Hokuto no Ken/Shin

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Shinportrait.jpg

Introduction

Shinportrait.png
Shin is a hard-hitting power type character, and has the ability to Guard Crush any opponent. During the early days of the game's release he was considered the strongest character, but he has fallen greatly in the rankings as the other characters have become more and more developed while he has stayed mostly the same.

Between his command grab, 2B, and instant air dash B, Shin has a very good wakeup game, especially in the corner. However, his ability to apply continued pressure is lacking in comparison to other characters, and he has a very tough time getting out of bad situations. The simplicity and high damage of his combos, as well as his general ease of use make him a very good starter character, much like Kenshiro. Unfortunately, he lacks the same potential - of all characters, Shin has the hardest and least practical 100% combos. That being said, let us start this section off by listing Shin's main strengths and weaknesses.


Strengths:

  • All characters have a Guard Crush gauge against him
  • Very easy and powerful Banishing Strike combos
  • Good mixup, especially in the corner
  • Great star reducing ability


Weaknesses:

  • Has difficulty getting out of pressure
  • Is very easy to perform Hyakuretsu combos on
  • 100% combos are extremely difficult and unpractical for the most part


Before diving right into the combos be sure to familiarize yourself with Shin's special/super moves and important normals.

Normal Moves

Standing

Close A

Shin-c.A.png
A quick jab to the face. Used in some combos as well as as an anti-air.

Far A

Shin-A.png
A straight jab. Used in some combos.

Close B

Shin-c.B.png
A lazy-looking kick. Used in some combos.

Far B

Shin-B.png
A low kick. Good for zoning, and also used in some combos.

Close C

Shin-c.C.png
A strong low jab. Can chain into a Banishing Strike. Used in many combos.

Far C

Shin-C.png
A two-hit horizontal slash. Doesn't hit most crouching characters. Has great range which makes it useful for preventing opponents from jumping or for baiting an Air Recovery. Recovery is quite long so it is necessary to pick your spots carefully when using it.

Close D

Shin-c.D.png
A knee followed by a kick to the head. Used in many combos.

Far D

Shin-D.png
A strong low kick. Mostly useless.

Crouching

A

Shin-2A.png
A short crouching elbow jab. Has less range than 2B, but the startup is quicker, making it useful for getting out of pressure. Also possible to use as an anti-air in some situations.

B

Shin-2B.png
A very low crouching kick. Long range, quick startup, and advantage on guard. Loses to most other characters' 2Bs, but beats high-hitting moves like Toki's 2D. One of Shin's most important normals.

C

Shin-2C.png
A strong upwards jab while crouching. Fairly slow startup limits its use as an anti-air. Mostly used in combos.

D

Shin-2D.png
A long sweep kick. Fairly short range in comparison to other characters' 2Ds, but slightly longer than that of 2B. Hit causes the opponent to be knocked into the air.

Air

A

Shin-j.A.png
A downwards jab. Can be canceled into itself. Good air-to-air move.

B

Shin-j.B.png
A straight kick. Good reach and long active frames. Shin's main air-to-ground move.

C

Shin-j.C.png
A two-handed downward chop. Used in some combos.

D

Shin-j.D.png
A strong downward kick. Useful in combos, and sometimes as an air-to-ground move.

Other

6A

Shin-6A.png
A horizontal slicing punch. Hits overhead. Follow up possible with the use of Boost. Good to throw into your mixup every now and again.

6B

Shin-6B.png
A strong stomping kick. Hits low and takes off a star on Counter Hit. Mostly useless.

Throw

Shin-Throw.png
Shin throws his opponent to the ground then jabs them quickly several times. Follow up not possible. Mostly useless, especially since Shin has a great command grab.

BD Throw

Shin-BD.png
Shin slaps his opponent to the ground, stomps on their body, and then kicks them away. Follow up not possible. Will catch Rei at the start of the round if he opens with a Grave Shoot.

Grave Shoot

Shin-Grave.png
A slashing underhand chop. Not very reliable as an anti-air. Used in many combos.

Heavy Strike

Shin-Heavy.png
Shin winds up then charges forward with a strong thrust. Very long reach, making this likely the best Heavy Strike in the game. That said its use is still limited to combos for the most part.

Banishing Strike

Shin-Bani.png
Shin winds up then does a powerful straight jab. Fairly short range. Important combo part.

Special Moves

See Special Moves section.

Combos

See Combos section.

Matchups

Kenshiro

X

Raoh

X

Toki

X

Shin

X

Rei

X

Juda

X

Thouther

X

Jagi

X

Mr. Heart

X

Mamiya

X

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki