Shino (SCON4): Difference between revisions
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|{{B}} | |{{B}} | ||
| | |Frame 14 high jab. | ||
|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |Slow overhead. Hard knockdown. | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
| | |High crush sweep. | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
| | |Handstand guard frame attack. Has both high and low crush frames. | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |Mid fist strike. Gives Shino quicker access to his string teleport. | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
| | |Jumping knee. {{Run}}{{B}}{{A}} is a great string for annoying opponents at mid-range. | ||
|- | |- | ||
|{{Air}}{{B}} | |{{Air}}{{B}} | ||
| | |Divekick. Spinning launch. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 51: | Line 51: | ||
|- | |- | ||
|{{A}} | |{{A}} | ||
| | |Lay bugs. Charged {{A}} lays a bigger group of bugs which move faster and stay out longer. | ||
|- | |- | ||
|{{8}}{{A}} | |{{8}}{{A}} | ||
| | |Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable. | ||
|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |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}} | ||
| | |Counter. Shino disintegrates into a bug clone, leaving behind {{2}}{{A}} bugs where he previously stood and reappears behind the foe. | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
| | |Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage. | ||
|- | |- | ||
|{{Run}}{{A}} | |{{Run}}{{A}} | ||
| | |Running, set distance teleport. | ||
|- | |- | ||
|{{Air}}{{A}} | |{{Air}}{{A}} | ||
| | |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 | ||
| Line 75: | Line 75: | ||
|- | |- | ||
|{{X}} | |{{X}} | ||
| | |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}} | ||
| | |Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra. | ||
|} | |} | ||
Revision as of 04:23, 29 September 2022
| Shino | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 14 high jab. | |
| Slow overhead. Hard knockdown. | |
| High crush sweep. | |
| Handstand guard frame attack. Has both high and low crush frames. | |
| Mid fist strike. Gives Shino quicker access to his string teleport. | |
| 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 | |
| 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
- 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.

is fast, hard to sidestep and the bugs push Shino away keeping him safe. Spam this string.
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 

Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
- LIST
- OF
- IMPORTANT
- DIFFERENCES
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS