Matt Cowan (talk | contribs) No edit summary |
Matt Cowan (talk | contribs) mNo edit summary |
||
Line 41: | Line 41: | ||
| 2B > c.C > CD > 6 > c.C > 236C > A or c.C > 236C > 214C | | 2B > c.C > CD > 6 > c.C > 236C > A or c.C > 236C > 214C | ||
|} | |} | ||
Shin's most basic Banishing Strike combo, takes off 2 stars and does not require | Shin's most basic Banishing Strike combo, takes off 2 stars and does not require any meter. Has the downside of not being able to continue into a mixup due to the fact that 214C is an OTG hit. | ||
'''Optimal Basic Banishing Strike Combo #1''' | '''Optimal Basic Banishing Strike Combo #1''' | ||
Line 47: | Line 47: | ||
| 2B > c.C > CD > 6 > c.C > 214C > E > A or c.C > 236C > A > 214C | | 2B > c.C > CD > 6 > c.C > 214C > E > A or c.C > 236C > A > 214C | ||
|} | |} | ||
For use when you are at midscreen or closer to the corner. Preferable to the above combo as | For use when you are at midscreen or closer to the corner. Preferable to the above combo as you are able to dash in to mixup your opponent on wakeup. The last 214C must be delayed slightly so that it hits the opponent as they rebound off the wall. If the beginning of the combo before the Banishing Strike has more than 2 hits, ie. you did airdash j.B > 2A > c.C > CD, the knockback will be too great for the 214C to connect. In such cases it is best to end the combo at standing A and dash in to go for a wakeup attack. | ||
'''Optimal Basic Banishing Strike Combo #2''' | '''Optimal Basic Banishing Strike Combo #2''' | ||
Line 64: | Line 64: | ||
| 2B > c.C > CD > 6 > AC > 2369E~C > A > 214C | | 2B > c.C > CD > 6 > AC > 2369E~C > A > 214C | ||
|} | |} | ||
Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. Superior to the above Optimal Basic Banishing Strike Combo #1, but more difficult | Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. Superior to the above Optimal Basic Banishing Strike Combo #1, but more difficult to perform. The trick to doing Grave Install is to input the 2369 motion before the Grave Strike hits, then quickly press E~C. This along with the Optimal Basic Banishing Strike Combo #2 should be your two bread and butter Banishing Strike combos. | ||
'''New Chikuseki Banishing Strike Combo #1''' | '''New Chikuseki Banishing Strike Combo #1''' |
Revision as of 19:04, 11 December 2013
This page covers Shin's combos. Before diving right in, be sure to familiarize yourself with Shin's special moves and important normal moves.
Basic Combos
Hakuen Combos
Shin is not able to jump cancel any of his attacks, and instead makes use of his Hakuen special move which allows him to cancel his normals and leap into the air.
Basic Hakuen Combo #1
~2D > 236D > j.B or j.C > 623B |
Does not remove any stars but can be done anywhere on the screen and creates a favorable situation for Shin to continue pressuring his opponent. Using jump B does slightly less damage but is a good alternative to jump C if you are having difficulty with the timing.
Basic Hakuen Combo #2
~2D > 236D > j.C > CD or 214C |
Takes off one star, but does not allow for a wakeup. The final hit will miss midscreen against some characters if you are too far away when connecting with 2D. Finishing with a Banishing Strike give better meter gain but does not work on Toki or Mamiya, whereas using 214C does a bit more damage.
Basic Hakuen Combo #3
~2D > 236D > j.C > 2C > CD or 214C or 236236C |
Must be close to your opponent when the 2D connects, or near the corner. On Kenshiro and Rei this combo can be performed anywhere regardless of distance from opponent.
Basic Hakuen Corner Combo
~2D > 236D > j.C > 2C or c.D(1 hit) > AC > j.Axn > 623B |
A basic corner combo that makes use of the Chikuseki bug and causes the meter gain of your following wakeup attack to be increased significantly. Jump A can be used at least 5 times, with more hits possible against some characters. On Kenshiro, Rei, and Juda you should be able to do 7 easily.
Banishing Strike Combos
Shin's basic Banishing Strike combos are extremely damaging and easy to perform. Unless you need the extra damage to finish off your opponent, it is always best to select a combo that allows you to go for a wakeup attack on your opponent.
Note that close C will not combo into a Banishing Strike against Jagi when he is crouching, due to his fast recovery, and you will need to use Boost or go for a Hakuen combo instead.
Basic Banishing Strike Combo
2B > c.C > CD > 6 > c.C > 236C > A or c.C > 236C > 214C |
Shin's most basic Banishing Strike combo, takes off 2 stars and does not require any meter. Has the downside of not being able to continue into a mixup due to the fact that 214C is an OTG hit.
Optimal Basic Banishing Strike Combo #1
2B > c.C > CD > 6 > c.C > 214C > E > A or c.C > 236C > A > 214C |
For use when you are at midscreen or closer to the corner. Preferable to the above combo as you are able to dash in to mixup your opponent on wakeup. The last 214C must be delayed slightly so that it hits the opponent as they rebound off the wall. If the beginning of the combo before the Banishing Strike has more than 2 hits, ie. you did airdash j.B > 2A > c.C > CD, the knockback will be too great for the 214C to connect. In such cases it is best to end the combo at standing A and dash in to go for a wakeup attack.
Optimal Basic Banishing Strike Combo #2
2B > c.C > CD > 6 > AB > (E >) E > C > 236C > A > 214C |
Takes off 3 stars and does not require any meter. For use when you are at midscreen or farther away from the corner. The first E in brackets is a Movement Boost, done during the charging animation of the Heavy Strike, and is only necessary when you are very far away from the corner.
