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Old 04-07-2013, 08:27 PM   #1
VirtualAlex
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Default Getting Shinowned. A Shino Guide

Movement Speed: *
Melee Combos: *
Projectiles: *****
Throw: ****
Jutsu: ****
Ultimate Jutsu: **
Tilt: ****
Awakening: ****
Items: ***


Movement Speed
Shino has average movement speed. His dashes are not exceptional. His ninja moves are slow and predictable.

Melee Combo
Shino is a projectile style fighter. I define any character who has projectile DI (directional influence) combos instead of melee DI combos. Because of this, he is intended to "spam" projectiles. No need to feel guilty about it. His melee combo is short, does little damage and cannot set anything up. You should almost never use it unless it is part of a mind game. Your job with Shino is to fill the air with bugs and try not to get rushed down.

Projectile
Along with his jutsu, this is Shino's primary form of attack. He has three different grounded projectile combos as well as an air projectile combo. The projectiles are slow moving, but have excellent tracking. People are often surprised when the bugs take sharp turns to hit them. Often a random bug can hit an opponent and stun him long enough to catch them into another bug combo.

Throw
Despite having a pretty slow start-up animation, Shino has a ranged throw which automatically makes it more useful than many others. It also has a pretty long duration, meaning, there is a long window when an opponent could be caught in it even if you miss the correct timing. You can start the throw from behind supports and often catch blocking enemies.

Jutsu
Shino summons a bug ball that moves slowly and chases the opponent for 4 seconds. You can summon 3 bug bombs from a single chakra bar without having to recharge. It blocks projectile, can be cast from the air and has the ability to hit grounded opponents. Perfect follow up to a throw as the enemy will be forced to block while getting up.

Ultimate Jutsu
Shino sends a swarm of grounded beetles at the opponent. The startup animation is very slow, the ult travels almost across the entire map and has decent tracking. It's super easy to see and block. The saving grace is Shino has many ways of knocking enemies up into the air to combo into it.

Tilt
Shino has an excellent tilt. He summons a small tornado swarm of bugs that slowly moves toward the enemy as a projectile. If it hits the enemy they are knocked up into the air prime for an ultimate jutsu. If you continue to press X after the first tornado, Shino does a little front flip kick combo which still ends with the opponent in the air. Basically no matter how you play it the tilt will send the opponent up. The tilt is spammable, you can launch a bunch of these tornados for some decent guard breaking.

Awakening
Shino can instantly awaken, something you should do frequently because it cancels the animation of all of his projectile combos. During Shino's awakening he gains a new support jutsu which is a mini-bug-ball. It flies quickly and has a pretty long hitstun. The final attack of Shino's projectile combos also drains a small amount of chakra from the enemy but it isn't something to count on.

Items

Up: Bug Bag: Big Defense Up
Left: 2 Defense Down Tags
Right: 2 Bomb Balls
Down: 2 Defense Pills

Shino has decent items. The biggest tip I can give you here is to USE THEM! Shino has 3 defense up items, if you use all three at good moments it could really turn the tide of battle. The bomb balls are obviously excellent items which you can use to get people away from you, or as a small damage boost in a tight race. Defense down tags have limited usage, but they are an easy hit after you land a successful throw.

Combat:
The key with Shino and most other projectile characters, is make sure you don't mash the projectile button. That will lock you out of all of your options because you will be stuck completing the combo. Don't get me wrong, you DO want to perform projectile combos, but push the button 1 move at a time. This way, if circumstances change you don't HAVE to finish the combo before blocking, jumping, or using a jutsu. If you "buffer" the projectile button 25 times, then you are locked into the entire animation before taking another action.

Luckily for Shino he can awaken cancel in the middle of any projectile combo.

Awaken canceling is when an instant-awakening it activated (or deactivated) in the middle of an animation, cutting the animation short. For example Shino's neutral projectile combo ends with a powerful knockdown move, but this move also has a long recovery. If you instant awaken the second the bugs leave Shino's hands the recovery animation will be cancelled and Shino will be awakened and ready to take action.

Infinite Insects
An interesting thing to note about Shino is unlike many other characters he can perform an infinite combo. This combo does not require chakra, it is simply a never-ending projectile combo made possible through the use of awaken-canceling. Here is an example of how to do it:

X+X+X+X /awaken/ X+X+X+X /awaken/ X+X+X+X ~ ad nauseum

Basically, before any knockdown hit takes place, you awaken to cancel the current combo and restart it. It is similar to chakra dash canceling a melee combo except it requires 0 chakra. Given an opponent who has no way out, you would simply perform a 500+ hit combo that would kill him from full health to 0. This situation, of course, is only a case study. Before an opponent dies from this infinite small-damage combo he will surely attempt to get away, and he has many ways to do so. However it is important to know that if an opponent is out of subs, you can do some serious damage to him with some extremely long and frustrating combos.

One such valuable combo involved ending on an AWAKENED up-combo which will pop the enemy into the air, then awaken-cancel the animation, and when in normal state, ultimate. Normally Shino cannot combo his ultimate after a standard up-combo without awaken canceling.

This is my bread and butter with Shino. Run the enemy out of subs, and then lock him down into infinite bug abuse. This puts the opponent into a very tough spot, he will eventually get subs back, but if he slips up and uses a sub too early, he will just fall back into the pattern that much sooner. But if he waits, he stands to take a sever beating.

Mini Bug Ball
When awakened Shino's supports are replaced by additional Mini Bug Ball justus. They look like large bug projectiles, but don't be fooled! They have projectile "jutsu" properties. Think of them more like fireballs than projectiles. They will cancel out other jutsu, and they will also stop dashing opponents dead. This is a very unpleasant surprise for people who feel like they have Shino figured out. They will try to see an opening and dash not knowing that this jutsu will stop the dash. The hitstun on it is also pretty long allowing Shino the ability to combo this into a standard projectile combo (or throw another one). Additionally, this jutsu will cancel any combo Shino is doing. So you can seamlessly inject this into a projectile combo giving some good mind game opportunities.

