Shino (SCON4): Difference between revisions
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!Notes | !Notes | ||
|- | |- | ||
| | |{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}} | ||
|Standard BnB that allows Shino to place bugs | |||
|- | |- | ||
|{{B}} | |{{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{B}}{{YCancel}} > {{8}}{{B}} | ||
| | |Standard BnB that gives Shino a hard knockdown | ||
|- | |- | ||
|{{6}} | |{{2}}{{B}}{{B}} > {{6}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{a}}{{B}}{{YCancel}} > {{6}}{{A}}{{A}} | ||
| | |2B 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}} > {{8}}{{B}} | |||
|2B 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 | |||
|- | |- | ||
|COMBO 4 | |COMBO 4 | ||
Revision as of 00:23, 28 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 to 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 kick that crushes but is not a sweep. | |
| Handstand guard frame attack. Has both high and low crush frames. High crushes on frame 12-19 and low crushes on frame 20-34 | |
| Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff | |
| Jumping knee. | |
| Divekick. Spinning launch. | |
| Throws | |
| A standard throw. | |
| 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 | |
| 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 | |
| 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 | |
| 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

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 
), most 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

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

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 (
), start setups (if bugs are already present) or even reset neutral. Back turned 

is a guaranteed
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
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.

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 
. 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

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. 

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
when doing 

, 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 (


).
- Shino can use his bugs as bait on block for the enemy to spam/attempt

on bugs, this can allow you to get 
and continue his pressure or as an alternative, depending on who's 
it is, Shino can instead do his own 
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 


or else you will be punished (example being
Ino,
Kiba).
Combos
| Combos | Notes |
|---|---|
| Standard BnB that allows Shino to place bugs | |
| Standard BnB that gives Shino a hard knockdown | |
| 2B Variant of the standard BnB combo. You can remove | |
| 2B Variant of the standard BnB hard knockdown. You can remove | |
| 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