User:SWK/sandbox: Difference between revisions

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   |special properties=  
   |special properties=  
   |description= * 2 hit close range punish starter
   |description= * 2 hit close range punish starter
* Crouching HP xx H greed sever and Far MK xx H greed sever are more optimal without meter  
* Crouching HP xx H greed sever and Far MK xx H greed sever are more optimal without meter but you will be close to optimal with Close HP xx H Rekka(x3)
* +3 on block and vacuums the opponent closer, so can effectively bully defenders without meter
* Large cancel window; can frame trap with L rekka to reposition the opponent or L slice for a suprise crossup
* Situational AA;Not very good as an AA due to poor active frame and not hitting too high up in the air, but it covers the top of shins head an otherwise very susceptible jump in angle
* +8 on hit, can lead to scary situation when manualed into but VERY breakable on reaction
 


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   |on block= -1
   |on block= -1
   |special properties= Stagger
   |special properties= Stagger
   |description= To Do
   |description= * Amazing mid-range poke, relatively fast startup for the range it attacks,safe and hit confirmable
* Floats the opponent on airborne hit. Good for juggles as shin can either go for big damage with 6MP>L/M greed sever or go for tricks with special chains
  }}
  }}
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   |on block= -1
   |on block= -1
   |special properties= --
   |special properties= --
   |description= To Do
   |description= * Very Active, useful as a meaty (+4 on block at best) and can be used as a delay meaty to tag wakeup backdash and wakeup buttons
* In neutral, can be used to check dashes
* Chainable into 5LK and 2LK
* The chain version of 5LK is quick to recover and gives shin frame trap light slice 
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   |on block= -4
   |on block= -4
   |special properties= --
   |special properties= --
   |description= To Do
   |description= * + on block pressure tool and one of shins higher damage starter since she can cancel into all versions of greed sever
* very active but slow to recover, can be used as a high risk high return stop sign
* Low pushback, shin can repeat the situation vs passive defenders a lot
* +8 on hit so you can confirm into shadow rekka or 2MP>Rekka ...
* can only be manualed into from heavy spirit slice linker
  }}
  }}
}}
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|image=  
|image=  
|caption= Test Caption
|caption= Test Caption
|name= Far Medium Kick
|name= Close Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= Stand MK/5MK
|input= Stand MK/5MK near opponent
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
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   |counter-hit damage= 22(6%)
   |counter-hit damage= 22(6%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 2.4
   |shadow on hit= --
   |shadow on block= 4
   |shadow on block= --
   |guard= Mid
   |guard= Mid
   |startup= 10
   |startup= 10
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   |on block= -4
   |on block= -4
   |special properties= --
   |special properties= --
   |description= To Do
   |description= * +1 on block with a lot of pushback
* the optimal -6 punish starter by around 1%
*situation AA, Shin hisakos quickest 'useable" 1 button AA
  }}
  }}
}}
}}
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   |on counter-hit= +18
   |on counter-hit= +18
   |on block= +6
   |on block= +6
   |special properties= --
   |special properties= Stagger
   |description= slow and plus.
   |description=* Pressure restarter
* Hurtbox sways back during the move startup so you can use 5hk to avoid and punish attacks during shin offense, neutral and if you are brave enough, defense
* very quick recovery: good vs defender using fuzzy jump can recover in time to AA them
  }}
  }}
}}
}}
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   |special properties= --
   |special properties= --
   |description= *Close normal used mostly as a safe damaging meaty
   |description= *Close normal used mostly as a safe damaging meaty
*+3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manuial
*+3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manual
  }}
  }}
}}
}}

Revision as of 11:23, 10 February 2023

Standing Normals

Standing Light Punch
Stand LP/5LP
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
8(2%) 10(2%) -- 1.6 2.4 Mid 6 2 9 16f +4 +6 +2 Chain
  • Not chainable into itself;chainable into cr.lp
  • Tallest hitbox for a jab (still can be lower body invul'd over)


Standing Medium Punch
Stand MP/5MP
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
18(5%) 22(6%) -- 2.4 4 Mid 6 3 16 24f +5 +8 +0 --
  • One of Shinko's fake jab to compensate for inheriting Hisakos lights
  • Isn't avoidable by lower body invul moves making it her default "quick" normal on offense and defense


Far Heavy Punch
HP/5HP
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
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 -
  • A really good poke (Slower than forward MP but has better priority, does more damage)
  • Big late cancel window; Shin can frame trap with L rekka or even L slice on block
Close Heavy Punch
HP/5HP near opponent
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
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 -
  • 2 hit close range punish starter
  • Crouching HP xx H greed sever and Far MK xx H greed sever are more optimal without meter but you will be close to optimal with Close HP xx H Rekka(x3)
  • +3 on block and vacuums the opponent closer, so can effectively bully defenders without meter
  • Large cancel window; can frame trap with L rekka to reposition the opponent or L slice for a suprise crossup
  • Situational AA;Not very good as an AA due to poor active frame and not hitting too high up in the air, but it covers the top of shins head an otherwise very susceptible jump in angle
  • +8 on hit, can lead to scary situation when manualed into but VERY breakable on reaction
Katana Poke
6MP
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
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 Stagger
  • Amazing mid-range poke, relatively fast startup for the range it attacks,safe and hit confirmable
  • Floats the opponent on airborne hit. Good for juggles as shin can either go for big damage with 6MP>L/M greed sever or go for tricks with special chains
Standing Light Kick
Stand LK/5LK
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
10(2%) 14(3%) -- 1.6 2.4 Mid 5 4 16 24f 0 +2 -1 --
  • Very Active, useful as a meaty (+4 on block at best) and can be used as a delay meaty to tag wakeup backdash and wakeup buttons
  • In neutral, can be used to check dashes
  • Chainable into 5LK and 2LK
  • The chain version of 5LK is quick to recover and gives shin frame trap light slice


Far Medium Kick
Stand MK/5MK
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
18(5%) 22(6%) -- 2.4 4 Mid 10 2 26 37f -1 +2 -4 --
  • + on block pressure tool and one of shins higher damage starter since she can cancel into all versions of greed sever
  • very active but slow to recover, can be used as a high risk high return stop sign
  • Low pushback, shin can repeat the situation vs passive defenders a lot
  • +8 on hit so you can confirm into shadow rekka or 2MP>Rekka ...
  • can only be manualed into from heavy spirit slice linker
Close Medium Kick
Stand MK/5MK near opponent
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
18(5%) 22(6%) -- -- -- Mid 10 2 26 37f -1 +2 -4 --
  • +1 on block with a lot of pushback
  • the optimal -6 punish starter by around 1%
  • situation AA, Shin hisakos quickest 'useable" 1 button AA


Far Heavy Kick
Stand HK/5HK
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
20(5%) 14(3%) -- 4 4.5 Mid 20 3 12 - +14 +18 +6 Stagger
  • Pressure restarter
  • Hurtbox sways back during the move startup so you can use 5hk to avoid and punish attacks during shin offense, neutral and if you are brave enough, defense
  • very quick recovery: good vs defender using fuzzy jump can recover in time to AA them
Close Heavy Kick
Stand HK/5HK near opponent
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
30 32 -- -- -- Mid 9 3 16 - +3 +7 +1 --
  • Close normal used mostly as a safe damaging meaty
  • +3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manual