Shuperi
|
|
Full name |
Shuperi Innoway
|
Health |
305
|
Play-style |
Tricky
|
Weight |
Middleweight (5/12)
|
Introduction
Shuperi is... unique, to say the least. It's hard to really call him anything but a joke character, as many of his attacks are exceeding strange or silly, seemingly crafted with the sole purpose of messing with your opponent. His moves tend to be on the slower side, and also he has surprisingly low health and weight for how large he is. He's undoubtedly one of the weaker characters in the game, but that isn't to say that he's unplayable.
He has access to a fairly quick normal hit launcher, meaning he can convert well off of any guard break, and has an incredibly consistent combo game that can be easily modified to bait atemis. His strengths may not necessarily be unique to him, but they're good strengths to have regardless, and they compliment the one true focus of his gameplan: Annoying the hell out of your opponent. What Shuperi does better than anyone else is get on people's nerves. Attacks like his 44P and 236K stance force foes to think carefully about how they approach him, and his j. 2K serves as a uniquely evasive tool which can get cheap knockdowns in many a situation.
Shuperi excels much more at a mental game than a physical one, and though he undeniably has a lower skill ceiling than most he is very capable of stealing wins in the hands of a competent player.
Playstyle
Shuperi Innoway is a trickster who confounds opponents with bizarre stances and unpredictable attacks
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Strengths |
Weaknesses
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- Weird: Shuperi has a number of strange animations and offputting attacks as well as solid high-low mix, making him difficult to defend against if you're unfamiliar with the character.
- Excellent Super: Shuperi's super is perhaps his best gimmick, offering solid damage while being widely applicable and very difficult to avoid consistently.
- Low-Execution: Shuperi has a very low skill floor with exceedingly simple yet effective combo routes, making him an excellent and consistent choice for newcomers.
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- Slow: Most of Shuperi's attacks, while high in range, are quite sluggish and easy to interrupt.
- Dance with Caution: Shuperi has a number of strings and stances that leave him highly unsafe on block and even on hit in some situations, so be sure you're aware of what exactly your attacks do when you commit to them.
- Master of None: Although he does a bunch of things pretty well, Shuperi isn't exactly the best at any particular thing. Usually his gimmicks will be enough to carry him to victory, but against highly competent opponents he's often outclassed.
|
Attacks
Signe Forme 214 214p 214p 214kk 214kk 214kk2 214kk2 2142k 2142k
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
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214
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-
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-
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-
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-
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-
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-
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-
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-
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Crane stance. Has a number of followups but is marred by its lengthy startup.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214P
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-
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-
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-
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-
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-
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-
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-
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-
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Yellow guard break mid. Probably your best option, gives a crumple on hit for a guaranteed OTG.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214K
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-
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-
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-
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-
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-
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-
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-
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-
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Very slow jumping kick, red guard break but literally nothing will connect afterwards, not even 214KK.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214KK
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-
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-
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-
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-
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-
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-
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-
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-
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Sort of difficult to time, like 214K mostly impractical due to its slow speed. Also gives a red guard break, but still not enough time to get anything afterwards.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214KK2
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-
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-
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-
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-
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-
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-
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-
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-
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Puts you in a face up downed state, it looks pretty funny at least.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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2142K
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-
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-
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-
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-
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-
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-
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-
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-
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A spinning low sweep. Provides solid mix due to its similar startup and range to 214P
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|
Charmant Baume PPP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPP
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-
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-
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-
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-
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-
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-
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-
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-
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Solid jab string. Slightly slower than average, but excellent range and a true combo. Third hit is mid.
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Robuste Derriere PPK ppk ppk delayable 4kk delayable 4kk
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPK
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-
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-
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-
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-
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-
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-
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-
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-
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Weird booty bump ender. Green guard break. Maybe useful for picking up juggles in certain scenarios but mostly outclassed by 66PPP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP4K
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-
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-
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-
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-
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-
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-
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-
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-
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Shuperi does a funny little dance, use to fake out opponent and bait offense.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP4KK
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-
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-
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-
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-
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-
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-
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-
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-
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Delayed booty bump, basically the same move as PPK but the delay can catch people pressing. Allows a 1KK afterwards if the opponent doesn't ukemi.
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|
Canary Peck 6P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6P
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-
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-
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-
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-
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-
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-
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-
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-
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Solid mid poke, good pressure tool.
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Pik Ritom 66PPP 66ppp 66ppp mid red guard break ender mid red guard break ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66P
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PPP
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-
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-
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-
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-
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-
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-
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-
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-
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Strong combo tool. Also not terrible for neutral, allows a relatively safe mid approach.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PP6P
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-
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-
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-
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-
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-
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-
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-
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-
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Difficult to time but extremely potent red guard break. Allows a full launch afterwards, use often if you can.
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|
Шовсури Harmony 4PPPPP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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4P
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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4PP
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-
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-
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-
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-
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-
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-
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-
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-
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True combo, this is actually quicker than 5P so this can punish a few things that Shuperi otherwise wouldn't be able to.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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4PPP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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4PPPP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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4PPPPP
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-
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-
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-
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-
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-
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-
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-
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-
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This string is mostly a gimmick, hits mid four times then low once. If your opponent tries to parry you can bait and net yourself a nice launch.
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|
Raffiné Mûre 44P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44P
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-
|
-
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-
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-
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-
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-
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-
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-
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Big slow fireball. Low damage but lots of utility as an anti-super tool, offensive deterrent, pre-emptive anti-air, and really whatever else you can think of.
