Shikamaru (SCON4)
| Shikamaru Nara | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1520 |
| Jab Speed | Frame 14 |
| Jab Height | Mid |
| Backdash Type | Normal |
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 ![]()
.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Furthest reaching | |
| Fast high crush (frame 8), causes the spinning launch effect and combos into | |
| High crushes | |
| Mediocre guard frames but high crushes and leads to | |
| Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru | |
| Leads to | |
| Slow but damaging divekick | |
| Special Moves | |
| Throw shuriken. Charge | |
| Standard up-shuriken | |
| High crushes and sweeps but inferior to | |
| Enters | |
| Groundbounces. Too slow to use in most scenarios | |
| Leads to | |
| Air shuriken (standard air shanks) | |
| Super Moves | |
| Can be done during | |
| Can be done during |
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
can be held to reverse the direction of a teleport attack

teleports in front of the enemy with no attack

teleports behind the enemy with no attack
is super-cancellable with
or 
, 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, ![]()
![]()
. If he has his back to the enemy, he can use ![]()
![]()
instead.

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 ![]()
![]()
, can be used to punish substitutions. Grounded ![]()
![]()
![]()
and ![]()
![]()
![]()
![]()
can also "checkmate" some characters, catching them even if they ground sub as listed in the image to the right.
![]()
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 ![]()
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 ![]()
leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo. After capturing the enemy, ![]()
, ![]()
, ![]()
, ![]()
and ![]()
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 ![]()
. 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 ![]()
, CS2 ![]()
, and Zabuza ![]()
.
Combos
| Combos | Notes |
|---|---|
| Basic super confirm using wisdom stance | |
| A reliable super confirm for combos up to ~8 hits | |
| An alternative for ending rounds as it can leave Shikamaru with >25% meter. | |
| High damage and ends with a sweep which positions Shikamaru favorably for okizeme | |
| Conversion off of | |
| Super confirm off of | |
| 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

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
can be held to reverse teleport attack directions

added

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
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
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

is now possible
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