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{{SVC Character Subnav|name=Shiki}} | |||
''''' | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | 色, Shiki | |||
|- | |||
! align="center" colspan="2" | [[image:Shikisvc.gif|"Are you in pain? You are? Relax. It all will end soon..."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Pure rushdown, mixups | |||
|- | |||
| '''Difficulty''' || Average | |||
|- | |||
| '''Max Mode Needed?''' || Yes | |||
|- | |||
| '''Tier Placement''' || Solid (B+) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Tall | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Shikifacesvc.png|right]] | |||
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. | |||
'' | {{ ProConTable | ||
* | | pros= | ||
* | * '''Good movement speed:''' Shiki's overall walk and jump speeds match characters like Ryu or Kyo. Her movement is generally pretty good, allowing her to fight neutral more comfortably. | ||
* | * '''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. | ||
* | * '''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 (mistimed) 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. | ||
* '''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. | |||
* '''Annoyingly unique command grab:''' Shiki's unique command grab reverses the controls of her opponent, effectively rendering them much easier to fight against as the opponent needs to rethink their muscle memory. It's good both for trapping the opponent and in instances where she needs to run away on a life lead. With front step, she can easily confirm it, and with good range, too. If her opponent plays her a lot, however, it can indirectly force them to get used to the reversed controls, making it less effective. | |||
* '''Exceed absorbs the opponent's health:''' As one of only two exceeds in the game that can life steal, Shiki has a huge comeback factor with her exceed. On the surface, it's just a ranbu super, though any combo she can do with her regular super, she can also do with exceed. Easy to confirm into, does good damage, and restores Shiki's health, it's arguably one of the better exceeds in the game. | |||
* '''100% Max Mode combos:''' Shiki can meter dump in the corner with max mode and quickly deplete the opponent's life bar thanks to strong max mode loops, making her an even bigger threat in the corner. If you have the execution for it, that is. | |||
| cons= | |||
* '''Huge crouching hitbox:''' Shiki has one of the tallest crouching hitboxes in the game, behind possibly only Demitri and Hugo, despite her standing hitbox being only a few pixels taller than average. Thus, she can be more easily crossed-up, or stuffed by attacks, which makes some matchups more problematic. | |||
* '''Huge extended hurtboxes:''' As per SNK tradition, Shiki has several extended hurtboxes during her attacks, but compared to other characters are significantly larger, and thus lead to her being more easily stuffed by attacks or trades. What's worse, depending on the attack, they come out before the active hitbox does, and/or also linger around during recovery. | |||
* '''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. | |||
* '''Ranbu stops on a dime:''' Shiki's ranbu super is really good, but in practical use, forces her to more cautiously use it. Specifically, blocking her super does not give the opponent any pushback at all, thus making it somewhat easier to punish her. When used in combos, mistimed supers make her stop dashing forward once she's reached a set distance from the opponent. In other words, some situations force her to walk back a little before she can combo it properly. | |||
* '''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. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=20 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* The same thing as the Far version, but with less reach. Can be used in Light Attack chains. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=10 | |||
|Total=19 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Good close move for Light Attack chains(It's a little faster than the cl.A). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=3, (4), 2 | |||
|Recovery=16 | |||
|Total=32 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* This move will do 2 hits, but only the first can be normal canceled, and the second one can be Super canceled(Or in case you're in Max Mode, max canceled, to add a hit for your combos). It's just her most damaging cancelable move. | |||
* This move can sideswitch with a jumping opponent, but only at point blank range and if the opponent is at least about half-way through their jump. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=21 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=36 | |||
|Hit Adv=+5 | |||
|Block Adv=+3 | |||
|Invulnerability= | |||
|description=* An overhead. A little fast, I can say. Cannot be canceled, but in Max Mode, you can cancel it(If you try like f.D, QCF+P, it will be an overhead followed up by a low, which is great for mixups). | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=4 | |||
|Recovery=11 | |||
|Total=23 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A fast slash that can be normal canceled, but cannot chain into itself or even the LKs. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=3 | |||
|Recovery=12 | |||
|Total=26 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A great poke that cannot be normal canceled. Can be used as an anti-air in some cases. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=24 | |||
|Active=3 | |||
|Recovery=9 | |||
|Total=36 | |||
|Hit Adv=SKD | |||
|Block Adv=+6 | |||
|Invulnerability= | |||
|description=* A slow poke that will knock down the opponent if he is hit by this move. The best way to use it is by hitting with the tip of the swords. Shiki will walk forward while she's performing the move. This move cannot be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery=19 | |||
|Total=33 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Fast but deceptive looking button. Only hits forwards in front of Shiki, good horizontal range but cannot anti-air the opponent since her kick at its apex has no hitbox. Cannot be normal canceled. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery=9 | |||
|Total=17 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Shiki's best Light Attack chain starter. It can chain into itself, and even some other Light normals(Not all of them), and it can be normal canceled too. The reach is very nice for a poke. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=4 | |||
|Recovery=10 | |||
|Total=25 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Another one of Shiki's anti-airs. It's very fast, like the f.B. Can be normal canceled, but it's better to use it as an anti-air. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=6 | |||
|Recovery=15 | |||
|Total=34 | |||
|Hit Adv=SKD | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Shiki's only low-hitting normal. It will knockdown the opponent(Like most of the cr.HKs over there). Very fast, and a little strange to use. Can be normal canceled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=2, 2 | |||
|Recovery=16 | |||
|Total=29 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* Another anti-air. Nothing very special about this move, but can be normal canceled. | |||
}} | |||
}} | |||
== | ====Jumping Normals==== | ||
Note: All of Shiki's air normals can be max canceled into any of her air moves. | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A very good jumping attack. Can be used as an air-to-air or even as a jump-in attack. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header"></span> ===== | ||
''''' | <font style="visibility:hidden" size="0"></font> | ||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj= 4''' ; '''dj= 5''' | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A good(And very fast) air-to-air, and only that. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The most used jump attack for Shiki. It's used for the damage, and it can even crossup the opponent if you aim well. You should use this move in your combos. It can be normal canceled into Shiki's air moves. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The j.C is just better. The best way to use this move is by neutral jumping. It can be normal canceled into Shiki's air moves. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.A x3 | |||
|caption= | |||
|name=Tsurane Giri: Tensei | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is very simple to use. It's the best(Along with the move below) on her combos. The first hit can be normal canceled, and can even be used to confirm her command grab(Which is one of the best in the game), and the last hit will send the opponent far away from Shiki. You don't need to hold f to get the other hits too. On Max Mode, all of the hits can be canceled, leading to great combos. | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B x4 | |||
|caption= | |||
|name=Tsurane Giri: Rinne | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is great on combos outside of Max Mode. Like the move above, the first hit can be normal canceled(And you don't need to hold f to get the other hits too), but after the last hit, you can juggle your opponent with almost anything she has(Including her Super/Exceed). Shiki can do some great combos with the juggle finisher on Max Mode too. Oh, and you cannot change the versions after you begin one of those two(Even on Max Mode). | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=4th Rekka | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Tsuyuharai | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Shiki will do a kind of dash, and after a little time(Or if she is near from the opponent), she will do a slash that hits ''low''(And yes, Shiki has only two low-hitting moves on her arsenal, being them this move, and her cr.C). The button pressed will determine the distance of the dash. This move is very nice on Max Mode combos(It can be Super canceled, and you can easily connect the Exceed after it). It has a followup too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P > K | |||
|caption= | |||
|name=Shizuku Gari | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Sadly, you can use this followup only if the slash hits the opponent. After the slash, Shiki will jump and do a backflip(I think) in the air, while she uses her sword to slash the opponent(And to be cool while slashing someone). Use this only on the normal mode(It can't be max canceled too). | |||
}} | |||
}} | |||
This | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) dp P | |||
|caption= | |||
|name=Tenhourin | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This DP is very great as an anti-air. The A version will make Shiki land faster, but will do only one hit, while the C version will make her land a little later than in the A version, but will do 2 hits. In the air, the versions are almost the same(They can do more hits than the ground versions). There is an interesting thing about this DP. It can be max canceled, but into the air version too(But they will connect only with the C version). | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
Shiki | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=qcf K | |||
|caption= | |||
|name=Meika | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Good move to use, but very bad on combos. In the normal mode, if you want to use this, use it alone. The B version is very useless on Shiki's normal mode game, because she has better combo options(It will knockdown the opponent, but she can do better- and easier - than that. More details will be on her Max Mode combos section). But don't worry, this move is very nice to use in Max Mode. She has some good combos with it(The hit can be max canceled). The D version is very useful in the normal mode, and only because it hits as an overhead. It's useless on Max Mode because it will do a hard knockdown on the opponent(So you cannot followup it, but you still can cancel it). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.qcf K | |||
|caption= | |||
|name=Kourin | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Shiki will do a dive slash. On the normal mode, use it only if you want to land quickly(By using the B version), or to get near from the opponent(By using the D version). This move can be canceled into the DP(Air version), but you cannot followup it if done with your opponent in the ground. This move is part of great Max Mode combos. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=Mumyou | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is just one of the best command grabs in the game. Shiki will kiss the opponent, and after that, a pink(and flaming) skull head will appear in the opponent's head. The damage is nice, it will knockdown the opponent(And he/she cannot recovery roll from it, which can lead to some really good corner wakeup setups), it will reverse the opponent's directionals(Like up is left, down is right), but not the attack buttons(The punches still will be punches, and the same with the kicks), you can hit-confirm it(By canceling the first hit of her cl.C, or by canceling the first hit of the f+A/B string). The skull(The directional changing thing) will disappear only if someone is hit(No matter who is hit, if Shiki was hit, it will disappear, and if the opponent is hit, it will disappear too). While the skull is in the opponent's head, you cannot use this move again(It won't come out). You'll need to learn on how to use this move. It can help you against some players. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dd.X | |||
|caption= | |||
