Killer Instinct (2013)/Shin Hisako: Difference between revisions

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Revision as of 13:46, 9 February 2023


Introduction

Shin Hisako PLACEHOLDER CHARACTER STORY

Shin Hisako PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • In Progress
  • Overwhelmingly Strong Offense: Shin Hisako's Offense arguably is the best in the game with her excelling at frame trapping people with her surprisingly safe rekka, surprise instant crossup attack, Light Spirit Slice, and stealing pressure by getting passive opponents to block dash attacks
  • Nightmare on Knockdown St: Fade 'em; run it (placeholder)
  • "Pale" Onna-Bugeisha "Normals": Shin Hisako has the ability to slow down matches peppering the opponent her safe, far range pokes. Shin can disengage from opponent trying to get past the wall of scary hitboxes by pushing them away Shin On Ryo Zan or running away with her 17 frame far moving backdash
  • Incredibly Slippery on Defense: Shades of 3.0 thunder. Shin Hisako's backdash , high-damage invulnerable reversal in Heavy Awakened Soul and unreactable crossup with evasive properties are all a headache on their own and Shins who effectively rps with those options on defense can make running basic offense frustrating and painful
  • In Progress
  • Cannot get in vs Zoners: For as much as she can disengage, Shin Hisako has major difficulties getting near someone who does not want to be near. While it varies from matchup to matchup, success with Shin Hisako vs zoners is based on the shin player's ablilty to walk, block and orb through gauntlets, gamble with her slow and committal anti fireball shadows and specials, flail for a single light slice soft knockdown and/or pick an alt
  • Wakeup reversal tools/defensive tools have a "Dead Zone": Shin defensive toolkit is VERY good but has an Achilles Heel! H Awakened Soul does not do a good job of protecting the top of her head which means she has to hold some common types of ambiguous crossup oki whens she is knocked down and opponent can bait both of Shins options in pressure with a well-timed neutral jump
  • Lights/Normal Throw are stubby: While much improved over original Hisakos set, Shin Hisako inherits the weaknesses of poor range on her normal throw and poor range on her lights. This makes her more reliant on her specials on offense and defense where other characters would mash with light normal
KI2013 Shin Hisako CSS.png
Character Data
Forward Walk Speed 51f to cross two large training mode squares
Backwards Walk Speed 68f to cross two large training mode squares
Forward Dash Duration 33f
  • Throw Invul 14-16f
  • Vulnerable at teleported location on frame 16
  • Cancellable into jumping normal on frame 17
  • 4f of landing recovery
Backdash Duration 17f
Pre-Jump Frames 5f
Jump Duration 40f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker -3

Universal Mechanics

Instinct

Stoneskin: Gargos sacrifices movement speed, dashes, extra jumps, and the ability to block for infinite armor. At any time, he can perform Eruption to remove the armor and keep half of his remaining Instinct meter.

Combat Traits

Ranged Autos & Linkers: Gargos can start a combo from any distance after a long-range L Oblivion opener.

Normal Moves

Standing Normals

Crouching Normals

Air Normals

Throws

Throw
5LPLK/4LPLK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
36 (10%) - - - - - - - - 36f 59 - - Hard Knockdown

Builds a lot of meter and curses the opponent a with a tracking drifting spirit which can be used for setups or saved as a quick get in tool in neutral later

Special Moves

Rekka
QCF+P/236P
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
1st Rekka 20(5%) 20(5%) -- ?? ?? Mid 11/15/17 2/2/2 24(1,13)/26(2,19)/29(2,17 36f/42f/47f +3/+4/+5 +10/+6/+2 -2/-4/-5 whiff cancellable into rekka extensions and other special during recovery(first whiff cancellable frame,last whiff cancellable frame

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
2nd rekka 14/18/22 18/22/26 -- ?? ?? Mid 16/19/19 3(2,3)/6(2,6)/6(2,6) 20/23/22 38/48/47 +3/+7/+5 +21/+13/+11 -6/-10/-9 Soft knockdown

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
3rd Rekka 14/18/22 18/22/26 -- ?? ?? Mid 17/21/21 4/12/12 34/29/18 - -14/-11/+4 -8/-5/+10 -17/-19/-10 Opener

To Do


Spirit Slice
QCB+P/214P
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP -- -- -- ?? ?? Mid (crossup) 10 2 40 51f 14 (soft KD) 14 (soft KD) -26 upper body invul frames 3-5;

can pass through frames 1-11

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 18 22 -- ?? ?? Mid(crossup) 29 2 30 61f -- -- -- --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 22 26 -- ?? ?? Mid (crossup) 29 2 30 61f 47(17) 47(17) -15 upper body invul frames 5-9;

can pass through frames 1-11

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Orb HP -- -- -- ?? ?? -- 11 6 20 36f -- -- -- --

To Do

Greed Sever
QCF+K/236K
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 28(7%) 36(10%) -- ?? ?? High 24 3 30 56f +9{20} +16 -10 lower body invul/ground bounce on air connect/stagger

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 36(10%) 44 -- ?? ?? High 25 4 32 -- +6{17} +13 -9 --

to do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 44 52 -- ?? ?? High 29 4 29 61f +6 +13 --6 -

reactable offline (placeholder)

KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle

KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle