SvC Chaos: SNK Vs Capcom/Shiki

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Revision as of 00:21, 23 June 2016 by Redarts (talk | contribs) (→‎Special Move: Made Shiki's Special 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

Tsurane Giri: Tensei

  • f+LP(3x) - This move is very simple to use. It's the best(Along with the move below) on her combos. The first hit can be normal canceled, and can even be used to confirm her command grab(Which is one of the best in the game), and the last hit will send the opponent far away from Shiki. You don't need to hold f to get the other hits too. On MAXIMUM Mode, all of the hits can be canceled, leading to great combos.

Tsurane Giri: Rinne

  • f+LK(4x) - This move is great on combos outside of MAXIMUM Mode. Like the move above, the first hit can be normal canceled(And you don't need to hold f to get the other hits too), but after the last hit, you can juggle your opponent with almost anything she has(Including her Super/Exceed). Shiki can do some great combos with the juggle finisher on MAXIMUM Mode too. Oh, and you cannot change the versions after you begin one of those two(Even on MAXIMUM Mode).

Special Move

Tsuyuharai

  • QCF+P - Shiki will do a kind of dash, and after a little time(Or if she is near from the opponent), she will do a slash that hits low(And yes, Shiki has only two low-hitting moves on her arsenal, being them this move, and her cr.HP). The button pressed will determine the distance of the dash. This move is very nice on MAXIMUM Mode combos(It can be Super canceled, and you can easily connect the Exceed after it). It has a followup too, and it is below:
    • Shizuku Gari
      • Press K(After any version of the move above) - Sadly, you can use this followup only if the slash hits the opponent. After the slash, Shiki will jump and do a backflip(I think) in the air, while she uses her sword to slash the opponent(And to be cool while slashing someone). Use this only on the normal mode(It can't be MAX canceled too).

Tenhourin

  • DP+P (In the ground or in the air) - This DP is very great as an anti-air. The LP version will make Shiki land faster, but will do only one hit, while the HP version will make her land a little later than in the LP version, but will do 2 hits. In the air, the versions are almost the same(They can do more hits than the ground versions). There is an interesting thing about this DP. It can be MAX canceled, but into the air version too(But they will connect only with the HP version).

Meika

  • QCF+K - Good move to use, but very bad on combos. In the normal mode, if you want to use this, use it alone. The LK version is very useless on Shiki's normal mode game, because she has better combo options(It will knockdown the opponent, but she can do better- and easier - than that. More details will be on her MAXIMUM Mode combos section). But don't worry, this move is very nice to use in MAXIMUM Mode. She has some good combos with it(The hit can be MAX canceled). The HK version is very useful in the normal mode, and only because it hits as an overhead. It's useless on MAXIMUM Mode because it will do a hard knockdown on the opponent(So you cannot followup it, but you still can cancel it).

Kourin

  • QCF+K (In the air only) - Shiki will do a dive slash. On the normal mode, use it only if you want to land quickly(By using the LK version), or to get near from the opponent(By using the HK version). This move can be canceled into the DP(Air version), but you cannot followup it if done with your opponent in the ground. This move is part of great MAXIMUM Mode combos.

Mumyou

  • QCB+K (While near from the opponent) - This move is just one of the best command grabs in the game. Shiki will kiss the opponent, and after that, a pink(and flaming) skull head will appear in the opponent's head. The damage is nice, it will knockdown the opponent(And he/she cannot recovery roll from it, which can lead to some really good corner wakeup setups), it will reverse the opponent's directionals(Like up is left, down is right), but not the attack buttons(The punches still will be punches, and the same with the kicks), you can hit-confirm it(By canceling the first hit of her cl.HP, or by canceling the first hit of the f+LP/LK string). You'll need to learn on how to use this move. It can help you against some players.

(Note: About this move's input, some sites were saying that the input was HCB+K, but I could get the move with a QCB+K. If someone could confirm what the input is, I'll be glad.)

Setsuna

  • d, d+P/K - This is Shiki's teleport, her main anti-zoning too, and yes, Shiki isn'y good against most of the zoning characters due to her big crouching hitbox. The button pressed will determine where she will go. Oh, and she is invincible while she is teleporting too. Below, you'll see a little things that you should know about the different versions of the teleport(Considering the opponent is in the corner of the screen, and Shiki is in the other corner):
  • The LP version will make Shiki move forward for two(Or three) Shiki sprites;
  • The LK version will make Shiki move backwards for two/three(I don't really know) Shiki sprites(The Punch buttons will make her move forward, and the Kick buttons will make her move backwards, but... Assuming Shiki is with her back to the corner, it should be useless to use);
  • The HP version will make Shiki move near from the opponent(She will move forward, and land almost on the corner);
  • The HK version will make Shiki move backwards for an almost full screen length.

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