|-
|{{b}}{{b}}{{a}}{{YC}} > {{8}}{{b}}{{a}} > {{b}}{{b}}{{x}}||The shuriken throw can be omitted
|-
|{{4}}{{a}}{{b}}{{b}}{{YC}} > {{2}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{a}}{{a}}{{x}}‡||
|-
|{{2}}{{b}}{{b}}{{YC}} > {{6}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{a}}{{a}}{{x}}‡||
|-
|{{4}}{{a}}{{a}}{{b}}{{YC}} > {{8}}{{b}} > {{b}}{{b}}{{a}}{{a}}{{x}}||Alternate: {{8}}{{B}}{{A}} > {{B}}{{B}}{{X}}
|-
|{{6}}{{b}}{{b}}{{YC}} > {{2}}{{b}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}||Alternate: {{2}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{a}}{{a}}{{x}}
|-
|{{4}}{{b}}{{a}}{{a}}{{b}}{{YC}} > {{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}||Just frame combo
|-
!0% chakra opponent||
|-
|{{y}} > {{2}}{{B}}{{B}}{{b}}{{YC}} > {{2}}{{B}}{{b}}{{YC}} > {{6}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{X}}||204 damage
|-
|{{y}} > {{4}}{{a}}{{6}}{{a}}{{b}}{{b}}{{b}} > {{b}}{{b}}{{a}}{{YC}} > {{b}}{{b}}{{x}}||201 damage. Requires a wall.
|-
|{{Y}} > {{2}}{{X}} > {{4}}{{A}}{{A}}{{B}}{{A}} > {{B}}{{B}}{{A}}{{A}}{{X}}||The "qbtod" off of a throw. 204 damage.
|-
|{{B}}{{B}}{{B}}{{A}}{{A}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{X}}||191 damage. If the teleport attack is delayed, the slash may still connect while starting a new combo.<br />In this case, the combo deals a total of 210 damage because damage scaling is reset.
|-
|{{6}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{X}}||191 damage
|-
|{{2}}{{B}}{{B}}{{B}}{{YC}} > {{Air}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{8}}{{B}} > {{B}}{{B}}{{X}}||195 damage
|-
|-
|{{B}}{{B}}{{B}}{{A}}{{X}}
|{{2}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{X}}||195 damage
|Normally best used to end rounds
|-
|-
|{{B}}{{B}}{{A}}{{A}}{{X}}
|{{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{B}} > {{B}}{{YC}} > {{B}}{{B}}{{X}}||194 damage combo with high chakra build. Only works going into the wall; Shikamaru can direct {{shika}}{{a}} to orient correctly.
|A reliable super confirm for combos up to ~8 hits
|-
|-
|{{B}}{{B}}{{A}}{{A}}{{2}}{{X}} > {{8}}{{B}}
|{{4}}{{A}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{X}}||194 damage
|An alternative for ending rounds as it can leave Shikamaru with >25% meter.
|-
|-
|{{B}}{{B}}{{B}}{{A}}{{A}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}}{{B}}{{Y}} > {{6}}{{B}}
|{{2}}{{B}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{B}}{{YC}} > {{2}}{{B}}{{B}}{{YC}} > {{B}}{{B}} > DROP > {{2}}{{X}} > {{6}}{{A}}||172 damage, but leaves Shikamaru with over 25% chakra.
|High damage and ends with a sweep which positions Shikamaru favorably for okizeme
|-
|-
|{{6}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}
|{{B}}{{B}}{{2}}{{X}} > On the bounce > {{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} > {{B}}{{B}}{{B}}{{A}}{{Y}} > (tech chase) > {{2}}{{X}} > {{6}}{{A}}||189 damage. Shika must follow if the opponent tech rolls, or backdash if the opponent does not tech roll.
|Conversion off of {{6}}{{B}} ending with a low-lag option
|-
|-
|{{4}}{{B}}{{A}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}} > {{B}}{{B}}{{X}}
|{{B}}{{B}}{{2}}{{X}} > On the bounce > {{4}}{{A}}{{A}}{{B}}{{B}}{{B}} > {{B}}{{B}}{{X}}||211 damage.
|Super confirm off of {{4}}{{B}}
|-
|-
|{{Y}} > {{2}}{{X}} > {{4}}{{A}}{{A}}{{B}}{{A}} > {{B}}{{B}}{{A}}{{A}}{{X}}
|{{Y}} > {{8}}{{B}} > {{2}}{{X}} > On the bounce > {{4}}{{A}}{{A}}{{B}}{{B}}{{B}} > {{B}}{{B}}{{X}}||Clem tod. 226 damage.
|The "qbtod" off of a throw
|}
|}
'''Additional combo notes'''
* †Shikamaru has several ways to combo into supers at low combo counts, which grants the ability to finish rounds with a large chunk of damage before the opponent builds enough chakra to KNJ.
* ‡{{8}}{{b}} > {{b}}{{b}}{{x}} does the same amount of damage as {{b}}{{b}}{{a}}{{a}}{{x}}. {{8}}{{b}} > {{b}}{{b}}{{x}} may connect to {{x}} at higher combo counts, but in general {{B}}{{B}}{{A}}{{A}}{{X}} is more reliable; {{8}}{{B}} combos can be disrupted by the wall.
* {{8}}{{B}}{{A}} > {{B}} is inconsistent at higher combo counts because it depends on the number of shuriken which connect.
* {{2}}{{B}}{{B}} or {{2}}{{B}}{{B}}{{B}} (particularly the second hit- the knee) is high damage filler.  When in doubt, use this string to get close to optimal damage.
* Chakra can be conserved by intentionally dropping the combo early and going for an oki {{2}}{{X}}. The sequence of 2X + 8B deals 48 damage, compared to 75 for 5X, but can leave Shikamaru with over 25% chakra making it preferable in many situations.


==Changes from Vanilla==
==Changes from Vanilla==
* HP increased from 200 to 210
* Grabbable Moves: 8A, JA
* 5BB(A): launches with more lift, one frame less on the hitbox
* {{4}}{{A}} has faster action and high crushes at frame 6; can super cancel into 5X and 2X
* {{Shika}}{{B}} now teleports Shikamaru behind the enemy, instead of in front
* {{Shika}}{{B}} now teleports Shikamaru behind the enemy, instead of in front
* SB(B) more lift on hit
* SBB(B) replaced with SABB(B)
* SABB(B) deals more damage
* SA(A) now staggers
* SAA(A) replaced with 8A
* {{6}} can be held to reverse teleport attack directions
* {{6}} can be held to reverse teleport attack directions
* {{Shika}}{{2}}{{A}} added
* {{Shika}}{{2}}{{A}} added
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* {{Shika}}{{Y}} sped up
* {{Shika}}{{Y}} sped up
* {{Shika}} Teleport strings are now true combos, instead of being side-steppable with a fast mash on hit (due to the stagger effect)
* {{Shika}} Teleport strings are now true combos, instead of being side-steppable with a fast mash on hit (due to the stagger effect)
* Some teleport attacks have been replaced with moves that combo reliably
* {{8}}{{B}} replaced with modified {{Shika}}{{B}}{{B}}{{B}} from Vanilla; 8BA follow up after landing
* {{8}}{{B}} replaced with modified {{Shika}}{{B}}{{B}}{{B}} from Vanilla
* {{6}}{{B}} sweeps instead of a grounded hit; less lift
* {{6}}{{B}} sweeps instead of a grounded hit
* 6B(B) has more lift
* {{X}} sped up
* 2BBB(B) ends sooner and has more lift
* {{2}}{{X}} start up sped up and recovery decreased
* RB: starts up three frames later
* {{X}} sped up by four frames
* {{2}}{{X}} has less super freeze and comes out faster, can move faster when hitting from further away than right next to the opponent, opponent falls slower, opponent cannot sub until they hit the ground or are hit; resets combo counter
* {{Shika}}{{2}}{{X}} is now possible
* {{Shika}}{{2}}{{X}} is now possible
* {{2}}{{X}} is now subbable after the enemy hits the ground or is hit
* {{2}}{{X}} is now subbable after the enemy hits the ground or is hit
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==Resources==
==Resources==
===Guides and Info===
===Guides and Info===
[https://www.youtube.com/watch?v=jSauSad9KkY Boocock's Shikamaru fundies introduction]<br />
* [https://www.youtube.com/watch?v=jSauSad9KkY Boocock's Shikamaru fundies introduction]<br />
[https://docs.google.com/document/d/1tRH9o0bxxbaJ4yVM2vNt6c7J8p--2Bg7CDQ8H94Xy8o/edit Clemente's written Shikamaru guide]<br />
* [https://docs.google.com/document/d/1tRH9o0bxxbaJ4yVM2vNt6c7J8p--2Bg7CDQ8H94Xy8o/edit Clemente's written Shikamaru guide]<br />
[https://www.youtube.com/watch?v=knfy6d87Jxg Shikamaru defensive tech in SCON4]<br />
* [https://www.youtube.com/watch?v=knfy6d87Jxg Shikamaru defensive tech in SCON4]<br />


