Line 802: | Line 802: | ||
|startup= 16 | |startup= 16 | ||
|active= 3 (2,3) | |active= 3 (2,3) | ||
|recovery= 20 (0, 18) | |recovery= 20 (0,18) | ||
|total duration= 38 | |total duration= 38 | ||
|on hit= +3 | |on hit= +3 | ||
Line 810: | Line 810: | ||
|description= | |description= | ||
* Light 2nd Rekka is absurdly good. Has a gratuitous counter hit advantage of +21. Is only "punishable" by lights/moves active on frame 6 (and can be spaced so that a majority of character punishes whiff. Can cancel into immediate H rekka '''''OR''''' late cancel into L slice forcing the opponent to not only guess on if you are going to frame trap after but also on what side they have to. | * Light 2nd Rekka is absurdly good. Has a gratuitous counter hit advantage of +21. Is only "punishable" by lights/moves active on frame 6 (and can be spaced so that a majority of character punishes whiff. Can cancel into immediate H rekka '''''OR''''' late cancel into L slice forcing the opponent to not only guess on if you are going to frame trap after but also on what side they have to. | ||
}} | |||
{{AttackData-KI2013 | |||
|version= MP | |||
|damage= 18 (5%) | |||
|counter-hit damage= 22 (6%) | |||
|potential damage= -- | |||
|shadow on hit= ?? | |||
|shadow on block= ?? | |||
|guard= Mid | |||
|startup= 19 | |||
|active= 6 (2,6) | |||
|recovery= 23 (0,14) | |||
|total duration= 38 | |||
|on hit= +6 | |||
|on counter-hit= +13 | |||
|on block= -10 | |||
|special properties= | |||
|description= | |||
* Medium 2nd Rekka and Heavy 2nd Rekka are not as good as L 2nd, being more unsafe and losing the unreactable crossup threat. It serves 2 important role in catching backdash after 1st rekka and getting M/H spirit slice special chains and H greed sever special chains to combo after L 1st rekka | * Medium 2nd Rekka and Heavy 2nd Rekka are not as good as L 2nd, being more unsafe and losing the unreactable crossup threat. It serves 2 important role in catching backdash after 1st rekka and getting M/H spirit slice special chains and H greed sever special chains to combo after L 1st rekka | ||
}} | }} | ||
Revision as of 18:25, 2 March 2025
Introduction
Shin Hisako PLACEHOLDER CHARACTER STORY
Shin Hisako PLACEHOLDER GAMEPLAY OVERVIEW
Strengths | Weaknesses |
---|---|
|
|
Character Data | |
---|---|
Forward Walk Speed | 51f to cross two large training mode squares |
Backwards Walk Speed | 68f to cross two large training mode squares |
Forward Dash Duration | 33f
|
Backdash Duration | 17f |
Pre-Jump Frames | 5f |
Jump Duration | 40f |
Landing Recovery | 4f |
Advantage Post Grounded Combo Breaker | -3 |
Universal Mechanics
Instinct
Eternal Descent (Creepy Hands): Summons a bunch of hands that can catch opponents who stand on them and hit them for 17% (Unscaled by guts modifier) and a hard knockdown that grants workable oki situation.
