SvC Chaos: SNK Vs Capcom/Shiki

From SuperCombo Wiki
色, Shiki
"Are you in pain? You are? Relax. It all will end soon..."
Difficulty Average
Max Mode Needed? Yes
Tier Placement Solid (B+)
Standing Hitbox ?
Crouching Hitbox Tall

Introduction

Shikifacesvc.png

This ninja girl with two swords and a not-that-good face over there is Shiki, a character from the Samurai Shodown series. Her first appearence was in the Samurai Showdown 64 series, where afterwards she also appeared in a few NeoGeo Pocket Color games, where she was very strong. She's pretty good here too, but you'll need to have somewhat good hands to play her.

Strengths Weaknesses
  • Solid movement speed
  • Great buttons in general
  • Useful command normals to combo into
  • Great teleport
  • Easy mixups with her specials
  • Annoying command grab
  • Exceed absorbs the opponent's health
  • 100% Max Mode combos
  • Low health
  • Very few lows
  • Huge crouching hitbox
  • Exceed is a ranbu
  • No zoning whatsoever
  • Predictable approach against zoners
  • Max Mode combos outside of her death combo are bad and inconsistent
  • Death combos are very hard
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 9 20 -1 -3 -
  • The same thing as the Far version, but with less reach. Can be used in Light Attack chains.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 10 19 -2 -4 -
  • Good close move for Light Attack chains(It's a little faster than the cl.A).

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 3, (4), 2 16 32 +2 +0 -
  • 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 Max Mode, max canceled, to add a hit for your combos). It's just her most damaging cancelable move.
  • This move can sideswitch with a jumping opponent, but only at point blank range and if the opponent is at least about half-way through their jump.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 21 4 11 36 +5 +3 -
  • An overhead. A little fast, I can say. Cannot be canceled, but in Max Mode, you can cancel it(If you try like f.D, QCF+P, it will be an overhead followed up by a low, which is great for mixups).

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 4 11 23 -3 -5 -
  • A fast slash that can be normal canceled, but cannot chain into itself or even the LKs.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 3 12 26 -3 -5 -
  • A great poke that cannot be normal canceled. Can be used as an anti-air in some cases.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 24 3 9 36 SKD +6 -
  • 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.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 5 19 33 -4 -6 -
  • Fast but deceptive looking button. Only hits forwards in front of Shiki, good horizontal range but cannot anti-air the opponent since her kick at its apex has no hitbox. Cannot be normal canceled.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3 9 17 +0 -2 -
  • 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.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 4 10 25 -2 -4 -
  • Another one of Shiki's anti-airs. It's very fast, like the f.B. Can be normal canceled, but it's better to use it as an anti-air.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 13 6 15 34 SKD -3 -
  • 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.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 2, 2 16 29 +0 -2 -
  • Another anti-air. Nothing very special about this move, but can be normal canceled.

Jumping Normals

Note: All of Shiki's air normals can be max canceled into any of her air moves.

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A very good jumping attack. Can be used as an air-to-air or even as a jump-in attack.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj= 4 ; dj= 5 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A good(And very fast) air-to-air, and only that.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • 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. It can be normal canceled into Shiki's air moves.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 11 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • The j.C is just better. The best way to use this move is by neutral jumping. It can be normal canceled into Shiki's air moves.

Command Normals

Tsurane Giri: Tensei
f.A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
  • 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 Max Mode, all of the hits can be canceled, leading to great combos.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -

Tsurane Giri: Rinne
f.B x4
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
  • This move is great on combos outside of Max 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 Max Mode too. Oh, and you cannot change the versions after you begin one of those two(Even on Max Mode).
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
4th Rekka - - Mid - - - - - - - - - - -

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Tsuyuharai
qcf P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf C - - Mid - - - - - - - - - - -
  • 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.C). The button pressed will determine the distance of the dash. This move is very nice on Max Mode combos(It can be Super canceled, and you can easily connect the Exceed after it). It has a followup too.


Shizuku Gari
qcf P > K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
(Jump) dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • This DP is very great as an anti-air. The A version will make Shiki land faster, but will do only one hit, while the C version will make her land a little later than in the A 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 C version).

Meika
qcf K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf D - - Mid - - - - - - - - - - -
  • Good move to use, but very bad on combos. In the normal mode, if you want to use this, use it alone. The B 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 Max Mode combos section). But don't worry, this move is very nice to use in Max Mode. She has some good combos with it(The hit can be max canceled). The D version is very useful in the normal mode, and only because it hits as an overhead. It's useless on Max Mode because it will do a hard knockdown on the opponent(So you cannot followup it, but you still can cancel it).