===Gameplay footage===
===Gameplay footage===
[https://youtu.be/QYCSX9O6Kaw Clemente vs FlareHazard (2x), CopyCatNinja, & Paradise 12/28/20]‎<br />
* [https://youtu.be/QYCSX9O6Kaw Clemente vs FlareHazard (2x), CopyCatNinja, & Paradise 12/28/20]‎ {{SCON4CharLink|ten|24}}{{SCON4CharLink|iru|24}}{{SCON4CharLink|kks|24}}{{SCON4CharLink|jir|24}}
[https://youtu.be/Bdjv5-nxLeU Clemente vs HebrewHammer (Bi-weekly 6 GF) (Ino)]‎<br />
* [https://youtu.be/Bdjv5-nxLeU Clemente vs HebrewHammer (Bi-weekly 6 GF)] {{SCON4CharLink|ino|24}}‎
[https://youtu.be/JV6P88YZQaI?t=72 Clemente vs HebrewHammer 4/27/21 (Casuals; Neji, Anko, Ino)]‎<br />
* [https://youtu.be/JV6P88YZQaI?t=72 Clemente vs HebrewHammer 4/27/21 (Casuals)] {{SCON4CharLink|nej|24}}{{SCON4CharLink|ank|24}}{{SCON4CharLink|ino|24}}
[https://youtu.be/Z1FsIiq1vbI Clemente vs Hebrew Hammer 5/15/21 (Casuals; Tsunade, Ino, Neji)]‎<br />
* [https://youtu.be/Z1FsIiq1vbI Clemente vs Hebrew Hammer 5/15/21 (Casuals)] {{SCON4CharLink|tsu|24}}{{SCON4CharLink|ino|24}}{{SCON4CharLink|nej|24}}
[https://www.youtube.com/watch?v=ESOQlm2V3eg Clemente vs Underscore 6/17/21 (Casuals; Tenten)]‎<br />
* [https://www.youtube.com/watch?v=ESOQlm2V3eg Clemente vs Underscore 6/17/21 (Casuals)] {{SCON4CharLink|ten|24}}
[https://youtu.be/7rMnSh11Ajs?t=807 Kyuubi vs Cozy (OTK/Haku) Biweekly 26]‎<br />
* [https://youtu.be/7rMnSh11Ajs?t=807 NA Biweekly 26: Kyuubi vs Cozy] {{SCON4CharLink|nr2|24}}{{SCON4CharLink|hak|24}}
* [https://youtu.be/vjjtV0il96s NA Biweekly 28]: [https://youtu.be/vjjtV0il96s?t=400 Kyuubi vs. Jakyi2x] {{SCON4CharLink|skr|24}}, [https://youtu.be/vjjtV0il96s?t=755 Clemente vs. Ninshi] {{SCON4CharLink|kks|24}} and [https://youtu.be/vjjtV0il96s Clemente vs. HebrewHammer] {{SCON4CharLink|kid|24}}
* [https://www.youtube.com/watch?v=Pegylvv9PqM NA Biweekly 30]: [https://youtu.be/Pegylvv9PqM?t=2343 Clemente vs Renz0] {{SCON4CharLink|ank|24}}, [https://youtu.be/Pegylvv9PqM vs HebrewHammer]  {{SCON4CharLink|kid|24}}{{SCON4CharLink|ino|24}}, [https://www.youtube.com/watch?v=Pegylvv9PqM vs FlareHazard I] {{SCON4CharLink|ten|24}}, [https://www.youtube.com/watch?v=Pegylvv9PqM vs Ricky Ant] {{SCON4CharLink|kim|24}}{{SCON4CharLink|ita|24}} and [https://youtu.be/Pegylvv9PqM vs FlareHazard II] {{SCON4CharLink|ten|24}}
* [https://youtu.be/DHfg2aTzf6U Clemente vs Snover (Summer Clash)] {{SCON4CharLink|ten|24}}
* [https://youtu.be/ZMKy-moB-E4?t=5244 Clemente vs Malex BlueMageWhen SCON Weekly #2 (10/4/22)] {{SCON4CharLink|kis|24}}{{SCON4CharLink|tsu|24}}


