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.
Banishing Strike Combos
Shin's basic Banishing Strike combos are extremely damaging and easy to perform, which is one of the reasons he was considered the strongest character during the game's early days. Note that close C will not combo into a Banishing Strike against Jagi when he is crouching, due to his fast recovery.
Basic Banishing Strike Combo #1
2B > c.C > CD > 6 > C > 236C > C > 236C > 214C |
Takes off 2 stars and does not require and meter.
Basic Banishing Strike Combo #2
2B > c.C > CD > 6 > C > 214C > E > C > 236C > A > 236C > 214C |
Does a bit more damage than the above, but has the downside of not being able to continue into a mixup due to the knockback. Removing the second 236C or just ending the combo at the standing A allow you to dash in and go for a wakeup attack.
Basic Banishing Strike Combo #3
2B > c.C > CD > 6 > AB > E > E > C > 236C > A > 236C > 214C |
Takes off 3 stars and does not require and meter. For use when you are at midscreen or farther away from the corner. The first E is a Movement Boost, done during the charging animation, and the second is a Cancel Boost, performed when the Heavy Strike actually hits.
Tomono-shiki
2B > c.C > CD > 6 > c.C > c.D > 214C > E > c.D > 236D > j.A > j.C > land, jump j.A > j.C > C > 236C > 236C |
A Banishing combo discovered by Tomono, who was a famous Shin-user early on in the history of the game. Against some characters it is possible to add in another repetition of jump j.A > j.C if you add in a dash before each jump.
Advanced Combos
X
Dribble Combos
X
Command Grab Combos
Command Grab Combo #1
63214A > 236236C |
Command Grab Combo #2
63214A > AC > jump j.C > j.D > 623B |
Works midscreen against Kenshiro, Toki, Rei, Shin, Juda, Thouther, and Heart. If you dash slightly before the Grave Shoot it is also possible to use it on other characters as well.
Corner Command Grab Combo #1
63214A > jump j.A > j.A > j.C > B > 2C > AC > jump j.A > 623B |
Works on all characters, but some require a slight delay on the first jump A.
Corner Command Grab Combo #2
63214A > 2C > 6A or 6B > 2A > 2C > CD > E > B > 2C or c.D > 214C or 236236C |
Corner Command Grab Combo #3
63214A > C > 214C > E > c.C > c.D > CD > E > 2A > 2C > 236236C |
Corner Command Grab Combo #2
63214A > 2C > AC > jump j.Axn > 623B |
Fatal KO Combos
1-star Command Grab FKO
63214A > FKO |
Works midscreen on Kenshiro, Toki, Rei, Juda, Thouther, and Heart. Must be in corner or use Boost against other characters.
5-sama Space Kick
~2D > 214C > delay E > E > 236CD |
A flashy FKO combo made famous by 5-sama. The first E is a movement Boost, but it must be done just before Hakuhazan hits or the move will not connect. After the Cancel Boost you switch sides with your opponent, so the FKO input must be reversed.
Naori Special
~2B > 2C > 214C~E > CD+E > 6 > (2C >) AC > 2369E~C > 236C~D |
A 3-star FKO that requires only 1 Boost, and with 1.2 Boost you can hit confirm from 2Bxn. The FKO is done by canceling the startup of the 236C followup move with a special input. While it may require some practice to get the hang of, this is without a doubt Shin's most important FKO combo.
Other Important Combos
Muteking
~2D > 236D > j.C > 2C > AC > 2369E~C > 623B |
Arcade version only. Discovered by Tomono, when successfully performed Shin becomes completely invulnerable to all striking moves. The Gokutoken must be done just before landing, so that the sound plays but the move does not actually execute. As there is only a one frame window for Muteking to activate, even with practice it is extremely difficult to consistently pull it off.
Once you succeed and become invulnerable, there are several ways for this state to become undone:
1. Get thrown by your opponent(BD grabs do not work)
2. Get hit by a 'catch' move, like Kenshiro's Ryugekiko
3. Throw your opponent(Any type of throw)
4. Use a move with invulnerability(Gokutoken, Hakuen, both supers, backdash)
Against most characters you can just mash 2A forever and there is nothing they can do about it. Mamiya has no throw and so she can't do anything at all, which means you can just stand there until time runs out. If the opponent is a character with a 'catch' move like Kenshiro or Toki things become a bit more tricky, but for the most part as long as you don't accidentally undo it yourself, succeeding with Muteking should be a guaranteed win.