Duels of Fortune/Shoto: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{FP Overview-DoF
{{FP Overview-DoF
|overview=Give an overview of the char.
|overview=Shoto Kanji is a karateka from Master Locks' dojo and Derrick's classmate. While you might be expecting the more typical Ryu style shoto, Shoto takes more from Akuma, being a glass cannon with all the tools one could want at the risk of a lower health pool. Proper use of his full toolset can allow Shoto to control the game, with powerful neutral, offense, and defense.


|intro= '''X (character name)''' *briefly describe playstyle*.
Accordingly to the glass-cannon shoto archetype, Shoto has all the tools he needs to win the neutral game. His movement speeds and dashes are all among the best in the game. letting him out maneuver most of the cast. He also has an incredible projectile game between his '''5S''' (Electric Ball) and '''5[S]''' (Electric Blast), powerful projectiles with that can be used in the air, have multiple angles, and good recovery. His normals too, while small besides '''5H''' and '''663H''' (Hair Style - Upper Cut), sport incredible frame data. He has multiple very slightly minus and even a plus on block normal, which when combined with proper staggers makes his blockstrings among the best in the game if not the best. Furthermore, his actual mixups are quite strong. '''4H''' (Axe Kick) is a decently fast overhead with huge reward on hit, his '''j.M''' and '''j.H''' are both large crossups, and you have to account for universal throw too, from which Shoto gets an excellent combo. Once he does get a hit with one of these options, his damage output is among the best in the game, capable of doing over well over 10K before adding meter.
 
As a glass cannon though, he's not without his cracks. Shoto's health is 20000, the second lowest in the game. Against some characters, particularly ones like Baron, Johnson, and Red, he can find himself often dying in 2 and sometimes even 1 hit, a severe weakness to deal with. He also has rather stubby buttons, and while his projectile game usually more than makes up for them, he can struggle to contest some characters in the mid range. His defense is also a bit more on the subpar side due to a bad reversal and small abare buttons, but it's still quite solid, with his '''2S''' (Lightning Upper) being an incredibly fast and rewarding anti-air and having one of the fastest wakeup reversals. Taken altogether, Shoto is quite the powerful character as well as one of the easier ones to learn, but he does require considered play to avoid losing the game in one or two interactions.
 
|intro= '''Shoto''' plays an amped up all-rounder game at the cost of low health.


|pros=
|pros=
* '''Pro''' - Something the character is good at.
* '''Fast Movement''' - Shoto's movement speeds are all in the upper end of the cast, letting him navigate the screen quite proficiently.
* '''Very Good Projectile Game''' - Between '''5S''' and '''5[S]''', Shoto has a very strong fireball game with multiple ways to mix up the angles and timings.
* '''Amazing Frame Data''' - Most of Shoto's moves are quite fast and his normals have incredible on block data, giving him possibly the best staggers in the game.
* '''Huge Damage Output''' - Shoto's combos are relatively easy, have massive carry, and more importantly, do massive damage. Helping this too is that many of his best combo starters are good pokes and mixup tools.
* '''Solid Mixups''' - Shoto's '''4H''' is a very good overhead especially in conjunction with his '''2H''' being a heavy starter low. Then add in great crossups with '''j.M''' and '''j.H''' plus throw, and you get quite the impressive set of mixups.


|cons=
|cons=
* '''Con''' - Something bad about the character.
* '''Low Health''' - Shoto is tied for the lowest health in the game excluding Guy at 20000, meaning it's very realistic for him to die in 2 hits.
* '''Small Normals''' - Outside of his '''5H''' and '''663H''', Shoto lacks range on his normals. Usually his movement and projectiles more than make up for this and they also all have best in class frame data, but his poking game is weak.


|border=yes|tablewidth=102
|border=yes|tablewidth=102
|flex_data=<tabber>
|flex_data=<tabber>
|-|Default Costume=
|-|Karate Gi=
[[File:DoF_X_Name.png|100px]] <br>
[[File:DoF_Shoto_Name.png|100px]] <br>
[[File:DoF_X_profile.png|350px]]  
[[File:DoF_Shoto_profile.png|350px]]  
|-|Alt Costume=
|-|Evil Gi=
[[File:DoF_X_Name.png|100px]] <br>
[[File:DoF_Shin_Name.png|80px]] <br>
[[File:DoF_X_profile_costumename.png|350px]]  
[[File:DoF_Shoto_profile_Evil_Gi.png|350px]]
|-|Cardboard=
[[File:DoF_Shoto_Name.png|100px]] <br>
[[File:DoF_Shoto_profile_Cardboard.png|450px]]
|-|Doctor=
[[File:DoF_Shoto_Name.png|100px]] <br>
[[File:DoF_Shoto_profile_Doctor.png|325px]]
|-|Tidy Suit=
[[File:DoF_Shoto_Name.png|100px]] <br>
[[File:DoF_Shoto_profile_Tidy_Suit.png|210px]]
|-|Hyperfighter=
[[File:DoF_Shoto_Goto_Name.png|180px]] <br>
[[File:DoF_Shoto_profile_Hyperfighter.png|340px]]
</tabber> <br>
</tabber> <br>


Line 25: Line 46:
<tr>
<tr>
<td style="text-align: left; border-style: none none solid none;">'''''Health''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''20000'''
<td style="text-align: left; border-style: none none solid none;">'''''Health''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''20000'''
<tr>
<td style="text-align: left; border-style: none none solid none;">'''''Ground Speed''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''10'''
<tr>
<td style="text-align: left; border-style: none none solid none;">'''''Air Speed''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''10'''
<tr>
<tr>
<td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF'''
<td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF'''
<tr>
<tr>
<td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''X'''
<td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''None'''
<tr>
<tr>
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''X (XF)'''
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''5L (XF)'''
</table>  
</table>  
}}
}}

Latest revision as of 21:10, 16 May 2024

Overview
Overview

Shoto Kanji is a karateka from Master Locks' dojo and Derrick's classmate. While you might be expecting the more typical Ryu style shoto, Shoto takes more from Akuma, being a glass cannon with all the tools one could want at the risk of a lower health pool. Proper use of his full toolset can allow Shoto to control the game, with powerful neutral, offense, and defense.