|name=Setsuna | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is Shiki's teleport, her main anti-zoning too, though Shiki still isn't good against most of the zoning characters due to her big crouching hitbox. The button pressed will determine where she will go. She is invincible while, teleporting too. Below, you'll see a few things that you should know about the different versions of the teleport. Note: this is considering the opponent is in one corner of the screen, and Shiki is in the other corner. | |||
:* The A version will make Shiki move forward for approximately 2-3 Shiki sprites; | |||
:* The B version will make Shiki move backwards for approximately 2-3 Shiki sprites (almost useless if she's in the corner); | |||
:* The C version will make Shiki move near to the opponent, and land almost in the corner; | |||
:* The D version will make Shiki move backwards an almost full screen length. | |||
}} | |||
}} | |||
'' | ===Super Moves=== | ||
{{MoveData | |||
|image= | |||
|subtitle=qcb~hcf P | |||
|caption= | |||
|name=Tenma Hajun | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(3x11)+(27x3) | |||
|Counter Dmg=0, 3, 27 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Shiki's only Super to use on her combos. It's said that Shiki's invincible during the dash, and the C version will make Shiki dash further, so if that's true, the C version has more invincibility frames. Good to use after the f+B string with the juggle. It's a little hard to use, because Shiki will stop dashing if the opponent jumps over her, or even if it whiffs the opponent while he/she is in a juggle state, or in Max Mode combos. Spend some time learning to confirm into it as you will likely run into the issue of it whiffing during juggle combos if you're new to Shiki. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|214}}{{Motion|41236}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Shikiju | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(17x6) | |||
|Counter Dmg=17 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=1+2 | |||
|Active=<23 | |||
|Recovery=19 | |||
|Total=<45 | |||
|Hit Adv=HKD (+3) | |||
|Block Adv=-2 | |||
|Invulnerability=1F-3F (Full invul during startup), Varies during active | |||
|description=* Restores 32 points of health for Shiki. | |||
* Active frames last up to 23 frames but end early if Shiki stops in front of the opponent earlier than 23 active frames. | |||
* Total invul frames during active: 4F-7F (Upper body invul), 8F-11F (Full invul), 12F-26F (Upper body invul) | |||
* This move has the same uses as the Super above as a ranbu super, however it is NOT a command grab super despite looking like one. Shiki will do the invincible dash, it can be used in combos- as a substitute for the super - to get more damage, and she will stop if she whiffs the opponent in a jumping/juggle state, leaving her wide open to be punished. It's and Exceed, however, so use it wisely even though it deals more damage. Besides doing more damage, this will heal Shiki for some health as well, giving her more oomph to fight with in case you need it. The only other character capable of recovering health is Zero when he also uses his Exceed. | |||
}} | |||
}} | |||
'' | ==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). | |||
'''''Corner Blockstrings''''' | ===Advanced Strategy=== | ||
'''''Corner Blockstrings in Max Mode''''' | |||
Yeah, a corner blockstring for Shiki(In | 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 | 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: | This isn't the only blockstring she has, you can do some variations of the above, like this: | ||
Any cancelable Light Attack, QCF+ | 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. | 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. | ||
Line 141: | Line 1,055: | ||
'''''Some resets''''' | '''''Some resets''''' | ||
Shiki's f+ | 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 | * 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. | * 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. | * 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+ | * 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. | 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= | ====Match-Ups==== | ||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |||
! 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=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ 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=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ 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. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Shiki]] |
Latest revision as of 02:27, 28 July 2024
色, Shiki | |
---|---|
Category | Normal |
Playstyle | Pure rushdown, mixups |
Difficulty | Average |
Max Mode Needed? | Yes |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Tall |
Defense Modifier | 223 |
Wall Jump | No |
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 | |
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- | - | 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 | |
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- | - | Mid | - | - | - | - | 5 | 4 | 10 | 19 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 7 | 3, (4), 2 | 16 | 32 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | 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 | |
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- | - | Mid | - | - | - | - | 8 | 4 | 11 | 23 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 11 | 3 | 12 | 26 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | Mid | - | - | - | - | 5 | 3 | 9 | 17 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 11 | 4 | 10 | 25 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 |
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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 |
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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 | |
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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 | |
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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 | |
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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 |
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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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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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 |
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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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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 | |
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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 |
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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 |
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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 |
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(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. |