SvC Chaos: SNK Vs Capcom/Shiki

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< SvC Chaos: SNK Vs Capcom
Revision as of 13:49, 19 June 2016 by Redarts (talk | contribs) (→‎Normal Moves: Made Shiki's Normal Moves section.)
"Are you in pain? You are? Relax. It all will end soon..."

Introduction

Shikifacesvc.png

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

f + A,A,A Tsurane Giri: Tensei

f + B,B,B,B Tsurane Giri: Rinne

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

Advanced Strategy

Match-Ups