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* '''Great buttons in general:''' Fast, good frame advantage, big hitboxes that reach far in front of her, Shiki's normals are great for playing neutral, poking the opponent, combos, punishes, or any other kind of use. There's hardly anything bad to say about her normals, they're strong across the board. | * '''Great buttons in general:''' Fast, good frame advantage, big hitboxes that reach far in front of her, Shiki's normals are great for playing neutral, poking the opponent, combos, punishes, or any other kind of use. There's hardly anything bad to say about her normals, they're strong across the board. | ||
* '''Multi-hitting command normals:''' By themselves, this point isn't anything special. What makes Shiki's command normals notable is their slightly higher guard meter damage, slightly higher meter they build for her on each hit, fast speed in-between hits making them harder to front step without waiting for the last hit, and their ability to open up combos for her. They're also fast and, like her normals, have solid hitboxes, too. | * '''Multi-hitting command normals:''' By themselves, this point isn't anything special. What makes Shiki's command normals notable is their slightly higher guard meter damage, slightly higher meter they build for her on each hit, fast speed in-between hits making them harder to front step without waiting for the last hit, and their ability to open up combos for her. They're also fast and, like her normals, have solid hitboxes, too. | ||
* '''Long, easy hit-confirms:''' Shiki's large hitboxes and chainable lights like cr.A or st.A make it very easy for her to hit-confirm combos with multiple attacks in a row, and discourage front step. | |||
* '''Great teleport:''' Shiki has access to one of the best teleports in the game. It's fast, travels far, recovers fairly quickly, has instant invulnerability, the only downside to it is she can still be punished out of it if the opponent is fast enough. Beyond that, it's a huge boon to her movement and ability to get in or running away or avoiding attacks. | * '''Great teleport:''' Shiki has access to one of the best teleports in the game. It's fast, travels far, recovers fairly quickly, has instant invulnerability, the only downside to it is she can still be punished out of it if the opponent is fast enough. Beyond that, it's a huge boon to her movement and ability to get in or running away or avoiding attacks. | ||
* '''Effective mixups with her specials:''' Shiki's specials give her various mixups between a dive kick of sorts, a fast low hitting dash-in, overhead kick that can jump over low projectiles, and her command grab. Though she lacks a wide variety of mixups, the utility and speed of her attacks make up for it, as well as the rewarding damage. | * '''Effective mixups with her specials:''' Shiki's specials give her various mixups between a dive kick of sorts, a fast low hitting dash-in, overhead kick that can jump over low projectiles, and her command grab. Though she lacks a wide variety of mixups, the utility and speed of her attacks make up for it, as well as the rewarding damage. | ||
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* '''Very few lows:''' Shiki has two lows between her cr.C and qcf P special move, and that's it. Though they're useful in their own right, it limits Shiki's low mixups; cr.C is her sweep whereas qcf P is a special move she has to commit to. This forces her to rely on other means to open the opponent up. | * '''Very few lows:''' Shiki has two lows between her cr.C and qcf P special move, and that's it. Though they're useful in their own right, it limits Shiki's low mixups; cr.C is her sweep whereas qcf P is a special move she has to commit to. This forces her to rely on other means to open the opponent up. | ||
* '''No zoning whatsoever:''' Shiki is a purely rushdown character in a game full of very strong zoners, and as such she can also become predictable how she approaches zoners. If she has to get in against defensive characters or zoners, she has to play it the slow way or risk getting baited into a teleport. | * '''No zoning whatsoever:''' Shiki is a purely rushdown character in a game full of very strong zoners, and as such she can also become predictable how she approaches zoners. If she has to get in against defensive characters or zoners, she has to play it the slow way or risk getting baited into a teleport. | ||
* '''Ranbu stops on a dime:''' | |||
* '''Iffy Max Mode combos outside of her death combo:''' Shiki's other max mode options rely on fast cancels or more gimmicky ways of opening the opponent up, like with her cl.D overhead, but without nearly the same amount of reward beyond having another way to confirm into her super. | * '''Iffy Max Mode combos outside of her death combo:''' Shiki's other max mode options rely on fast cancels or more gimmicky ways of opening the opponent up, like with her cl.D overhead, but without nearly the same amount of reward beyond having another way to confirm into her super. | ||
