Shikamaru (SCON4): Difference between revisions

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* 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.
* 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.
* Stance teleports, most often {{Shika}}{{6}}{{B}}, can be used to punish substitutions.
* {{Shika}}{{6}}{{B}} punishes jump back.
* {{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 sub (see the chart to the side for which characters can substitute against {{2}}{{X}}).
* Grounded {{B}}{{B}}{{2}}{{X}} and {{B}}{{B}}{{B}}{{2}}{{X}} can "checkmate" the opponent, catching them even if they ground sub (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.
* {{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.

Revision as of 16:35, 13 October 2022

Shikamaru Nara
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HP 210
Guard Gauge 1520
Jab Speed Frame 14
Jab Height Mid
Backdash Type Normal
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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.
Fast high crush (frame 8), causes the spinning launch effect and combos into and Down.
Down High crushes and sweeps.
Away from opponent 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 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.
Down 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 Groundbounces. Too slow to use in most scenarios
Running Staggers on hit and leads to stance.
Air shuriken (standard air shanks)
Super Moves
Can be done during stance. Average damage among cinematic supers.
Down Can be done during stance. Unblockable, resets the combo counter and is unsubbable until the victim lands or is hit

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.
  • Shikamaru has several options following a 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.
  • 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.
  • 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 sub (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 opponent.
  • 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.

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 >
>
50% chakra
Y-Cancel > Just frame combo
Y-Cancel > > The shuriken throw can be omitted
Away from opponentY-Cancel > DownY-Cancel > Just frame combo
Away from opponentY-Cancel > >
Towards opponentY-Cancel > DownY-Cancel > Alternate: DownY-Cancel >
25% Chakra
> DownY-Cancel > can be swapped with >
> Y-Cancel > Shikamaru only needs to walk forward to get into range of after throw
> > or Down > Shika can convert this combo to if he starts with at least 30% chakra. He can combo to Down from 5% chakra
Away from opponentY-Cancel > > The shuriken toss can be omitted
Away from opponentY-Cancel > DownY-Cancel >
Away from opponentY-Cancel > Y-Cancel > Just frame combo
0% Chakra
> Away from opponentTowards opponent > Y-Cancel > 201 damage just frame combo
> Down > Away from opponent > The "qbtod" off of a throw

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)
  • Some teleport attacks have been replaced with moves that combo reliably
  • 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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