Shino (SCON4): Difference between revisions
| Line 82: | Line 82: | ||
===Strategy=== | ===Strategy=== | ||
'''Things to know about Basic Moves'''<br /> | '''Things to know about certain Basic Moves'''<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 | *Shino's 5{{b}}{{b}} is not something to use too much in neutral without bugs. Unfortunately Shino having the worst "5{{b}}-{{b}}" string gap tier (5{{b}}-{{b}} has larger then one frame gap and allows {{4}}{{b}}), most the cast can punish him for doing so. Using 5{{b}}{{b}}{{a}} gives Shino enough time to 5{{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 5{{b}}{{b}}{{a}} near walls/corners and 5{{b}}{{b}}{{a}} charged in bigger stages/spaces further from the wall to prevent Shino from being punished on tech roll. | ||
Shino's {{2}}{{b}} while good for punishing highs is not something you want to whiff. On whiff it | *Shino's {{2}}{{b}} while good for punishing highs is not something you want to whiff. On whiff it has a decent amount of endlag, which in results in Shino being punished. | ||
*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. | |||
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. | *Shino's {{8}}{{b}} is a very important move in his kit to start his pressure. It's used to get bugs (5{{a}}), start setups (if bugs are already present) or even reset neutral. | ||
Back turned {{8}}{{b}}{{YCancel}} is a guaranteed 5{{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 5{{a}} and some cases 5{{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 endlag, which results in Shino being punished. | |||
```Things to know about certain Shino's 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. {{5}}{{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 5{{a}} when doing {{6}}{{a}}{{a}}, which allows Shino more bugs and more pressure. | |||
```Things to do with Bugs```<br /> | |||
*Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable 8B depending on how many more hits remain in the 5A(C). He can also increase his pressure and grant himself an advantage with a cycle of getting knockdowns and laying more bugs. Bugs however can be destroyed by being hit, kunai and most projectiles. Projectiles that don't work for destorying bugs for example are Temari 5A(C), Itachi JA, Orochimaru 6A, and Tayuya puppet based moves. | |||
| Line 100: | Line 116: | ||
You can risk a 5AC if you guess/predict that your opponent will not techroll (soft knockdown) for a reward of more pressure and combo potential but if they techroll you have much higher odds of being punished for attempting it. <br /> | You can risk a 5AC if you guess/predict that your opponent will not techroll (soft knockdown) for a reward of more pressure and combo potential but if they techroll you have much higher odds of being punished for attempting it. <br /> | ||
Although 5BBBA gives Shino enough time to 5AC, you must immedately run in front of it to protect it or else the opponent can just techroll into JA (Kunai) to remove the bugs. It's better to use this near a wall/corner to not allow them the option to JA.<br /> | Although 5BBBA gives Shino enough time to 5AC, you must immedately run in front of it to protect it or else the opponent can just techroll into JA (Kunai) to remove the bugs. It's better to use this near a wall/corner to not allow them the option to JA.<br /> | ||
| Line 118: | Line 132: | ||
* With bugs on the ground {{Run}}{{A}} can be used to get behind the opponent and set up unblockables. | * 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 /> | * {{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 /> | ||
* {{2}}{{Y}} drains chakra and sets up a grounded strike/throw mix. | * {{2}}{{Y}} drains chakra and sets up a grounded strike/throw mix. | ||
* {{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs. | * {{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs. | ||
Revision as of 21:42, 27 April 2023
| Shino | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Shino is a setplay based character that revolves around his
, charge
and other bug attacks. Due of the varying levels of commitment required to start his setplay, Shino must be prepared to change how he uses his bugs depending on character pick. Bugs used at the wrong time and/or used incorrectly in neutral can leave him wide open to a punish, and therefore, Shino players must have a general understanding of the other characters in the cast in order to fully utilize his kit. ![]()
and ![]()
are notable as his important options for creating openings for Shino to start his unique brand of pressure.