* '''Death combos are very hard:''' Shiki's max mode loops are wholly worth learning, but they're strict and will drop if you don't do them precisely the right way. The issue lies in the fact she has to continuously juggle the opponent with her aerial DP, while then canceling on the last hit into another special to land sooner, rinse and repeat. Not to mention she has to set up the combo and be in the corner, too. | * '''Death combos are very hard:''' Shiki's max mode loops are wholly worth learning, but they're strict and will drop if you don't do them precisely the right way. The issue lies in the fact she has to continuously juggle the opponent with her aerial DP, while then canceling on the last hit into another special to land sooner, rinse and repeat. Not to mention she has to set up the combo and be in the corner, too. |
Revision as of 19:31, 15 May 2024
色, Shiki | |
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Difficulty | Average |
Max Mode Needed? | Yes |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Tall |
Introduction
This ninja girl with two swords and a not-that-good face over there is Shiki, a character from the Samurai Shodown series. Her first appearence was in the Samurai Showdown 64 series, where afterwards she also appeared in a few NeoGeo Pocket Color games, where she was very strong. She's pretty good here too, but you'll need to have somewhat good hands to play her.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 9 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 10 | 19 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 3, (4), 2 | 16 | 32 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 21 | 4 | 11 | 36 | +5 | +3 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 4 | 11 | 23 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 3 | 12 | 26 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 24 | 3 | 9 | 36 | SKD | +6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5 | 19 | 33 | -4 | -6 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 3 | 9 | 17 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 4 | 10 | 25 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 13 | 6 | 15 | 34 | SKD | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 2, 2 | 16 | 29 | +0 | -2 | - | |
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Jumping Normals
Note: All of Shiki's air normals can be max canceled into any of her air moves.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | nj= 4 ; dj= 5 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 4 | - | - | - | - | - | |
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Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
4th Rekka | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(3x11)+(27x3) | 0, 3, 27 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(17x6) | 17 | Mid | 0 | 0 | 0 | X | 1+2 | <23 | 19 | <45 | HKD (+3) | -2 | 1F-3F (Full invul during startup), Varies during active | |
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Strategy
Basic Strategy
Shiki's gameplan
Shiki is fast when she wants, and very offensive for rushdown games, so if you like her offensive style, she is your character. Try to land her command grab when you can(You can even punish your opponent with it, and that's where you'll see if your opponent knows which directional will make him/her block. If he/she don't know, abuse of the grab until he/she learns. Now, if he/she knows which directional will make him/her block, you'll need to do high/low mixups on the opponent. Her best high attack options are the QCF+D, and her s.D. For low hitting moves, she has only two, her cr.C, and her QCF+P). If you're needing a defensive game(You can need on some matchups), you can use her air moves, to make her safe in the air, or even her ground DP, to use as an anti-air. Shiki can do some great combos, very nice mixups(Especially on Max Mode), but she lacks some important things, like some more low-hitting moves(She has only two of them, mentioned above), and a lower crouching hitbox(Which can make Shiki a bad character against some zoning characters, but don't worry, she can teleport if she needs).
Advanced Strategy
Corner Blockstrings in Max Mode
Yeah, a corner blockstring for Shiki(In Max Mode, you can cancel nearly anything she has). I don't really know if this blockstring is good in midscreen, but try if you want. This can make you(not 100%) safe against GCF+grab attempts(The opponent can just use an attack to hit you, but grabs are the most used ones after a GCF). Here it is:(Remember:This will only work if your opponent is blocking in a crouching state)
QCF+P(You can add any max cancelable normal before this move if you want), QCF+B(The D version will do a hard knockdown on the opponent, stopping the string, and it's slower than the B version), QCF+K(In the air this time, but no matter the version, your opponent will block it anyway), (After you land) do any cancelable Light Attack, and repeat the process.
This isn't the only blockstring she has, you can do some variations of the above, like this:
Any cancelable Light Attack, QCF+B, QCF+K(In the air), and repeat the process after you land
Easier, and you'll be in the air(To escape from GCF+grab attempts), but you can eat some DP-like moves if your opponent can react fast enough.