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

Latest revision as of 16:11, 29 June 2023

Shikamaru Nara
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HP 210
Guard Gauge 1520
Jab Speed Frame 14
Jab Height Mid
Backdash Type Normal
class="gnt4_nav" colspan="13"
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Summary

One of the most improved characters in the jump from Vanilla to Super, Shikamaru now augments his rangy normals and high damage with a variety of quality-of-life improvements, quicker super activations and more versatile and effective wisdom stance (). Shikamaru is known for his teleport attacks and one of the strongest oki tools in the game- his unblockable Down shadow jutsu.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Furthest reaching in the game and hits mid. Long recovery time.
Shikamaru leaps upwards striking with his arm. Fast high crush (frame 8), causes the spinning launch effect and combos into and Down.
Down High crushes and sweeps with his foot.
Away from opponent Rears back and kicks. Mediocre guard frames but has a high crush right before the hitbox comes out. Staggers on hit and leads to stance.
Towards opponent Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru.
Running Running overhead kick. Leads to stance. Staggers on hit.
Slow but damaging divekick. Spinning launch.
Special Moves
Throw shuriken. Charge throws shurikens spread horizontally, potentially catching sidesteps
Standard up-shuriken throw.
Down Ankle shank. High crushes and sweeps but inferior to , Down and Towards opponent in almost every way
Away from opponent Enters stance (see more below).
Towards opponent Kunai skull crusher. Groundbounces. Too slow to use in most scenarios.
Running Running kunai slash. Launches on hit and leads to stance.
Air shuriken (standard air shanks)
Super Moves
Kage Mane no Jutsu. Can be done from stance. 5+70 damage (average among cinematic supers).
Down Can be done from stance. 32 damage. Unblockable, resets the combo counter and disables KNJ until the victim lands or is hit. Shikamaru recovers more quickly when further from the opponent.

Strategy

Wisdom Stance

Shikamaru is known for his wisdom stance which gives him several options. From stance:

  • teleports behind the enemy with a descending aerial dive
  • teleports behind the enemy on the ground with a running kunai slash
  • Towards opponent can be held to reverse the direction of a teleport attack
  • Down teleports in front of the enemy with no attack
  • Down teleports behind the enemy with no attack
  • is super-cancellable with or Down, allowing Shikamaru to combo into supers
  • cancels the stance

Shikamaru's teleport attacks are powerful as they lead to combos, though he can be punished if the opponent avoids the attack by sidestepping or otherwise moving out of the way. If the enemy is avoiding teleport attacks, Shikamaru can mix them up by using his "empty" teleport, Down. If he has his back to the enemy, he can use Down instead.

2X Usage

Chart showing which opponents can ground KNJ out of Shikamaru's Down, assuming their KNJ starts after 2X starts

Down is a powerful oki option. While it loses to wake-up-kick (WUK), when properly spaced it is unavoidable and leads to a combo.

