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== Introduction ==
== Introduction ==


Shino is all about neutral and distanced pressure. She comes with combo-starting arrows that track an opponent's position, an armored dive-kick for a well-timed approach, and a number of long normals. With long pokes and a number of tools to cover the field and distance herself from her opponents, she can make it difficult to keep her opponent out. Seeing as she's somewhat slow, and has health lower than most, she very much needs it.
Shino is all about neutral. She comes with combo-starting arrows that track an opponent's position, an armored dive-kick for a well-timed approach, and a number of long normals. With long pokes and a number of tools to cover the field and distance herself from her opponents, she can make it difficult to keep her opponent out. Seeing as she's somewhat slow, and has health lower than most, she very much needs it.


== Normals ==
== Normals ==
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'''3B:''' Flip-kick. Shino flips over her opponent and kicks the on the other side. EX and Super Cancellable.
'''3B:''' Flip-kick. Shino flips over her opponent and kicks the on the other side. EX and Super Cancellable.


'''j.A:''' Jumping light front kick. Reaches crouching opponents. Fumble Attack. (An overhead, but does not his on the way up). Cancellable.
'''j.A:''' Jumping light front kick. Hits crouching opponents. Cancellable.


'''j.?A:''' Jumping medium thrust. AA thrust with long-range. Cancellable.
'''j.?A:''' Jumping medium thrust. AA thrust with long-range. Cancellable.
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'''j.2B''' Jumping Fast-fall kick. Immediately takes Shino to the ground. Not an Overhead. Hard knockback (wall splat). Counters lows with low invul. EX and Super Cancellable.
'''j.2B''' Jumping Fast-fall kick. Immediately takes Shino to the ground. Not an Overhead. Hard knockback (wall splat). Counters lows with low invul. EX and Super Cancellable.
== Throws ==
'''(6)C:''' A chains of attacks that end in a booty-bump.
:* Always ends in a blowback wall-splat.
:* The further from the wall, the higher the angle.
:* Notably low recovery. Able to freely get combos against characters near the wall.
'''(4)C:''' Stabs the opponent with her polearm before slamming them behind her in a ground bounce.
:* Low enough recovery to combo the opponent in the corner.


== Special Moves ==
== Special Moves ==
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== Super Moves ==
== Super Moves ==


'''236236A:''' Rush Super
'''236236A'''placeholder
 
:* Starts Perfect Invul, becomes Strike Invul, ends Projectile Invul.
 
:* Ends with the opponent across the stage from her position.
 
:* Travels nearly full-screen.
 
'''236236B:''' Awakening Art
 
:* Performs a stationary spin that sucks the opponent in for three seconds.
 
:* Is entirely unblockable.
 
:* Completely Invulnerable for the entire animation.
 
:* The least damage of all Awakening attacks, but potentially the most difficult to avoid.


== General Strategy ==
== General Strategy ==

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