Shino

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Revision as of 02:30, 29 December 2019 by Jintai (talk | contribs) (→‎Normals)
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The only human who is not takuto

Background

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Introduction

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

5A: Butt jab. Decent size for jab range. Cancellable. Auto-chains into 5AA - 5AAA. Manually chains into 2A, 3A, 5B, 4B, 2B, and 3B.

  • 5AA: Medium follow-up to 5A. Slightly more range. Cancellable. Auto-chains into 5AAA.
  • 5AAA: Heavy follow-up to 5A. More range than 5AA with a slight step forward. EX and Super Cancellable.

1A: Low crouching light kick. Short-range. Cancellable. Auto-chains into 2A - 2B. Manually chains into 2A, 3A, 5B, 4B, 2B, and 3B.

2A: Low crouching medium thrust. Long-range. Cancellable. Auto-chains into (ac)2B

  • (ac)2b: Low crouching heavy thrust, slightly more than 2A. EX and Super Cancellable.

6A: Stationary wide slash. Sweeps across half the screen from bottom to high above her head. Does not hit directly in front of her. Cancellable. Chains into 3A and 6B.

3A: Overhead slam. Hits high above and in front of her. EX and Super Cancellable.

5B: Heavy spear thrust. Very long range. EX and Super Cancellable.

2B: Low crouching heavy thrust. Knocks down on hit. EX and Super Cancellable.

6B: Forward-dashing heavy slash. Steps forward to deliver a long-range slash. Cancellable.

4B: Upperbutt. A skyward spear butt slap. Special AND Jump-cancellable (on hit).

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. Hits crouching opponents. Cancellable.

j.?A: Jumping medium thrust. AA thrust with long-range. Cancellable.

j.B: Jumping heavy thrust. Downward thrust with long-range, but slow start-up. Cancellable.

j.6B: Jumping heavy slash. Cross-up slash with fast start-up. 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.

Special Moves

236A: Ice Arrow A

  • Shino fires an arrow of ice into the sky that rains down onto the opponent.
  • On hit, it pulls its opponent in with a slight launch.
  • If held down, three arrows are fired in succession.
  • Low recovery on start-up allows her to move while they are falling.
  • Distance is a short-range in front of her.
  • Strong both offensively or defensively.

236B: Ice Arrow B

  • This form of ice arrow auto-tracks the opponent's position.
  • Start-up is notably slower than the former.
  • Recovery is also slower, making set-ups a bit more difficult.

236C: EX Ice Arrows

  • Without charging fires five arrows in front of her in succession.
  • Lowest recovery frames of all three. Not possible to move with arrows before they land, but can after two have.

Super Moves

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General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto