(→Normal Moves: Made Shiki's Normal Moves section.) |
(→Command Moves: Made Shiki's Command Moves section.) |
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== Command Moves == | == Command Moves == | ||
'''''Tsurane Giri: Tensei''''' | |||
f + | * f+LP(3x) - 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 MAXIMUM Mode, all of the hits can be canceled, leading to great combos. | ||
f + | '''''Tsurane Giri: Rinne''''' | ||
* f+LK(4x) - This move is great on combos outside of MAXIMUM 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 MAXIMUM Mode too. Oh, and you cannot change the versions after you begin one of those two(Even on MAXIMUM Mode). | |||
== Special Move == | == Special Move == |
Revision as of 21:34, 20 June 2016
Introduction
This ninja girl with two swords and over there is Shiki, a character from the Samurai Showdown series. Her first appearence was in the Samurai Showdown 64 series(She appeared on some NGPC games too), and she was very good in there. Here, she is good(And a little simple) too, but you'll need to have good hands to play her. Now for her pros and cons.
The Sad Woman's Good and Bad things
Good Things:
- Good walking and jumping speed;
- Can combo with her Command Moves;
- Can do teleports(And the inputs for it are very easy to do, unlike some characters in the game);
- Has a low-hitting special move(Which can help her in mixups) and a ground overhead;
- Her command throw will reverse the opponent's directionals;
- Exceed will absorb the opponent's health;
- She has some MAXIMUM Mode 100% combos.
Bad Things:
- Has low Stamina;
- Her air normals have only one animation;
- Has only one Super;
- The reach for her command throw is very small(But she can connect it after some moves);
- Although it can look like a grab, the Exceed can be blocked(And easily punished);
- Has a high crouching hitbox(One of the highest in the game).
Moves List
Normal Moves
A very easy arsenal to use. There are some moves that you will not use. It won't be hard to you to begin your strategies here.
s.LP - (Far) A fast slash that can be normal canceled, but cannot chain into itself or even the LKs. (Close) The same thing as the Far version, but with less reach. Can be used in Light Attack chains.
s.LK - (Far) A great poke that cannot be normal canceled. Can be used as an anti-air in some cases. (Close) Good close move for Light Attack chains(It's a little faster than the cl.LP).
s.HP - (Far) 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. (Close) 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 MAXIMUM Mode, MAX canceled, to add a hit for your combos). It's just her most damaging cancelable move(Use it).
s.HK - (Far) Very fast anti-air. Cannot be normal canceled. Only that. (Close) An overhead. A little fast, I can say. Cannot be canceled, but in MAXIMUM Mode, you can cancel it(If you try like f.HK, QCF+P, it will be an overhead followed up by a low, which is great for mixups).
j.LP - The Diagonal and the Neutral versions are the same(This will be keeped for all of Shiki's jumping attacks). A very good jumping attack. Can be used as an air-to-air or even as a jump-in attack.
j.LK - A good(And very fast) air-to-air, and only that.
j.HP - 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.
j.HK - I don't know what to say about this move. The j.HP is just better. The best way to use this move is by neutral jumping.
cr.LP - 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.
cr.LK - Another one of Shiki's anti-airs. It's very fast, like the f.LK. Can be normal canceled, but it's better to use it as an anti-air.
cr.HP - 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.
cr.HK - Another anti-air. Nothing very special about this move, but can be normal canceled.
Command Moves
Tsurane Giri: Tensei
- f+LP(3x) - 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 MAXIMUM Mode, all of the hits can be canceled, leading to great combos.
Tsurane Giri: Rinne
- f+LK(4x) - This move is great on combos outside of MAXIMUM 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 MAXIMUM Mode too. Oh, and you cannot change the versions after you begin one of those two(Even on MAXIMUM Mode).
Special Move
qcf + P Tsuyuharai
_press K Shizuku Gari
f,d,df + P (air) Tenhourin
qcf + K Meika
qcf + K in air Kourin
hcb + K when near Mumyou
d,d + P / K Setsuna
Super Move
qcb,hcf + P Tenma Hajun
Exceed Move
qcb,hcf + BD Shikiju
The Basics
Combos
1.-Jump C,Close C (1 hit),f+BBBB, Jumping Attack
2.-cr.A x2 ,f+AAAA
3.-
4.-Jump C,Close C (1 hit),f+AAA,Super Move or Exceed