Shin/Combos

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< Shin
Revision as of 01:04, 10 December 2013 by Matt Cowan (talk | contribs)

This page covers Shin's combos. Before diving right in, be sure to familiarize yourself with Shin's special moves and important normal moves.


Basic Combos

Hakuen Combos

Shin is not able to jump cancel any of his attacks, and instead makes use of his Hakuen special move which allows him to cancel his normals and leap into the air.

Basic Hakuen Combo #1

~2D > 236D > j.B or j.C > 623B

Does not remove any stars but causes knockdown creates a favorable situation for Shin to continue pressuring his opponent. Using jump B does slightly less damage but is a good alternative to jump C if you are having difficulty with the timing.

Basic Hakuen Combo #2

~2D > 236D > j.C > CD or 214C

Takes off one star, but as the final Banishing Strike or Hakuhazan is an OTG hit, it does not allow for a wakeup. Finishing with a Banishing Strike give better meter gain but does not work on Toki or Mamiya, whereas using Hakuhazan does a bit more damage.

Basic Hakuen Combo #3

~2D > 236D > j.C > 2C > CD or 214C or 236236C

Must be either near very close to the opponent when connecting with the 2D, or in the corner when landing after the jump C. On Kenshiro and Rei this combo can be performed anywhere regardless of distance from opponent.

Basic Hakuen Corner Combo

~2D > 236D > j.C > 2C > AC > j.Axn > 623B

A basic corner combo that makes use of the Chikuseki bug and allows for a devastating mixup. Jump A can be used at least 5 times, with more hits possible against some characters. On Kenshiro, Rei, and Juda you should be able to do 7 quite easily.


Advanced Combos

X


Dribble Combos

X


Fatal KO Combos

X


Other Important Combos

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