  • Common ways to land the super include:
    • Combos: Down or Down up to about 7 or 8 hits.
    • Y-Cancel directly into Down (at the total cost of 100% chakra) to access Down from other combo points or at higher combo counts.
    • Throw > Down is guaranteed
    • Backdash or walk backwards at the end of a combo to space outside of WUK range.
    • Away from opponentDown to avoid a WUK- an immediate Down should catch the opponent before they can jump.
    • If a recovery roll is predicted, Shikamaru can run forward to chase the roll and Down.
    • In some situations close to the wall, Shikamaru can move backwards while staying close enough to Down regardless of whether the opponent tech rolls or not.
  • After being captured by Down, the victim cannot KNJ until landing or being hit.
  • Down resets the combo counter. Landing a Down leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo.
  • The opponent will very often have enough chakra to KNJ after a Down so Shikamaru should put thought into his follow-up as to not be punished with a KNJ at low chakra.
  • Shikamaru has several options for his follow-up attack to Down:
    • : The most common follow-up at short range. Decent damage, quick recovery and threatens a combo.
    • : The easiest button to time and can be Y-Cancel-cancelled. has a quick recovery.
    • Towards opponent: On the safer side for a Shikamaru string. Can be used as a lower committal way to score extra damage and build chakra.
    • Towards opponent: Most damage in a single hit and can potentially combo to , but the opponent can tech roll recovery the bounce.
  • The amount of time Shikamaru has between the Down animation and the victim reappearing will depend on the distance from the opponent. If Shikamaru is farther away, he may have time for one of:
    • , and Running: Strong attacks which threaten an extended combo.
    • : If the opponent does not have enough chakra to KNJ

Strengths

Between his rangy normals, mid jab and high crushes, Shikamaru is highly effective at mid-range and can be difficult to approach.

  • Some of the longest ranging normal attacks in the game (notably and Towards opponent).
  • is a mid and hits close to the ground, snuffing out high crushes and low profiles.
  • Several good high crushes:
    • : Quickest (crushes on frame 8) and can be used to break up slow strings or delayed string pressure.
    • Down: Lower commitment because Shikamaru sweeps his foot away from his body. Used as a poke in neutral.
    • Towards opponent: Long range attack which can whiff punish or surprise an unsuspecting opponent.
  • Towards opponent can also be used when Shikamaru is backturned to quickly slide away from the opponent. Be aware that many characters can punish this if they anticipate it.
  • Shikamaru hits hard. DownY-Cancel is one of the better combo filler loops in the game and Away from opponentY-Cancel is a great whiff punish starter.
  • Stance teleports, most often Towards opponent, can be used to punish substitutions.
  • punishes jump back.
  • Grounded Down and Down can "checkmate" the opponent, catching them even if they ground KNJ (see the chart to the side for which characters can substitute against Down).
  • links to combos, primarily with and Down. It can also cross-up if Shikamaru manages to get under a jumping opponent.
  • Shikamaru has a unique mechanic when blocking. He will dodge physical attacks when on the ground and not next to the wall and not take guard damage, though he still takes chip damage.
    • Shikamaru can dodge auto-guard breaks such as Gai Away from opponent, CS2 Running and Zabuza Towards opponent.

Weaknesses

  • Shikamaru does not threaten opponents on block due to low guard damage and the escapability of his strings.
    • (-6) is his only safe blockstring. Down (-13) and Towards opponent (-12) may be safe depending on the opposing character.
    • Poor continuations make Shikamaru's block strings predictable and easy for the opponent to take back their turn or punish.
  • A near-complete lack of strings which can be performed on whiff make his buttons high commitment and his whiffs easier to punish as compared to characters which can continue strings on whiff.
  • Teleport attacks can be sidestepped, jumped or otherwise avoided and punished.
  • Shikamaru is a low health, low guard character. His dodge mechanic does not work when he is in the vicinity of the wall, so his guard may be broken easily.
  • His slow Away from opponent, slow and lack of a true reversal make him vulnerable to guard pressure from certain characters, especially when is ineffective.
  • His only button/string starters which can be Y-Cancel-cancelled in combos are and the very situational Away from opponent.

Other Notes

  • punishes all of Sasuke's options after blocking his . This can also work against CS2, though loses to CS2's .
  • Towards opponent low profiles Shino's
  • covers Itachi's strike/throw mix after and beats Down.

