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===Banishing Strike Combos===
===Banishing Strike Combos===
Shin's basic Banishing Strike combos are extremely damaging and easy to perform, which is one of the reasons he was considered the strongest character during the game's early days. Note that close C will not combo into a Banishing Strike against Jagi when he is crouching, due to his fast recovery.
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.  


'''Basic Banishing Strike Combo #1'''
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 in such cases.
 
'''Basic Banishing Strike Combo'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| 2B > c.C > CD > 6 > C > 236C > C > 236C > 214C
| 2B > c.C > CD > 6 > c.C > 236C > A or c.C > 236C > 214C
|}  
|}  
Takes off 2 stars and does not require and meter.  
Shin's most basic Banishing Strike combo, takes off 2 stars and does not require and meter. Has the downside of not being able to continue into a mixup due to the fact that 214C is an OTG hit.  


'''Basic Banishing Strike Combo #2'''
'''Optimal Basic Banishing Strike Combo #1'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| 2B > c.C > CD > 6 > C > 214C > E > C > 236C > A > 236C > 214C
| 2B > c.C > CD > 6 > c.C > 214C > E > A or c.C > 236C > A > 214C
|}  
|}  
Does a bit more damage than the above, but has the downside of not being able to continue into a mixup due to the knockback. Removing the second 236C or just ending the combo at the standing A allow you to dash in and go for a wakeup attack.  
For use when you are at midscreen or closer to the corner. Preferable to the above combo as the 214C is not an OTG hit and 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, for example if 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.


'''Basic Banishing Strike Combo #3'''
'''Optimal Basic Banishing Strike Combo #2'''
{| style="width:100%" cellpadding=10 border="1"  
{| style="width:100%" cellpadding=10 border="1"  
| 2B > c.C > CD > 6 > AB > E > E > C > 236C > A > 236C > 214C  
| 2B > c.C > CD > 6 > AB > (E >) E > C > 236C > A > 236C > 214C  
|}  
|}  
Takes off 3 stars and does not require and meter. For use when you are at midscreen or farther away from the corner. The first E is a Movement Boost, done during the charging animation, and the second is a Cancel Boost, performed when the Heavy Strike actually hits.
Takes off 3 stars and does not require and 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.
 
 
 


'''Tomono-shiki'''
'''Tomono-shiki'''

Revision as of 01:14, 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 causes knockdown 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 as the final Banishing Strike or Hakuhazan is an OTG hit, it does not allow for a wakeup. Finishing with a Banishing Strike give better meter gain but does not work on Toki or Mamiya, whereas using Hakuhazan does a bit more damage.

Basic Hakuen Combo #3

~2D > 236D > j.C > 2C > CD or 214C or 236236C

Must be either near very close to the opponent when connecting with the 2D, or in the corner when landing after the jump C. On Kenshiro and Rei this combo can be performed anywhere regardless of distance from opponent.

Basic Hakuen Corner Combo

~2D > 236D > j.C > 2C > AC > j.Axn > 623B

A basic corner combo that makes use of the Chikuseki bug and allows for a devastating mixup. 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 quite 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 in such cases.

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 and 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 the 214C is not an OTG hit and 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, for example if 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 > 236C > 214C

Takes off 3 stars and does not require and 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.



Tomono-shiki

2B > c.C > CD > 6 > c.C > c.D > 214C > E > c.D > 236D > j.A > j.C > dash jump j.A > j.C > C > 236C > 236C

A Banishing combo discovered by Tomono, who was a famous Shin-user early on in the history of the game. Against some characters it is possible to add in another repetition of jump j.A > j.C.

Tomono-shiki Version 2

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]x2 > C > 236C > 236C

Tomono-shiki Version 3

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


Advanced Combos

Banishing Strike Combos

X

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

X

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

2C Rebound Combo

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 > 2Cx6 > 214C

A showy combo that works on Kenshiro and Toki. The air dash jump C does not hit, and causes you to land on the other side of your opponent. After doing so you repeatedly bounce your opponent with 2C, timing it so that you strike them as they are rebounding off the wall.


Dribble Combos

X


Command Grab Combos

Command Grab Combo #1

63214A > 236236C

Command Grab Combo #2

63214A > AC > jump j.C > j.D > 623B

Works midscreen against Kenshiro, Toki, Rei, Shin, Juda, Thouther, and Heart. If you dash slightly before the Grave Shoot it is also possible to use it on other characters as well.

Corner Command Grab Combo #1

63214A > jump j.A > j.A > j.C > B > 2C > AC > jump j.A > 623B

Works on all characters, but some require a slight delay on the first jump A.

Corner Command Grab Combo #2

63214A > 2C > 6A or 6B > 2A > 2C > CD > E > B > 2C or c.D > 214C or 236236C

Corner Command Grab Combo #3

63214A > C > 214C > E > c.C > c.D > CD > E > 2A > 2C > 236236C

Corner Command Grab Combo #2

63214A > 2C > AC > jump j.Axn > 623B


Fatal KO Combos

0-star Hakuen FKO

~2D > 236D > j.C > FKO

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.

5-sama Space Kick (1 star)

~2D > 214C > delay E > E > 236CD

A flashy FKO combo made famous by 5-sama. The first E is a movement Boost, but it must be done just before Hakuhazan hits or the move will not connect. After the Cancel Boost you switch sides with your opponent, so the FKO input must be reversed.

2-star Command Grab FKO

63214A > CD+E > E > c.C > FKO

Requires 1 Boost. Against Kenshiro and Toki you must delay the CD+E slightly after recovering from the throw.

3-star Command Grab FKO

63214A > 2C+E > 214C > CD+E > E > C > FKO

3-star Banishing Strike FKO

~CD > 6 > c.C > 214C > CD+E(Max charge) > 2A+E > C > FKO

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 you can hit confirm 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

6A Overhead Combo

6A > E > c.D(1 hit) > 214C > E > CD > E > c.C > 236236C or FKO

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 > dash CD > c.C+E > c.D > 236236C or HSC 214214C(Slight charge)

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.


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