Bug Ball Tricks
This game has an interesting glitch. While you are ninja moving, there is a time when the game considered to as "on ground" as well as "in air" at the same time. This is generally pretty useless except in the case of characters that have an instant awakening and an air jutsu. Shino is such a character. Try this in practice mode first. Ninja move to the left or right and when you are almost on the ground but still in the air do an air bug ball jutsu. Then, before the animation is over but after the bug ball leaves Shino's hands, awaken. Awakening can only take place while you are standing, but because of the strange properties of ninja move, you are instantly placed on the ground and awaken. But if your air jutsu animation is not finished, you will perform another jutsu, this time chakra free.

The result of this tactic is Shino firing off 2 bug-ball jutsu while only having to pay for a single one with chakra. People certainly do not know this trick, and are ALWAYS caught off-guard. The bug balls are so close together than you can't tell there are two, often people will release block after blocking one, and eat the other. Or the will take double the guard damage. This is hard to master but worth it.

Other than the double ball trick, the bug ball is an awesome and useful jutsu. You can cast it, and then attack in melee mode. The enemy will either be caught blocking you, or will sub behind you. Either way the bug ball is close behind and it will put him into an awkward situation. The ball is also an excellent choice when the opponent is on the ground. You can easily cast it right over the enemies body while he is getting up and force them to either block or take damage. Perfect thing to do after landing a throw.

Never cast this jutsu while you are in the middle of a melee skirmish. It takes forever and the enemy will dash into you and break the ball. Only launch it if you know you will get it off.

Insect Finesse
The key to Shino is knowing what to do when. Projectiles are interesting when compared to melee combos. When people sub a projectile they usually end up right where they started, ready to eat more bugs, unless they dash. If they are in melee range, the bugs become a double edged sword. They will sub right where they are in your face ready to hit you. This is why when you are forced into melee range it might be a better idea to switch to melee yourself. Sometimes your short 3-hit melee combo might land and get the enemy away from you. Otherwise sub bomb ball is your best get away method. Or maybe sub and away-dash.

Shino's neutral air bug combo throws a single small bunch, and then a large slow moving bunch which knocks down. This is rarely good because it comes out so slow enemies can dash into you. Air chakra bugs are a better idea. Or an air bug ball.

Support Considerations
Attack Support: Attack support's knock-back ability is obviously excellent for setting up combos and ultimates. Shino's ultimate timing is tricky to land, but neutral bug combo, and bug-ball jutsu are both excellent followups to a knock back. On the other hand since Shino almost never performs melee combos, the combo bonus of the attack support rarely comes into play.

Balance Support: Shino does a ton of projectile throwing and a balance support supplements that. If you brings a character with an exceptional projectile like a windmill shrunken type, or a stunner like Pain or Asuma you can get a lot of milage out of them.

Defense Support: This is the absolute best support for Shino. The solution to projectile characters is to chakra dash into them. Defense support cuts that down. It will stop the enemy short of you and put them right into position to eat a bug combo.
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Old 04-08-2013, 01:15 PM   #2
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Default Re: Getting Shinowned. A Shino Guide

An Excellent guide VirtualAlex. Very well written! I have yet to try Shino, but when I do I'll use your guide for reference! Thanks for posting

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Old 04-08-2013, 02:48 PM   #3
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Default Re: Getting Shinowned. A Shino Guide

I've coincidently started to use Shino yesterday, and there's a few things I noticed. Both his tilt and awakening action and intercept chakra dashes, his melee combo can be used to set up an SB and start a combo, and he can cancel his long range combos by going into awakening.
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Old 04-08-2013, 03:52 PM   #4
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Default Re: Getting Shinowned. A Shino Guide

Are you sure about what you are saying? I do not think his tilt action does intercept chakra dashes... although his awakening action does for sure.
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Old 04-08-2013, 03:54 PM   #5
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Default Re: Getting Shinowned. A Shino Guide

It's all about the timing. The best time to do it is after you sub out of a melee combo and predict when your opponent will chakra dash and turn around.
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Old 04-08-2013, 05:24 PM   #6
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Default Re: Getting Shinowned. A Shino Guide

The greatest thing about Shino's tilt is the ability to use it during block string, in my opinion. That, and the fact that it is a great set-up for other attacks.
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Old 04-08-2013, 06:28 PM   #7
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Default Re: Getting Shinowned. A Shino Guide

Quote:
. His melee combo is short, does little damage and cannot set anything up. You should almost never use it unless it is part of a mind game.
Well his Air combo is amazing... Two hits, quick strike back.. And even if there's no strike back, you can still put distance between you and the opponent whicih is optimal for a ranged character.

And I'm almost positive you can setup a bug combo after the second hit of his ground combo. At least it works when i do it.
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Old 04-09-2013, 08:22 AM   #8
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Default Re: Getting Shinowned. A Shino Guide

If this is about Storm 3 Shino, then his melee deals HUGE damage for just THREE hits! And it's so fast too... that's what makes it good. As weird as it may sound, using his melee is a MUST... it's even better than his ranged combos if used right.
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Old 04-09-2013, 01:47 PM   #9
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Default Re: Getting Shinowned. A Shino Guide

I will investigate further to make sure. However as a damage tool, the melee combo is weaker than his other options. If the opponent is subbed out, you should not be wasting that opportunity to deal real damage. If the opponent is not subbed out, then bugs are a better choice anyway.
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