Accordingly to the glass-cannon shoto archetype, Shoto has all the tools he needs to win the neutral game. His movement speeds and dashes are all among the best in the game. letting him out maneuver most of the cast. He also has an incredible projectile game between his 5S (Electric Ball) and 5[S] (Electric Blast), powerful projectiles with that can be used in the air, have multiple angles, and good recovery. His normals too, while small besides 5H and 663H (Hair Style - Upper Cut), sport incredible frame data. He has multiple very slightly minus and even a plus on block normal, which when combined with proper staggers makes his blockstrings among the best in the game if not the best. Furthermore, his actual mixups are quite strong. 4H (Axe Kick) is a decently fast overhead with huge reward on hit, his j.M and j.H are both large crossups, and you have to account for universal throw too, from which Shoto gets an excellent combo. Once he does get a hit with one of these options, his damage output is among the best in the game, capable of doing over well over 10K before adding meter.

As a glass cannon though, he's not without his cracks. Shoto's health is 20000, the second lowest in the game. Against some characters, particularly ones like Baron, Johnson, and Red, he can find himself often dying in 2 and sometimes even 1 hit, a severe weakness to deal with. He also has rather stubby buttons, and while his projectile game usually more than makes up for them, he can struggle to contest some characters in the mid range. His defense is also a bit more on the subpar side due to a bad reversal and small abare buttons, but it's still quite solid, with his 2S (Lightning Upper) being an incredibly fast and rewarding anti-air and having one of the fastest wakeup reversals. Taken altogether, Shoto is quite the powerful character as well as one of the easier ones to learn, but he does require considered play to avoid losing the game in one or two interactions.

Playstyle
Shoto plays an amped up all-rounder game at the cost of low health.
Pros Cons
  • Fast Movement - Shoto's movement speeds are all in the upper end of the cast, letting him navigate the screen quite proficiently.
  • Very Good Projectile Game - Between 5S and 5[S], Shoto has a very strong fireball game with multiple ways to mix up the angles and timings.
  • Amazing Frame Data - Most of Shoto's moves are quite fast and his normals have incredible on block data, giving him possibly the best staggers in the game.
  • Huge Damage Output - Shoto's combos are relatively easy, have massive carry, and more importantly, do massive damage. Helping this too is that many of his best combo starters are good pokes and mixup tools.
  • Solid Mixups - Shoto's 4H is a very good overhead especially in conjunction with his 2H being a heavy starter low. Then add in great crossups with j.M and j.H plus throw, and you get quite the impressive set of mixups.
  • Low Health - Shoto is tied for the lowest health in the game excluding Guy at 20000, meaning it's very realistic for him to die in 2 hits.
  • Small Normals - Outside of his 5H and 663H, Shoto lacks range on his normals. Usually his movement and projectiles more than make up for this and they also all have best in class frame data, but his poking game is weak.

DoF Shoto Name.png
DoF Shoto profile.png

DoF Shin Name.png
DoF Shoto profile Evil Gi.png
DoF Shoto Name.png
DoF Shoto profile Cardboard.png
DoF Shoto Name.png
DoF Shoto profile Doctor.png
DoF Shoto Name.png
DoF Shoto profile Tidy Suit.png
DoF Shoto Goto Name.png
DoF Shoto profile Hyperfighter.png


Character Properties
Health
20000
Ground Speed
10
Air Speed
10
Backdash
XF
Unique Movement
None
Fastest Attack
5L (XF)

Character Summary

Move list

Command Normals
4H - Axe Kick: An advancing overhead, ground bounces and HKDs on air hit.
663H - Hair Style - Upper Cut: A fast anti-air launcher out of dash, resembles an EWGF.
Special Moves
5S (Air OK) - Electric Ball: An arcing projectile that bounces off walls. Can be angled back with 4 on the ground.
5[S] (Air OK) - Electric Blast: A more standard multi-hit projectile. Can be angled upward with 8 on the ground or downward with 2 in the air.
4S (Air OK) - Storm Kicks: A series of plus on block approaching kicks that combo well.
2S - Lightning Upper: A strong and fast anti-air that leaves you actionable on hit. Very unsafe on block making it risky.
Supers
5SP - Thunder Eclipse: A massive projectile that does high damage.
2SP - Omega Lightning Upper: A short ranged rising uppercut that you can combo out of.
Quick combo reference

5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.

Normal Moves

5L
DoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Mid - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Axe Kick
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Shoto's standing overhead. Gives quite good reward on hit.

Toggle Hitboxes
Toggle Hitboxes
Hair Style - Upper Cut
663H
DoF Direction Right.pngDoF Direction Right.pngDoF Direction Down-Right.pngDoF Buttons H.png
Dorya!
Dorya!
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

someone add details

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 High/Low - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Taunt

Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.

Taunt
5T
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Electric Ball
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

An arcing fireball. Can be angled by holding 4.

Toggle Hitboxes
Toggle Hitboxes
Storm Kicks
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

An approaching barrage of kicks that can carry opponents into the corner easily.

Toggle Hitboxes
Toggle Hitboxes
Lightning Upper
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

An anti-air rising uppercut that is actionable on hit.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Super Name
2SP
DoF Direction Down.pngDoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

X (Alt Costume Name)


X (Alt Costume Name)


Trivia

  • Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.


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