Shikamaru (GNT4)
| Shikamaru Nara | |
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| Ninja Registry Number | 012611 |
| Birthday | September 22th (13 years old; Virgo) |
| Height | 151.1 cm (4'11") |
| Weight | 42.9kg (94.5 lbs) |
| Blood type | AB |
| Personality | Cool and calm Hates to be bothered |
| Likes eating | Miso-braised mackerel Sukunobu (pickled kelp) |
| Dislikes eating | Hard-boiled eggs |
| Favorite phrase | "Let every day be a good day" |
| Hobbies | Taking naps, playing shogi |
| Voiced by | |
Summary
Coming soon.
| HP | 200 |
|---|---|
| Defense | 1600 |
Shikamaru struggles to open up a defensive opponent with his sluggish attacks and only gets average to poor damage when he does. In exchange, he has his signature teleport stance and a strong resistance to guard breaks. His teleport stance is easily dodged and punished if the opponent isn't preoccupied with an attack already, so it must be used with caution. True to his character in the manga and anime, Shikamaru is at his most effective and most satisfying when played with patience and strategic foresight. Undoubtedly one of the weaker characters of the game, but should never be underestimated.

at Character Select.
at Character Select.
Moveset
Individual Move Breakdown
| Basic Moves | Notes |
|---|---|
| placeholder | |
| Special Moves | |
| Sweeps | |
| Enters | |
| Groundbounces | |
| Super Moves | |
| Can be done during | |
| Unblockable |
B: A kick of average jab speed, decent range, but horrendous recovery. Unlike most jabs, this hits mid, so it connects more consistently against characters that are landing from a jump. This also means Shikamaru doesn't need to show quite as much fear toward characters with good options to evade highs.
BB: The generic BB jab. Super cancellable. You'll want to do this on block most of the time instead of just B.
BBB: A slow and powerful kick that pushes the opponent away on block and inflicts stagger stun on hit. It cannot be performed if BB whiffs. Doing this attack on block is a huge risk, as it is very easily sidestepped and punish. If the opponent attempts to jump out, they won't be hit out of jump startup and will successfully block it. Outside of the occasional last ditch effort delayed frame trap, only ever use this attack when you've confirmed BB has hit.
f.B: A sliding kick with slow startup and long range. Does not lead to extended combos. Because of the low hitbox, it easily misses airborne opponents. Both this and f.BB should only be used sparingly.
f.BB: A follow up to the sliding kick. Doesn't have good range or recovery.
Combo List
| Combo 1 | ||
| Combo 2 | ||
| Combo 3 | ||
| Combo 4 | ||
| Combo 5 | Can | |
| Combo 6 | ||
| Combo 7 | ||
| Combo 8 | ||
| Combo 9 | (In |
Can |
| Combo 10 | (In |
Can |
| Combo 11 | (In |
|
| Combo 12 | (In |
Can |
| Combo 13 | (In |
|
| Combo 14 | (In |
Can |
| Combo 15 | (In |
Can |
| Combo 16 | (In |
Can |
| Combo 17 | (In |
|
| Combo 18 | (In |
Not present in the in-game Combo List Cancels |
Advanced Combos
Coming soon.
Discussions
Coming soon.
Learning Shikamaru
Coming soon.
Strategy
Coming soon.
As Shikamaru
Coming soon.
Against Shikamaru
Coming soon.
Combos and Tech
| Combos | Notes | Video |
|---|---|---|
| The fastest stagger recovery does not connect, but it is unavoidable. In the unclear situation that it will be a real combo | ||
| Transformation measures con. The combo that connects with the first knowledge requires getting used to, but learning is essential |
Matchups
Coming soon.
Resources
Frame Data
Coming soon.
References
Back 2 Basics Shikamaru Movelist
Willvolution.com Shikamaru Threads Archive
JP GNT4 Wiki article on Shikamaru
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