Some resets
Shiki's f+B string is very nice, due to the juggle in the end of it. So what if you add a normal move after the juggle? Your opponent will get the damage, and his/her char will be standing after he/she lands. What now? You have many options, like: (Assuming that you've done any normal move that hits the opponent while he/she is in a juggle state)
- You can do a QCF+P(It hits low, and you can even max cancel it on her Super/Exceed if you want more damage);
- You can do a dash and after that, do a s.D(It's very slow for an overhead in a reset, but if the opponent blocks it, you can do the combo number 2 in the list above, but only if you're in Max Mode);
- You can dash and do a cr.C(It hits low, it will knock your opponent down if it hits, and don't worry about the speed of it);
- You can do a QCF+C(It will hit as an overhead, it will do a hard knockdown in your opponent, and you can even cancel the normal used in the reset, it's very slow, so it's kinda like an insta-overhead in your opponent).
Any of those above is good, so you don't need to get predictable, because you have 4 options to use after a normal.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.A, cl.B, cr.A | TBA | TBA | TBA | TBA | One of the easier links in the game and safe to throw out in neutral. |
cr.A x1-2 | TBA | TBA | TBA | TBA | |
cl.C(1), f.A/B | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.A x1-2, f.A x1-4 / f.B x4, any combo | TBA | TBA | TBA | TBA | Chaining two cr.As together requires you do it super-fast, on top of the command normal cancel also being a very fast cancel, but while cr.A doesn't hit low, it gives you a hit confirm off of two lights to work with. |
(j.X,) cl.C(1), f.B x4, [micro-walk, dp A] / [run up, dp C] / fj.dp P | TBA | TBA | TBA | TBA | Very good combo to use as a BnB. The juggle after the f.B can lead you to great followups - dp P and super are the most damaging ones. If you buffer a raw dp A, it will whiff, so you need to do a micro-walk for it to connect, though this is very easy to do. dp C does not have this issue, though to connect both hits you must run up first. A fj.dp P does potentially the most damage, but requires some timing to connect all hits/not whiff the dp by accident. |
(j.X,) cl.C(1), f.A(1), hcb K | TBA | TBA | TBA | TBA | This was the best way I found to land her command grab. Very simple to do, and very good if you like cursing kisses. If you want an easier way, just do cl.C, QCB+K. Watch out for the reach of the grab too(If the opponent isn't on the reach, the grab will whiff). |
(j.X,) cl.C(1), f.A(1), qcf P > K | TBA | TBA | TBA | TBA | Very simple combo to use if you don't have meter. The damage is very good too(Almost half of one bar). You don't need the f+A/B to make this combo work. |
(j.X,) cl.C(1), f.A x3, Super / Exceed | TBA | TBA | TBA | TBA | |
(j.X,) cl.C(1), f.B x4, Super / Exceed | TBA | TBA | TBA | TBA | The timing to hit with the Super/Exceed can be tricky(She will stop dashing if she whiffs any opponent in the air), but with practice you can land them easily. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C(1), f.A/B x3, (C)qcf P, (SC)Super / Exceed | TBA | TBA | TBA | TBA | It's like a combo from the normal mode section, but with qcf P added. It's one of the best, one of the easier, and one of the most used combos in Shiki's game. Practice this combo. |
cl.D, (C)qcf P, (SC)Super / Exceed | TBA | TBA | TBA | TBA | A combo starting with an overhead move(And if your opponent blocks the overhead, he/she will need to prepare for a low). The hits will connect if you're fast enough. Simple to do, and very good to use on the wakeup(The cl.D is very slow to use like a normal combo). Just master this, you can need. |
(j.X,) cl.C, f.A/B x3, qcf P, (C)qcf K, [(C)j.dp P, (C)j.qcf B (whiff), land then jump,]xN, Super / Exceed | TBA | TBA | TBA | TBA | This is Shiki's 100% combo. After every j.dp P, you must cancel only after the last frame hit connects for the combo to loop properly. It's very hard to land, but you can juggle your opponent if you cancel the air DP after the last frame hit(Very hard, but her air DP can do up to 4 hits, so just cancel in the first, or even if you like risky things, on the third). The good part is that you can use it everywhere, even on midscreen(The QCF+K in the air makes you go forward, and this helps you on this combo). It's a possible, but very hard combo to use. Use and learn this combo only if you want. If you're a beginner, just stick with the first and the second ones, they are as effective as this one. |