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{{Character Subnav MK1|chara=Shujinko (Kameo)|discord={{{discord|}}} }} | |||
===Passing Time/REALLY Passing Time=== | ===Passing Time/REALLY Passing Time=== | ||
Shujinko is unlike every other Kameo in that he begins each match with no Kameo Gauge full, and his does not regenerate automatically. Instead, he must charge his gauge manually with the “Passing Time” ability (AKA “meditate”). This assist is an Ambush and can be performed in a number of ways; pressing (K) will call him out automatically causing him to float in mid-air near the player and charge his gauge at a fast rate, while holding Down (“REALLY Passing Time”) after calling the Ambush will cause him to drop down and meditate on the ground instead, allowing Highs to whiff over him. This ability can be cancelled instantly by tapping the Kameo button again once the meditation has started, as well as delayed by holding the Kameo button when initially calling the assist to run onscreen (giving the player ultimate control over where they place Shujinko onscreen). The meditation charge will otherwise continue automatically until Shujinko has filled the Kameo Gauge, or until the opponent has interrupted Shujinko by hitting him (triggering a brief cooldown of 3 seconds before Shujinko runs offscreen and can be called again). | Shujinko is unlike every other Kameo in that he begins each match with no Kameo Gauge full, and his does not regenerate automatically. Instead, he must charge his gauge manually with the “Passing Time” ability (AKA “meditate”). This assist is an Ambush and can be performed in a number of ways; pressing (K) will call him out automatically causing him to float in mid-air near the player and charge his gauge at a fast rate, while holding Down (“REALLY Passing Time”) after calling the Ambush will cause him to drop down and meditate on the ground instead, allowing Highs to whiff over him. This ability can be cancelled instantly by tapping the Kameo button again once the meditation has started, as well as delayed by holding the Kameo button when initially calling the assist to run onscreen (giving the player ultimate control over where they place Shujinko onscreen). The meditation charge will otherwise continue automatically until Shujinko has filled the Kameo Gauge, or until the opponent has interrupted Shujinko by hitting him (triggering a brief cooldown of 3 seconds before Shujinko runs offscreen and can be called again). | ||
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Shujinko also grants additional passive buffs, such as adding +100 HP to the lead character’s health value and recovering from his Breaker animation 15 frames earlier. | Shujinko also grants additional passive buffs, such as adding +100 HP to the lead character’s health value and recovering from his Breaker animation 15 frames earlier. | ||
{{Character Subnav MK1|chara=Shujinko (Kameo)|discord={{{discord|}}} }} | |||
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[[Category:Mortal Kombat 1]] | |||
[[Category:Shujinko]] |
Revision as of 11:55, 11 February 2025
Passing Time/REALLY Passing Time
Shujinko is unlike every other Kameo in that he begins each match with no Kameo Gauge full, and his does not regenerate automatically. Instead, he must charge his gauge manually with the “Passing Time” ability (AKA “meditate”). This assist is an Ambush and can be performed in a number of ways; pressing (K) will call him out automatically causing him to float in mid-air near the player and charge his gauge at a fast rate, while holding Down (“REALLY Passing Time”) after calling the Ambush will cause him to drop down and meditate on the ground instead, allowing Highs to whiff over him. This ability can be cancelled instantly by tapping the Kameo button again once the meditation has started, as well as delayed by holding the Kameo button when initially calling the assist to run onscreen (giving the player ultimate control over where they place Shujinko onscreen). The meditation charge will otherwise continue automatically until Shujinko has filled the Kameo Gauge, or until the opponent has interrupted Shujinko by hitting him (triggering a brief cooldown of 3 seconds before Shujinko runs offscreen and can be called again).
Apep Punch/Konquest Kick/etc.
Shujinko also has two Summon abilities that can be performed without Kameo Gauge; his “Apep Punch” (F+K) is a safe high that is -6 on block, while his “Konquest Kick” (B+K) is an unsafe mid that is -13 on block, both of which will lead into Passing Time automatically (or REALLY Passing Time if holding Down). The delay version of meditation can not be performed out of these attacks, meaning that he will meditate right where he is summoned.
These normals also have their own respective strings that can only be performed on hit or block and cannot be special cancelled. “Kingdoms Krumble” (F+K > U+K) will follow the High “Apep Punch” with the Mid “Konquest Kick” to create an unsafe but gapless string that is -6 on block; when this attack is blocked, Shujinko will automatically enter his meditation. On hit, this second hit will cause a crumple state which will allow for follow-up kombos but cause Shujinko to automatically exit offscreen. “Waterfall Chop” (B+K > U+K) will follow “Konquest Kick” with a unique Overhead chop animation to create a string that is safe at -7 on block but has a gap between the two hits. This second hit will only trigger a knockdown on hit, and Shujinko will automatically exit offscreen on both hit and block.
Aside from the short cooldown period triggered by taking a hit, there is no cooldown window for calling out these Ambush or Summon assists; it is possible to call Shujinko onscreen, cancel his meditation to send him offscreen, and then immediately resummon him.
Kopy Kat/Mimic/etc.
Once Shujinko has charged up half of his gauge, he gains access to his “Kopy Kat,” “Borrow,” and “Steal” Summons while still being allowed to charge the remainder of the gauge with his Ambush. Once the gauge is full, he also gains access to his “Mimic,” “Flatter,” and “Imitate” Summons but can no longer call his Ambush assist(s) until he has spent gauge on one of these newly gained abilities. Shujinko has one Kopy Kat ability and one Mimic ability against every character, although the amount of these “Replikate,” “Steal,” “Flatter,” and “Imitate” moves he has access to may vary across the roster.
“Kopy Kat” (DF+K), “Borrow” (DF+K>D) and “Steal” (DF+K>U) cost half of the Kameo Gauge and may usually steal a simpler ability such as a projectile; “Mimic” (DB+K), “Flatter” (DB+K>D) and “Imitate” (DB+K>U) cost a full gauge and typically steal one of the opponent’s more powerful and/or prolific abilities. These moves can also all be cancelled into from Apep Punch or Konquest Kick but not their respective follow-up strings. Certain kopied moves may have their properties altered or even slightly enhanced from the original counterparts, such as automatically granting the EX version, launching the opponent, coming out faster or slower, reducing recovery, having more/less hit or block advantage, or even allowing rare juggles in the corner. All the abilities stolen with Kopy Kat (or its variants) can be used as an invulnerable Getup, although their effectiveness against an opponent’s incoming attacks may vary due to the differing speeds at which Shujinko comes out and becomes active. Using Mimic against Shang Tsung will allow Shujinko to steal the opponent’s Kameo assists for roughly 10 seconds, or until the player has used a full Kameo Gauge; stealing Shang Tsung’s kameo when he is also using the Shujinko kameo will nullify the steal ability, and will result in the player wasting all their gauge (forcing them to manually recharge it).
Miscellaneous
Shujinko will technically steal an additional move from each opponent character during his basic Kameo Throw, although this will only mimic the corresponding attack animation as it remains at 11% damage and +5 hit advantage universally; some stolen throw animations may, however, leave the opponent closer to the player after a knockdown, improving okizeme potential after a Forward Throw.
Shujinko also grants additional passive buffs, such as adding +100 HP to the lead character’s health value and recovering from his Breaker animation 15 frames earlier.