Combos

Combos Notes
Short super confirms †
Basic super confirm using wisdom stance
A reliable super confirm for combos up to ~8 hits
> The shuriken toss can be omitted
Down > Connects when hitting the opponent directly into the wall or a corner
Away from opponent >
Away from opponent >
>
25% chakra opponent
> DownY-Cancel > ‡ can be swapped with >
> Y-Cancel > ‡ Shikamaru only needs to walk forward to get into range of after throw
> > ‡ or Down > Towards opponent Must juggle high with first . Shika can convert this combo to if he starts with at least 30% chakra. He can combo to Down from 5% chakra
Y-Cancel > Just frame combo
Y-Cancel > > The shuriken throw can be omitted
Away from opponentY-Cancel > DownY-Cancel > ‡
DownY-Cancel > Towards opponentY-Cancel > ‡
Away from opponentY-Cancel > > Alternate: >
Towards opponentY-Cancel > DownY-Cancel > Alternate: DownY-Cancel >
Away from opponentY-Cancel > Y-Cancel > Just frame combo
0% chakra opponent
> DownY-Cancel > DownY-Cancel > Towards opponentY-Cancel > 204 damage
> Away from opponentTowards opponent > Y-Cancel > 201 damage. Requires a wall.
> Down > Away from opponent > The "qbtod" off of a throw. 204 damage.
Y-Cancel > DownY-Cancel > 191 damage. If the teleport attack is delayed, the slash may still connect while starting a new combo.
In this case, the combo deals a total of 210 damage because damage scaling is reset.
Towards opponentY-Cancel > DownY-Cancel > DownY-Cancel > 191 damage
DownY-Cancel > Y-Cancel > DownY-Cancel > > 195 damage
DownY-Cancel > DownY-Cancel > DownY-Cancel > DownY-Cancel > 195 damage
Away from opponentY-Cancel > Down > Y-Cancel > 194 damage combo with high chakra build. Only works going into the wall; Shikamaru can direct to orient correctly.
Away from opponentY-Cancel > DownY-Cancel > DownY-Cancel > 194 damage
DownY-Cancel > DownY-Cancel > DownY-Cancel > > DROP > Down > Towards opponent 172 damage, but leaves Shikamaru with over 25% chakra.
Down > On the bounce > Away from opponentY-Cancel > > (tech chase) > Down > Towards opponent 189 damage. Shika must follow if the opponent tech rolls, or backdash if the opponent does not tech roll.
Down > On the bounce > Away from opponent > 211 damage.
> > Down > On the bounce > Away from opponent > Clem tod. 226 damage.

Additional combo notes

  • †Shikamaru has several ways to combo into supers at low combo counts, which grants the ability to finish rounds with a large chunk of damage before the opponent builds enough chakra to KNJ.
  • ‡ > does the same amount of damage as . > may connect to at higher combo counts, but in general is more reliable; combos can be disrupted by the wall.
  • > is inconsistent at higher combo counts because it depends on the number of shuriken which connect.
  • Down or Down (particularly the second hit- the knee) is high damage filler. When in doubt, use this string to get close to optimal damage.
  • Chakra can be conserved by intentionally dropping the combo early and going for an oki Down. The sequence of 2X + 8B deals 48 damage, compared to 75 for 5X, but can leave Shikamaru with over 25% chakra making it preferable in many situations.

Changes from Vanilla

  • HP increased from 200 to 210
  • Grabbable Moves: 8A, JA
  • 5BB(A): launches with more lift, one frame less on the hitbox
  • Away from opponent has faster action and high crushes at frame 6; can super cancel into 5X and 2X
  • now teleports Shikamaru behind the enemy, instead of in front
  • SB(B) more lift on hit
  • SBB(B) replaced with SABB(B)
  • SABB(B) deals more damage
  • SA(A) now staggers
  • SAA(A) replaced with 8A
  • Towards opponent can be held to reverse teleport attack directions
  • Down added
  • Down added
  • sped up
  • Teleport strings are now true combos, instead of being side-steppable with a fast mash on hit (due to the stagger effect)
  • replaced with modified from Vanilla; 8BA follow up after landing
  • Towards opponent sweeps instead of a grounded hit; less lift
  • 6B(B) has more lift
  • 2BBB(B) ends sooner and has more lift
  • RB: starts up three frames later
  • sped up by four frames
  • Down has less super freeze and comes out faster, can move faster when hitting from further away than right next to the opponent, opponent falls slower, opponent cannot sub until they hit the ground or are hit; resets combo counter
  • Down is now possible
  • Down is now subbable after the enemy hits the ground or is hit

Resources

Guides and Info

Gameplay footage

Super Naruto: Clash of Ninja! 4
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