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|
Moineau Valse 3P
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Input
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Damage
|
Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
3P
|
-
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-
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-
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-
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-
|
-
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-
|
-
|
Good launcher. Excellent for whiff punishing, though slightly unsafe so use with caution.
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|
Danse de Salon 1PP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1P
|
-
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-
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-
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-
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-
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-
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-
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-
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Slow ass hand jab. Crushes highs during its startup and deals big counterhit damage, try to use this as a counterpoke.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
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1PP
|
-
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-
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-
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-
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-
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-
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-
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-
|
Mostly lacking in utility but at least its a natural combo.
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|
Droite Épée 13P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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13P
|
-
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-
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-
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-
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-
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-
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-
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-
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Nice long ranged low. Little reward but also little risk, so pepper it in wherever you see fit.
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|
Courbe Épée 93P
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Input
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Damage
|
Startup
|
Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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93P
|
-
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-
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-
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-
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-
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-
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-
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-
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Green guard break. A launcher with limited utility, best option on hit is 1KK for a nice chunk of un-atemiable damage.
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|
Sidestep P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
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Sidestep P
|
-
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
Generic sidestep P launcher. Mostly same utility as 3P.
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|
Running P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running P
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
-
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Diving cross chop. A very sneaky low option. Shuperi jumps off the ground when he performs this move, so it can be difficult to distinguish from running K.
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|
Un Deux Trois Talon KKK kkk kkk low sweep ender low sweep ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
K
|
-
|
-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
|
KK
|
-
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-
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-
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-
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-
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-
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-
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-
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Alright midrange option. A little on the slow side but still useful.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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KKK
|
-
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-
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-
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-
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-
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-
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-
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-
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|
Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
KK2K
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
-
|
Functionally identical to 2142K, but with lower damage.
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|
Barn Valse 44KKK 44kkk 44kkk low ender low ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
44K
|
-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44KK
|
-
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-
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-
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-
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-
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-
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-
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-
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Goofy looking kick string. Awkward input limits use in neutral.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44KKK
|
-
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-
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-
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-
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-
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-
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-
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-
|
Yellow guard break. Allows basically anything shy of a launcher on successful guard break. Additional use in juggles on lighter characters, and deals absurd counterhit damage.
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Input
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Damage
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Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
|
44KK2K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Solid juggle ender, especially for heavier characters.
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|
Comte Form 236K low string low string mid ender mid ender throw ender throw ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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236K
|
-
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
Goofy sitting stance. Initial hit is a decent OTG with high recovery, try not to do this on its own unless it's gonna kill.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
236K2K
|
-
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-
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-
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-
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-
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-
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-
|
-
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Input
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Damage
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Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
|
236K2K2K
|
-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
|
Break
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On Hit
|
On Block
|
236K2K2K2K
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
-
|
Low followups, can be chained up to three times in a row and cancelled into 8K after the first or second. Will sometimes OTG but sort of inconsistent, none of the hits combo naturally.
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Input
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Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
236K8K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mid option, pretty fast so not a terrible choice. Highly unsafe on block.
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Input
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Damage
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Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
|
236K P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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Throw option, despite the animation does not grab crouchers. Solid damage, use as an alternative option to 8K if you're feeling spicy or simply want to inflict testicular torture.
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|
Bohème 3K
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Low blow. Really solid range, gives crumple on hit with essentially any low being guaranteed.
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|
Coupe de Vin 1KK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stylish low kick. Despite appearances, does not hit OTG, though it will connect during crumples even when the opponent is very low to the floor.
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
1KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Big ol axe kick. Looks very cool but sees only limited use in combos. Will connect OTG, unlike the first hit.
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|
Elégant Signe 9K
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
9K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Prancing kick, extremely high range but low reward and unsafe on block. Best used as an anti-air, will usually allow for a 1KK on aerial connect.
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|
Sidestep K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Generic sidestep K. Weirdly high pushback on hit and decent counterhit damage.
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|
Running K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Running K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yellow guard break. Highly potent as a mixup when combined with running P's ambiguous animation. Allows for jabs on successful guard break.
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|
Crouching Attacks
Crouching P
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Crouching P
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Outstretched hand poke. Higher recovery than usual crouching Ps, just use 13P instead.
|
|
Aerial Attacks
Mandchou Missil Air 2K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 2K
|
-
|
-
|
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Very goofy head stomp. Surprisingly high utility, as it gives an instant knockdown on hit. Can be used to evade and punish a number of projectiles and supers.
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Throws
Orbe Cavalier P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P+G
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Russian leg sweep. Fairly unremarkable throw.
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Éducation 3P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3P+G
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Low damage but hilarious animation.
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Back P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Back P+G
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Deals a crazy amount of damage for whatever reason.
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Élégant Rotacion 41236P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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41236P+G
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Shuperi spins the opponent wildly until they fall over. Low damage but good frame advantage, allows for pretty solid oki.
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Super Attacks
Éclatant Pompe P+K+G P+K+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P+K+G
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Wonky ball super with lots of unique properties. Bounces up and down instead of travelling straight, which causes it to trade with a lot of other supers instead of clashing. This can be a double-edged sword depending on you and your opponent's health. Also possesses faster-than-average startup and hits OTG for solid damage. Lastly, if the ball misses it will explode and create an AOE on its second bounce. This can often catch your opponent's sidesteps, and makes the attack quite difficult to avoid consistently.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P+K+G P+K+G
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Second ball, basically always good to use this. Slightly longer recovery than the first ball, since Shuperi stumbles a bit when he throws it.
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