Advanced Combos
Banishing Strike Combos
Grave Install Banishing Strike Combo
2B > c.C > CD > 6 > AC > 2369E~C > A > 214C |
Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. Superior to the above Optimal Basic Banishing Strike Combo #1, but more difficult to perform. The trick to doing Grave Install is to input the 2369 motion before the Grave Strike hits, then quickly press E~C. This along with the Optimal Basic Banishing Strike Combo #2 should be your two bread and butter Banishing Strike combos.
New Chikuseki Banishing Strike Combo #1
2B > c.C > Mash 2CD > 6 > c.C > c.D > 214C > E > 236D > j.A > j.C > [j.D] > jump j.A > (j.A) > j.A > [j.D] > jump j.A > (j.A) > air dash j.B > [j.D] > 2C~A > 6239D |
For use when you are at midscreen or closer to the corner, takes off 2 stars and does not require any meter. A combo that makes use of the newly discovered fact that missed attacks and startup canceled moves count towards Chikuseki. Following the combo, if you are able to successfully score a hit on your opponent on wakeup you will gain a huge chunk of meter and almost instantly dizzy them.
Attacks in (brackets) are done normally but do not hit the opponent, whereas attacks in [brackets] are performed just before landing and do not actually execute at all.
New Chikuseki Banishing Strike Combo #2
2B > c.C > Mash 2CD > 6 > c.C > 214C > E > c.C > c.D(1 hit) > 236D > j.A > j.C > [j.D] > jump j.A > (j.A) > j.A > [j.D] > jump j.A > (j.A) > air dash j.B > [j.D] > 2C~A > 6239D |
Same as above, for use on Kenshiro, Toki, Jagi, and Heart.
Tomono-shiki Gokuto Version
2B > c.C > CD > 6 > c.C > c.D > 214C > E > c.D > 236D > j.A > j.C > dash jump j.A > air dash j.C> AC > 6239D |
Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. A modified version of a combo discovered by famous Shin-user Tomono. Very stylish but a bit more difficult to perform than a normal Grave Install Banishing combo.
Dribble Combos
X
Command Grab Combos
Command Grab Combo #1
63214A > 236236C |
Simple 2-star combo for use midscreen. Good for finishing off your opponent, but does pretty much the same damage as the below combo.
Command Grab Combo #2
63214A > AC > jump j.C > j.D > 623B |
Works midscreen against Kenshiro, Toki, Rei, Shin, Juda, Thouther, and Heart. It will all characters if you dash slightly before the Grave Shoot, but this is quite difficult to do consistently.
Corner Command Grab Combo #1
63214A > jump j.A > j.A > j.C > B > 2C > AC > jump j.A > 623B |
Easy no meter 2-star corner combo.
Corner Command Grab Combo #2
63214A > jump j.B > slight delay j.C > AC > jump j.Axn > 623B |
A 2-star Chikuseki corner combo. Jump A can be used at least 5 times, with more hits possible against some characters. On Kenshiro, Rei, and Juda you should be able to do 7 easily.
Corner Command Grab Combo #3
63214A > 2C > 6A or 6B > 2A > 2C > CD > E > B > 2C or c.D > 214C or 236236C |
A 3-star corner combo that only requires 0.2 Boost. The 2C > 6A or 6B part must be done as quickly as possible.
Fatal KO Combos
0-star Hakuen FKO
~2D > 236D > j.C > FKO |
Works midscreen as long as you are not too far from your opponent when the 2D hits.
1-star Command Grab FKO
63214A > FKO |
Works midscreen on Kenshiro, Toki, Rei, Juda, Thouther, and Heart. Must be in the corner or add in a Boost 2C before the FKO against other characters.
Naori Special (3 stars)
~2B > 2C > 214C~E > CD+E > 6 > (2C >) AC > 2369E~C > 236C~D |
A 3-star FKO that requires only 1 Boost, and with 1.2 Boost can be hit confirmed from 2Bxn. The FKO is done by canceling the startup of the 236C followup move with a special input. While it may require some practice to get the hang of, this is without a doubt Shin's most important FKO combo.
Other Important Combos
Gokutoken Air Hit Wall Combo
623B > (air dash) j.B > [dash jump j.A > j.C]x4~5 > [dash jump j.A > air dash j.C]x2 > (slight dash) CD > c.C+E > c.D > 236236C |
Very situation dependent. Depending on the distance to the corner you may or may not need to air dash.
Gokutoken Ground Hit Wall Combo
623B > (air dash) j.B or j.D > A > 236C > A > 214C |
Very situation dependent. For use when you get a ground or very low air hit.
Muteking
~2D > 236D > j.C > 2C > AC > 2369E~C > 623B |
Arcade version only. Discovered by Tomono, when successfully performed Shin becomes completely invulnerable to all striking moves. The Gokutoken must be done just before landing, so that the sound plays but the move does not actually execute. As there is only a one frame window for Muteking to activate, even with practice it is extremely difficult to consistently pull it off.
Once you succeed and become invulnerable, there are several ways for this state to become undone:
1. Get thrown by your opponent(BD grabs do not work)
2. Get hit by a 'catch' move, like Kenshiro's Ryugekiko
3. Throw your opponent(Any type of throw)
4. Use a move with invulnerability(Gokutoken, Hakuen, both supers, backdash)
Against most characters you can just mash 2A forever and there is nothing they can do about it. Mamiya has no throw and so she can't do anything at all, which means you can just stand there until time runs out. If the opponent is a character with a 'catch' move like Kenshiro or Toki things become a bit more tricky, but for the most part as long as you don't accidentally undo it yourself, succeeding with Muteking should be a guaranteed win.