Shino (SCON4)

From Naruto: Wiki of Ninja
Revision as of 03:43, 29 November 2022 by ArfentulGNT (talk | contribs)
Jump to navigation Jump to search
 Error creating thumbnail: Unable to save thumbnail to destination Bear with us! This article is a work in progress.

We're currently gathering more information for this article. Stay tuned!

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
class="gnt4_nav" colspan="13"
Random


Summary

Not everyone can be a hero; the only Konoha boy left behind for the Sasuke retrieval mission gets his revenge in Super Clash of Ninja 4! Known as a setup character who relies on summoning bugs to disrupt his opponent, Shino is capable of entrapping the foe and completely taking control of a round. In Super, Shino benefits from revamped combo routes and a unique capable of punishing opponents who try to jump away from his creepy crawlies.

Press at Character Select.
Press 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.
Down A crouching shin kick- a decent crush, but is not a sweep.
Away from opponent Handstand guard frame attack. Has both high and low crush frames.
Towards opponent Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff
Running Jumping knee. Running is a great string for annoying opponents at mid-range.
Divekick. Spinning launch.
Special Moves
Lay bugs. Charged lays a bigger group of bugs which move faster and stay out longer.
Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable.
Down 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 .
Away from opponent Counter: Shino disintegrates into a 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 charge ). Shino reappears behind the foe after the bugs are created.
Towards opponent Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage.
Running Running, set distance teleport.
Shino shoots a cloud of bugs down at an angle in front of him. Rounder than most attacks and hard to avoid. Spammable.
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.
Down Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra.

Strategy

  • Fittingly, Shino's general gameplan revolves around his use of bugs, specifically . After a knockdown Shino can lay bugs on the ground giving him a massive advantage. Shino can tick throw after the opponent is forced to block bugs or strike if he predicts a throw break. He can then snowball his advantage, getting another knockdown and laying more bugs. Bugs can be destroyed by being hit with a special attack, most often opposing air projectiles. All bugs also disappear if Shino is hit with an attack, making it risky for Shino to attempt to lay bugs while the opponent is in striking distance, though previously summoned bugs may protect him (including from wake-up-kick).
  • gives Shino enough time to fully charge . Fully charged bugs move faster and stay on the stage longer than normal bugs.
  • is a hard knockdown which gives Shino enough time for an uncharged .
  • With bugs on the ground Running can be used to get behind the opponent and set up unblockables.
  • Down is a restand move, after which Shino can lay bugs or start a combo. Due to its slow speed, it's normally only effective off of an bug setup, a throw, or by mixing up the opponent's wakeup after . The bugs which appear after Away from opponent, which function similarly to the Down bugs, are unblockable.
  • Running is fast, hard to sidestep and the bugs push Shino away keeping him safe. Spam this string.
  • Down drains chakra and sets up a grounded strike/throw mix.
  • helps Shino counter foes who attempt to jump over his grounded bugs.
  • Away from opponent has both high and low crushes
  • Down combos meterlessly into or Down
  • Away from opponent is a good defensive option. It can be used when the opponent tries to Away from opponent through Shino's bugs to counter their attack. This opening can be used to set up further bugs and unblockables.

Combos

Combos Notes
Down > Down > Down > Down meterlessly combos into or Down
DESCRIPTION
Towards opponent DESCRIPTION
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

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
Random