Combat Traits
Drifting Spirits: Shin can summons a drifting spirit that either slowly moves across the screen or stays in place. Shin can summon a spirit shot, a giant,high durability projectile that causes a lot of blockstun/hitstun by whacking the drifting spirit with her sword. What move Shin Hisako uses to wack the move affects the speed and trajectory of the giant firebal
Special Chains: Shin Hisako rekka is cancelable into dp, overhead and slice on hit block and whiff granting her a funky tool to use in neutral, pressure and oki
Normal Moves
Standing Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 (2%) | 10 (2%) | -- | 1.6 | 2.4 | Mid | 5 | 3 | 10 | 17f | +2 | +4 | 0 | Chain |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 (4%) | 18 (5%) | -- | 2.4 | 4 | Mid | 6 | 3 | 16 | 24f | +2 | +5 | +0 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 32 (8%) | -- | 4 | 4.5 | Mid | 11 | 3 | 20 | 33f | +2 | +7 | -3 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
26.8 (7%) | 34.8 (9%) | -- | ?? | ?? | Mid | 9 | 2 [12] 2 | 16 | 40f | +8 | +8 | +3 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 22 (6%) | -- | ?? | ?? | Mid | 8 | 3 | 18 | 28f | +1 | +2 | -2 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 (2%) | 12 (3%) | -- | 1.6 | 2.4 | Mid | 5 | 5 | 10 | 19f | +2 | +2 | 0 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 22 (6%) | -- | 2.4 | 4 | Mid | 8 | 5 | 18 | 30f | +8 | +13 | +3 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 22 (6%) | -- | -- | -- | Mid | 6 | 2 | 17 | 24f | +1 | +5 | +1 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 32 (8%) | -- | 4 | 4.5 | Mid | 20 | 3 | 12 | 34 | +14 | +18 | +6 | Stagger |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 32 (8%) | -- | ?? | ?? | Mid | 9 | 3 | 16 | 27 | +3 | +7 | +1 | -- |
|
Crouching Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 (2%) | 10 (2%) | -- | 1.6 | 2.4 | Mid | 5 | 2 | 14 | 20f | +2 | +4 | 0 | Chain |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 22 (6%) | -- | 2.4 | 4 | Mid | 7 | 3 | 16 | 25f | +3 | +7 | 0 | -- |
- Can manual into M DP on hit |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 36 (10%) | -- | 4 | 4.5 | Mid | 11 | 6 | 24 | 40f | +4 | +4 | -3 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 36 (10%) | -- | 4 | 4.5 | Mid | 11 | 6 | 24 | 40f | +4 | +4 | -3 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 (2%) | 12 (3%) | -- | 1.6 | 2.4 | Low | 5 | 3 | 8 | 15f | +2 | +7 | 0 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 22 (6%) | -- | 2.4 | 4 | Low | 7 | 4 | 16 | 26f | -1 | +2 | -2 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 36 (10%) | -- | 4 | 4.5 | Low | 9 | 4 | 21 | 33f | +66 | +66 | -3 | Hard Knockdown |
|
Air Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 24 (6%) | -- | 1.6 | 2.4 | High | 7 | 8 | 4 | 18+f | +15 | +17 | +8 | -- |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 (6%) | 30 (8%) | -- | 2.4 | 4 | High | 8 | 5 | 4 | 16+f | +16 | +19 | +12 | - |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 38 (10%) | -- | 4 | 4.5 | High | 13 | 5 | 4 | 21+f | +20 | +24 | +16 | Crossup |
* Its so plus that the opponent can interrupt dash after blocking this
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 (5%) | 24 (6%) | -- | 1.6 | 2.4 | High | 7 | 8 | 4 | 18+f | +15 | +17 | +4 | Crossup |
|
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 (6%) | 30 (8%) | -- | 2.4 | 4 | High | 10 | 3 | 4 | 16+f | +16 | +19 | +10 | - |
- farthest reaching "down AND forward" jump in * Quick to hit after dash (27 frames) and not minus so probably the go to air to ground option from dash |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 (8%) | 38 (10%) | -- | 4 | 4.5 | High | 15 | 4 | 4 | 22+f | +20 | +24 | +12 | Crossup |
|
Throws
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36 (10%) | - | - | - | - | - | 5 | 2 | 29 | 36f | +59 | - | - | Hard Knockdown |
Builds a lot of meter and curses the opponent a with a tracking drifting spirit which can be used for setups or saved as a quick get in tool in neutral later |
Special Moves
- whiff cancellable into rekka extensions and other special during recovery
- All version are cancellable into 2nd rekka or any of Shin Hisako's other specials, giving her potent oki and a poke she can whiff cancel into an anti air
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 14 (3%) | 18 (5%) | -- | ?? | ?? | Mid | 11 | 2 | 24 (1,13) | 36f | +3 | +10 | -2 | (first whiff-cancellable frame, last whiff-cancellable frame) |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 18 (5%) | 22 (6%) | -- | ?? | ?? | Mid | 15 | 2 | 26 (2,19) | 42f | +4 | +6 | -4 | (first whiff-cancellable frame, last whiff-cancellable frame) |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 22 (6%) | 26 (7%) | -- | ?? | ?? | Mid | 17 | 2 | 29 (2,17) | 42f | +5 | +12 | -5 | (first whiff-cancellable frame, last whiff-cancellable frame) |
|
{{MoveData |image= Shin Rekka2.png|thumb |caption= Test Caption |name= Rekka 2 |linkname= 236P |input= QCF+P > P/236P > P |data= 2nd rekka is Shin Hisako's main counter hit tool after 1st rekka. The main edge it has over choosing to special chain into the high damage Greed Sever is that Shin can easily gamble to make the defender regret trying to punish 2nd rekka.