at Character Select.
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. | |
| A crouching shin kick- a decent crush, but is not a sweep. | |
| Handstand guard frame attack. Has both high and low crush frames. | |
| Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff | |
| Jumping knee. | |
| Divekick. Spinning launch. | |
| Special Moves | |
| Lay bugs. Charged | |
| Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable. | |
| 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 | |
| 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 | |
| Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage. | |
| Running, set distance teleport. | |
| Shino shoots a cloud of bugs down at an angle in front of him. Rounder than most | |
| 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. | |
| Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra. |
Strategy
Things to know about certain Basic Moves
- Shino's 5

is not something to use too much in neutral without bugs. Unfortunately Shino having the worst "5
-
" string gap tier (5
-
has larger then one frame gap and allows 
), most the cast can punish him for doing so. Using 5

gives Shino enough time to 5
(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 5

near walls/corners and 5

charged in bigger stages/spaces further from the wall to prevent Shino from being punished on tech roll.
- Shino's

while good for punishing highs is not something you want to whiff. On whiff it has a decent amount of endlag, which in results in Shino being punished.
- Shino's

is not used very often but it has a special use. 

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 (5
), start setups (if bugs are already present) or even reset neutral.
Back turned ![]()
![]()
is a guaranteed 5
charged, if timed correctly the opponent will be punished for trying to WuK
- Shino's

is safe on block when using 

which not only allows clip damage but also space between Shino and his opponent and on hit allows Shino to use 5
and some cases 5
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 endlag, which results in Shino being punished.
```Things to know about certain Shino's Special Moves```

is a re-stand move (feet stuck animation), after which Shino can lay bugs or start a combo. 
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. Template:5

is a normal setup to getting your re-stand into whatever you need at the time (For example: 




).

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 
the bugs Shino placed.

is one of his main combo enders as it not only drains some chakra but also converts into 5
when doing 

, which allows Shino more bugs and more pressure.
```Things to do with Bugs```
- Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable 8B depending on how many more hits remain in the 5A(C). He can also increase his pressure and grant himself an advantage with a cycle of getting knockdowns and laying more bugs. Bugs however can be destroyed by being hit, kunai and most projectiles. Projectiles that don't work for destorying bugs for example are Temari 5A(C), Itachi JA, Orochimaru 6A, and Tayuya puppet based moves.
Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable 8B depending on how many more hits remain in the 5A(C). He can also increase his pressure and grant himself an advantage with a cycle of getting knockdowns and laying more bugs. Bugs however can be destroyed by being hit, kunai and most projectiles. Projectiles that don't work for destorying bugs for example are Temari 5A(C), Itachi JA, Orochimaru 6A, and Tayuya puppet based moves.
Shino can use 5A as bait on block for the enemy to spam/attempt 4B on bugs, this can allow you to get 4A (unblockable bugs) and continue his pressure
Characters that lack a normal JA (kunai) or fast WrA/Bs on techroll you can risk more 5AC instead of 5A from a distance (example: Lee, OTK) but in most cases you must play safe and do normal 5A on techroll for characters with quick teleport attacks or fast WrA/Bs or else you will be punished (example: Ino, CS2).
You can risk a 5AC if you guess/predict that your opponent will not techroll (soft knockdown) for a reward of more pressure and combo potential but if they techroll you have much higher odds of being punished for attempting it.
Although 5BBBA gives Shino enough time to 5AC, you must immedately run in front of it to protect it or else the opponent can just techroll into JA (Kunai) to remove the bugs. It's better to use this near a wall/corner to not allow them the option to JA.
Shino has the option to trap opponents into a guarantee 5X when having bugs present, use this to drain their chakra or finish a round.
2Y is a very interesting move. You drain some chakra and you are "positive" (you act before your opponent), normally this would be fine but due to Shino having the worst "B-B" string gap (B-B has larger then one frame gap and allows 4B) your options are very limited on the matter. It is recommended you only use this move when bugs are present (for pressure for normal 5A or combos for 5AC).
- Fittingly, Shino's general gameplan revolves around his use of bugs, specifically
. 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). 


gives Shino enough time to fully charge
. Fully charged bugs move faster and stay on the stage longer than normal bugs.
is a hard knockdown which gives Shino enough time for an uncharged
.- With bugs on the ground

can be used to get behind the opponent and set up unblockables. 
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
bug setup, a
throw, or by mixing up the opponent's wakeup after
. The bugs which appear after 
, which function similarly to the 
bugs, are unblockable.

drains chakra and sets up a grounded strike/throw mix.
helps Shino counter foes who attempt to jump over his grounded bugs.
has both high and low crushes

combos meterlessly into
or 


is a good defensive option. It can be used when the opponent tries to 
through Shino's bugs to counter their attack. This opening can be used to set up further bugs and unblockables.
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
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