Kourin
j.qcf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Shiki will do a dive slash. On the normal mode, use it only if you want to land quickly(By using the B version), or to get near from the opponent(By using the D 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 Max Mode combos.

Mumyou
hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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.C, or by canceling the first hit of the f+A/B string). The skull(The directional changing thing) will disappear only if someone is hit(No matter who is hit, if Shiki was hit, it will disappear, and if the opponent is hit, it will disappear too). While the skull is in the opponent's head, you cannot use this move again(It won't come out). You'll need to learn on how to use this move. It can help you against some players.

Setsuna
dd.X
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Shiki's teleport, her main anti-zoning too, though Shiki still isn't good against most of the zoning characters due to her big crouching hitbox. The button pressed will determine where she will go. She is invincible while, teleporting too. Below, you'll see a few things that you should know about the different versions of the teleport. Note: this is considering the opponent is in one corner of the screen, and Shiki is in the other corner.
  • The A version will make Shiki move forward for approximately 2-3 Shiki sprites;
  • The B version will make Shiki move backwards for approximately 2-3 Shiki sprites (almost useless if she's in the corner);
  • The C version will make Shiki move near to the opponent, and land almost in the corner;
  • The D version will make Shiki move backwards an almost full screen length.

Super Moves

Tenma Hajun
qcb~hcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(3x11)+(27x3) 0, 3, 27 Mid 0 0 0 X - - - - - - -
  • Shiki's only Super to use on her combos. It's said that Shiki's invincible during the dash, and the C version will make Shiki dash further, so if that's true, the C version has more invincibility frames. Good to use after the f+B string with the juggle. It's a little hard to use, because Shiki will stop dashing if the opponent jumps over her, or even if it whiffs the opponent while he/she is in a juggle state, or in Max Mode combos. Spend some time learning to confirm into it as you will likely run into the issue of it whiffing during juggle combos if you're new to Shiki.

Exceed

Shikiju
Qcb.pngHcf.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(17x6) 17 Mid 0 0 0 X 1+2 <23 19 <45 HKD (+3) -2 1F-3F (Full invul during startup), Varies during active
  • Restores 32 points of health for Shiki.
  • Active frames last up to 23 frames but end early if Shiki stops in front of the opponent earlier than 23 active frames.
  • Total invul frames during active: 4F-7F (Upper body invul), 8F-11F (Full invul), 12F-26F (Upper body invul)
  • This move has the same uses as the Super above as a ranbu super, however it is NOT a command grab super despite looking like one. Shiki will do the invincible dash, it can be used in combos- as a substitute for the super - to get more damage, and she will stop if she whiffs the opponent in a jumping/juggle state, leaving her wide open to be punished. It's and Exceed, however, so use it wisely even though it deals more damage. Besides doing more damage, this will heal Shiki for some health as well, giving her more oomph to fight with in case you need it. The only other character capable of recovering health is Zero when he also uses his Exceed.

Strategy

Basic Strategy

Shiki's gameplan

Shiki is fast when she wants, and very offensive for rushdown games, so if you like her offensive style, she is your character. Try to land her command grab when you can(You can even punish your opponent with it, and that's where you'll see if your opponent knows which directional will make him/her block. If he/she don't know, abuse of the grab until he/she learns. Now, if he/she knows which directional will make him/her block, you'll need to do high/low mixups on the opponent. Her best high attack options are the QCF+D, and her s.D. For low hitting moves, she has only two, her cr.C, and her QCF+P). If you're needing a defensive game(You can need on some matchups), you can use her air moves, to make her safe in the air, or even her ground DP, to use as an anti-air. Shiki can do some great combos, very nice mixups(Especially on Max Mode), but she lacks some important things, like some more low-hitting moves(She has only two of them, mentioned above), and a lower crouching hitbox(Which can make Shiki a bad character against some zoning characters, but don't worry, she can teleport if she needs).

Advanced Strategy

Corner Blockstrings in Max Mode

Yeah, a corner blockstring for Shiki(In Max Mode, you can cancel nearly anything she has). I don't really know if this blockstring is good in midscreen, but try if you want. This can make you(not 100%) safe against GCF+grab attempts(The opponent can just use an attack to hit you, but grabs are the most used ones after a GCF). Here it is:(Remember:This will only work if your opponent is blocking in a crouching state)

QCF+P(You can add any max cancelable normal before this move if you want), QCF+B(The D version will do a hard knockdown on the opponent, stopping the string, and it's slower than the B version), QCF+K(In the air this time, but no matter the version, your opponent will block it anyway), (After you land) do any cancelable Light Attack, and repeat the process.

This isn't the only blockstring she has, you can do some variations of the above, like this:

Any cancelable Light Attack, QCF+B, QCF+K(In the air), and repeat the process after you land

Easier, and you'll be in the air(To escape from GCF+grab attempts), but you can eat some DP-like moves if your opponent can react fast enough.

Some resets

Shiki's f+B string is very nice, due to the juggle in the end of it. So what if you add a normal move after the juggle? Your opponent will get the damage, and his/her char will be standing after he/she lands. What now? You have many options, like: (Assuming that you've done any normal move that hits the opponent while he/she is in a juggle state)

  • You can do a QCF+P(It hits low, and you can even max cancel it on her Super/Exceed if you want more damage);
  • You can do a dash and after that, do a s.D(It's very slow for an overhead in a reset, but if the opponent blocks it, you can do the combo number 2 in the list above, but only if you're in Max Mode);
  • You can dash and do a cr.C(It hits low, it will knock your opponent down if it hits, and don't worry about the speed of it);
  • You can do a QCF+C(It will hit as an overhead, it will do a hard knockdown in your opponent, and you can even cancel the normal used in the reset, it's very slow, so it's kinda like an insta-overhead in your opponent).

Any of those above is good, so you don't need to get predictable, because you have 4 options to use after a normal.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters
Combo Position Damage Stun Difficulty Notes
cr.A, cl.B, cr.A TBA TBA TBA TBA One of the easier links in the game and safe to throw out in neutral.
cr.A x1-2 TBA TBA TBA TBA
cl.C(1), f.A/B TBA TBA TBA TBA

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
cr.A x1-2, f.A x1-4 / f.B x4, any combo TBA TBA TBA TBA Chaining two cr.As together requires you do it super-fast, on top of the command normal cancel also being a very fast cancel, but while cr.A doesn't hit low, it gives you a hit confirm off of two lights to work with.
(j.X,) cl.C(1), f.B x4, [micro-walk, dp A] / [run up, dp C] / fj.dp P TBA TBA TBA TBA Very good combo to use as a BnB. The juggle after the f.B can lead you to great followups - dp P and super are the most damaging ones. If you buffer a raw dp A, it will whiff, so you need to do a micro-walk for it to connect, though this is very easy to do. dp C does not have this issue, though to connect both hits you must run up first. A fj.dp P does potentially the most damage, but requires some timing to connect all hits/not whiff the dp by accident.
(j.X,) cl.C(1), f.A(1), hcb K TBA TBA TBA TBA This was the best way I found to land her command grab. Very simple to do, and very good if you like cursing kisses. If you want an easier way, just do cl.C, QCB+K. Watch out for the reach of the grab too(If the opponent isn't on the reach, the grab will whiff).
(j.X,) cl.C(1), f.A(1), qcf P > K TBA TBA TBA TBA Very simple combo to use if you don't have meter. The damage is very good too(Almost half of one bar). You don't need the f+A/B to make this combo work.
(j.X,) cl.C(1), f.A x3, Super / Exceed TBA TBA TBA TBA
(j.X,) cl.C(1), f.B x4, Super / Exceed TBA TBA TBA TBA The timing to hit with the Super/Exceed can be tricky(She will stop dashing if she whiffs any opponent in the air), but with practice you can land them easily.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl.C(1), f.A/B x3, (C)qcf P, (SC)Super / Exceed TBA TBA TBA TBA It's like a combo from the normal mode section, but with qcf P added. It's one of the best, one of the easier, and one of the most used combos in Shiki's game. Practice this combo.
cl.D, (C)qcf P, (SC)Super / Exceed TBA TBA TBA TBA A combo starting with an overhead move(And if your opponent blocks the overhead, he/she will need to prepare for a low). The hits will connect if you're fast enough. Simple to do, and very good to use on the wakeup(The cl.D is very slow to use like a normal combo). Just master this, you can need.
(j.X,) cl.C, f.A/B x3, qcf P, (C)qcf K, [(C)j.dp P, (C)j.qcf B (whiff), land then jump,]xN, Super / Exceed TBA TBA TBA TBA This is Shiki's 100% combo. After every j.dp P, you must cancel only after the last frame hit connects for the combo to loop properly. It's very hard to land, but you can juggle your opponent if you cancel the air DP after the last frame hit(Very hard, but her air DP can do up to 4 hits, so just cancel in the first, or even if you like risky things, on the third). The good part is that you can use it everywhere, even on midscreen(The QCF+K in the air makes you go forward, and this helps you on this combo). It's a possible, but very hard combo to use. Use and learn this combo only if you want. If you're a beginner, just stick with the first and the second ones, they are as effective as this one.

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