Shikamaru (GNT4)

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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 Japan Showtaro Morikubo
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Summary

Coming soon.

Vitals
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.

Press at Character Select.
Press at Character Select.


Moveset

Individual Move Breakdown

Basic Moves Notes
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Down
Away from opponent
Towards opponent
Running
Special Moves
Down Sweeps
Away from opponent Enters Stance
Towards opponent Groundbounces
Running
Super Moves
Can be done during Stance
Down 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 (Enters Stance)
Combo 2 (Enters Stance)
Combo 3 Towards opponent
Combo 4 Away from opponent (Enters Stance)
Combo 5 Down Can Y-Cancel on 2nd and 3rd hit
Combo 6
Combo 7 Running (Enters Stance)
Combo 8 Running (Enters Stance)
Combo 9 (In Stance) Can Y-Cancel on 2nd hit
Combo 10 (In Stance) Can Y-Cancel on 2nd hit
Combo 11 (In Stance)
Combo 12 (In Stance) Can Y-Cancel on 3rd hit
Combo 13 (In Stance)
Combo 14 (In Stance) Can Y-Cancel on 3rd hit
Combo 15 (In Stance) Can Y-Cancel on 2nd and 3rd hit
Combo 16 (In Stance) Can Y-Cancel on 2nd hit
Combo 17 (In Stance)
Combo 18 (In Stance) Not present in the in-game Combo List
Cancels Stance


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
> Down > Towards opponent Transformation measures con. The combo that connects with the first knowledge requires getting used to, but learning is essential

Matchups

Coming soon.

Resources

Shikamaru Combo

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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