! Version
! height="25px" | Damage ! Counter-Hit Damage ! Potential Damage ! Shadow On Hit ! Shadow On Block ! Guard ! Startup ! Active ! Recovery ! Total Duration ! On Hit ! On Counter-Hit ! On Block ! Special Properties |- ! LP | height="25px"| 14 (3%) | 18 (5%) | -- | ?? | ?? | Mid | 16 | 3 (2,3) | 20 (0,18) | 38 | +3 | +21 | -6 | - |-
| colspan="13" style="text-align:left;vertical-align:top;" |
- Light 2nd Rekka is absurdly good. Has a gratuitous counter hit advantage of +21. Is only "punishable" by lights/moves active on frame 6 (and can be spaced so that a majority of character punishes whiff. Can cancel into immediate H rekka OR late cancel into L slice forcing the opponent to not only guess on if you are going to frame trap after but also on what side they have to.
|-
! Version
! height="25px" | Damage ! Counter-Hit Damage ! Potential Damage ! Shadow On Hit ! Shadow On Block ! Guard ! Startup ! Active ! Recovery ! Total Duration ! On Hit ! On Counter-Hit ! On Block ! Special Properties |- ! MP | height="25px"| 18 (5%) | 22 (6%) | -- | ?? | ?? | Mid | 19 | 6 (2,6) | 23 (0,14) | 38 | +6 | +13 | -10 | - |-
| colspan="13" style="text-align:left;vertical-align:top;" |
- Medium 2nd Rekka and Heavy 2nd Rekka are not as good as L 2nd, being more unsafe and losing the unreactable crossup threat. It serves 2 important role in catching backdash after 1st rekka and getting M/H spirit slice special chains and H greed sever special chains to combo after L 1st rekka
|-
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 14 (3%) | 18 (5%) | -- | ?? | ?? | Mid | 17 | 4 | 34 | - | -14 | -8 | -17 | Opener |
"Just use H 3rd Rekka"- Shin Hisako God Infilament (To DO) |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | -- | -- | -- | ?? | ?? | Mid (crossup) | 10 | 2 | 40 | 51f | 14 (soft KD) | 14 (soft KD) | -26 | upper body invul frames 3-5;
can pass through frames 1-11 |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 18 | 22 | -- | ?? | ?? | Mid(crossup) | 29 | 2 | 30 | 61f | -- | -- | -- | -- |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 22 | 26 | -- | ?? | ?? | Mid (crossup) | 29 | 2 | 30 | 61f | 47(17) | 47(17) | -15 | upper body invul frames 5-9;
can pass through frames 1-11 |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
Orb HP | 22 | 26 | -- | ?? | ?? | Mid (crossup) | 22 | 5 | 4 | 61f | 47(18) | 47(18) | -16 | Crossup,Airborne on frame 6,Can Pass Through 1-17f |
|
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | -- | -- | -- | ?? | ?? | Mid | 10 | 2 | 40 | 51f | 14 (soft KD) | 14 (soft KD) | -26 | Floaty gravity |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 18 | 22 | -- | ?? | ?? | Mid | 29 | 2 | 30 | 61f | -- | -- | -- | -- |
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 22 | 26 | -- | ?? | ?? | Mid | 29 | 2 | 30 | 61f | 47(17) | 47(17) | -15 | - |
Invincible 3 frame reversal - tied with H Tigers Fury and H Puddle Punch for hardest hitting invincible reversal although it doesn't gain as much damage from counter hits - Is NOT shadow cancelable - Has an angle;covers the top of shin hisakos head very poorly |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 28(7%) | 36(10%) | -- | ?? | ?? | High | 24 | 3 | 30 | 56f | +9{20} | +16 | -10 | lower body invul/ground bounce on air connect/stagger |
- overhead
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MK | 36(10%) | 44 | -- | ?? | ?? | High | 25 | 4 | 32 | -- | +6{17} | +13 | -9 | -- |
*gains some LBI frame 11 so its very prediction based
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HK | 44 | 52 | -- | ?? | ?? | High | 29 | 4 | 29 | 61f | +6 | +13 | --6 | - |
- Overhead
| ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
Orb HK | 44 | 52 | -- | ?? | ?? | High | 29 | 4 | 29 | 61f | +6 | +13 | --6 | - |
- Overhead
|