Shikamaru (SCON4)

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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, improved supers, and a more versatile and effective wisdom stance (). Shikamaru utilizes his shadow jutsu for one of the strongest oki tools in the game, the unblockable Down.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Furthest reaching in the game and hits mid
Fast high crush (frame 8), causes the spinning launch effect and combos into and Down
Down High crushes
Away from opponent Mediocre guard frames but high crushes 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
Slow but damaging divekick
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 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

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.

Tierlist of who can substitution jutsu out of Shikamaru's 5BB2X assuming their sub starts after 2X starts



Shikamaru has some of the longest ranging normal attacks in the game. Combined with numerous high crushes and his mid jab, he can be difficult to approach and a good footsies character. He lacks good block strings, with almost no viable options outside of . However, once he scores an opening, he hits hard. Stance teleports, most often Towards opponent, can be used to punish substitutions. Grounded Down and Down can also "checkmate" some characters, catching them even if they ground sub as listed in the image to the right.

Down is a powerful oki option. While it does lose to wake-up-kick (WUK), when properly spaced and timed it is unavoidable and leads to a combo. The most common ways to land Down are to react to a tech roll near the wall or to backdash at the end of a combo to space outside of WUK. Landing a Down leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo. After capturing the enemy, , Towards opponent, , and Running are strong attacks which threaten an extended combo. is also a reliable and flexible follow-up.
is one of the best high crushes in the game, being active frame 8 and linking 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 even dodge auto-guard breaks such as Gai Away from opponent, CS2 Running, and Zabuza Towards opponent.

Combos

Combos Notes
Basic super confirm using wisdom stance
A reliable super confirm for combos up to ~8 hits
Down > An alternative for ending rounds as it can leave Shikamaru with >25% meter.
Y-Cancel > Down > Towards opponent High damage and ends with a sweep which positions Shikamaru favorably for okizeme
Towards opponentY-Cancel > DownY-Cancel > Conversion off of Towards opponent ending with a low-lag option
Away from opponentY-Cancel > > Super confirm off of Away from opponent
> 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

Boocock's Shikamaru fundies introduction
Clemente's written Shikamaru guide
Shikamaru defensive tech in SCON4

Gameplay footage

Clemente vs FlareHazard (2x), CopyCatNinja, & Paradise 12/28/20‎
Clemente vs HebrewHammer (Bi-weekly 6 GF) (Ino)‎
Clemente vs HebrewHammer 4/27/21 (Casuals; Neji, Anko, Ino)‎
Clemente vs Hebrew Hammer 5/15/21 (Casuals; Tsunade, Ino, Neji)‎
Clemente vs Underscore 6/17/21 (Casuals; Tenten)‎
Kyuubi vs Cozy (OTK/Haku) Biweekly 26‎

Super Naruto: Clash of Ninja! 4
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