Super Naruto: Clash of Ninja 4/Shikamaru: Difference between revisions

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Revision as of 11:12, 25 October 2023

Summary

One of the most improved characters in the jump from Vanilla to Super, Shikamaru now augments his rangy normals and high damage with a variety of quality-of-life improvements, quicker super activations and more versatile and effective wisdom stance (4A). Shikamaru is known for his teleport attacks and one of the strongest oki tools in the game: his unblockable 2X shadow jutsu.

Unique Mechanics

Auto Dodge

Shikamaru is so lazy that sometimes, he will reflexively dodge incoming attacks instead of putting in the effort to block them. The dodge has a couple of unique animations that all take as long as the would-be blockstun of the attack, so the frame advantage is the same as if he did block it, but he does not suffer any guard gauge damage while dodging. Shikamaru does not dodge if he would block an attack that pushes or lifts on block, nor does he dodge if he is close to the stage's wall. He also cannot block projectiles. Aside from those restrictions, any blockable attack can be dodged, including moves that would otherwise instant guard break such as SCON4 Zabuza Icon.png Zabuza's charged ForwardA Button.

To complement this, Shikamaru also has the worst health guard bar in the game alongside this gimmick, meaning that getting cornered spells trouble for him very quickly, especially against characters that have potent blockstrings and guard damage like SCON4 OTK Naruto Icon.png OTK Naruto and SCON4 CS2 Sasuke Icon.png CS2 Sasuke. He also still receives chip damage when dodging, so it won't save him from checkmate scenarios and chip-out kills.

Wisdom Stance Wisdom Stance

Instead of having a traditional counter, Shikamaru's BackA Button puts him into his wisdom stance that he's known for in the series. From the stance, he can use different buttons and directions to perform various teleport actions:

  • Wisdom StanceB Button teleports behind the enemy with a descending aerial dive.
  • Wisdom StanceA Button teleports behind the enemy on the ground with a running kunai slash.
    • Forward can be held to reverse the direction of a teleport attack.
  • Wisdom StanceDownB Button teleports in front of the enemy with no attack.
  • Wisdom StanceDownA Button teleports behind the enemy with no attack.
  • Wisdom Stance is also super-cancellable with X Button or DownX Button, allowing Shikamaru to combo into supers.
  • Y Button cancels the stance.

Shikamaru's teleport attacks are powerful as they can track the opponent and can lead to combos, though he can be punished if the opponent avoids the attack by sidestepping or otherwise moving out of the way. If the enemy is avoiding teleport attacks, Shikamaru can mix them up by using his "empty" teleport, Wisdom StanceDownA Button. If he has his back to the enemy, he can use Wisdom StanceDownB Button instead. Wisdom StanceY Button (stance cancel) helps Shikamaru quickly return to neutral while threatening a teleport attack and to bait his opponent's twitch reactions if they prematurely anticipate an attack.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonCONR3 TO.pngWisdom Stance
  • X ButtonCancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonA ButtonCONR3 TO.pngWisdom Stance
CONR3 STRING.png 03 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 04 BackB ButtonA ButtonCONR3 TO.pngWisdom Stance
CONR3 STRING.png 05 DownB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 06 UpB ButtonA Button
CONR3 STRING.png 07 RunB ButtonA ButtonCONR3 TO.pngWisdom Stance
CONR3 STRING.png 08 Air AttackB ButtonA ButtonCONR3 TO.pngWisdom Stance
CONR3 STRING.png 09 RunA ButtonA ButtonCONR3 TO.pngWisdom Stance
Wisdom Stance 01 B ButtonB ButtonB Button
  • Switches sides with the first move.
Wisdom Stance 02 ForwardB ButtonB ButtonB Button
Wisdom Stance 03 B ButtonB ButtonA Button
  • Switches sides with the first move.
Wisdom Stance 04 ForwardB ButtonB ButtonA Button
Wisdom Stance 05 B ButtonA ButtonB Button
  • Switches sides with the first move.
Wisdom Stance 06 ForwardB ButtonA ButtonB Button
Wisdom Stance 07 B ButtonA ButtonA Button
  • Switches sides with the first move.
Wisdom Stance 08 ForwardB ButtonA ButtonA Button
Wisdom Stance 09 A ButtonA ButtonA Button
  • Switches sides with the first move.
Wisdom Stance 10 ForwardA ButtonA ButtonA Button
Wisdom Stance 11 A ButtonA ButtonB Button
  • Switches sides with the first move.
Wisdom Stance 12 ForwardA ButtonA ButtonB Button
Wisdom Stance 13 A ButtonB ButtonB ButtonB Button
  • Switches sides with the first move.
Wisdom Stance 14 ForwardA ButtonB ButtonB ButtonB Button
Wisdom Stance 15 A ButtonB ButtonA Button
  • Switches sides with the first move.
Wisdom Stance 16 ForwardA ButtonB ButtonA Button
Wisdom Stance 17 DownB Button
Wisdom Stance 18 DownA Button
  • Switches sides.
Wisdom Stance 19 X Button
  • Requires 100% meter to be used.
Wisdom Stance 20 DownX Button
  • Requires 75% meter to be used.

Weak Attacks

5B

Nutcracker
B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 14 3 37 - - -3 -19
  • Can go into B Button(B Button) on whiff.
  • Furthest reaching B Button in the game, though it has a long recovery.
  • Taken on its own merits, likely the best mid jab in the game. Use this button worry-free since its mid property and low attack angle can't be crushed or low profiled, invalidating many of his opponents' mix-up and defensive options. Notably, it connects with squatting opponents (such as during jump landing) and is lengthy enough to catch normal backdash.
Toggle Hitboxes
Toggle Hitboxes

6B

Slide
ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Low 19 4 27 - - - -12
  • Sliding kick which high crushes and sweeps which is very good for tracking down backturned opponents and starting a combo.
  • Can be used defensively to escape from attackers behind Shikamaru, while simultaneously mashing for a throw break.
  • 6B is safe on block against most characters. When blocked, 6BB and 6BBA function as high crushing, string mix-ups to punish an enemy rebuttal, though both follow-ups have worse frame advantage and may be unsafe.
  • Convert to a full combo with ForwardB ButtonB ButtonY-Cancel
Flag Data
High Crush frames 12~34
Toggle Hitboxes
Toggle Hitboxes

2B

Sweep
DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 20 4 28 - - - -13
  • Sweeps with his foot. Decent high crush neutral poke which is safe against most opponents.
  • Slower but has better range and recovery than UpB Button.
  • Has DownB ButtonB Button on whiff.
  • Good combo starter, especially for backturned hits, and leads to high damage combo filler: DownB ButtonB ButtonB ButtonY-Cancel


Flag Data
High Crush frames 11~37
Toggle Hitboxes
Toggle Hitboxes

4B

Guard Frame Kick
BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 31 2 - - - -3 to +9 (stagger) -11
  • Rears back and kicks. Mediocre guard frames but has a high crush right before the hitbox comes out. Staggers on hit and leads to Wisdom Stance stance.
  • Teleport string follow-ups allow Shikamaru to win duels after a clash.
  • At center stage, most other 4B strings whiff if used to guard an attack which pushes on block. Shika's 4B teleport strings may allow him to punish certain strings or at least reposition behind the opponent.
Flag Data
High Crush frames 19~27
Toggle Hitboxes
Toggle Hitboxes

8B

Uppercut
UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 16 6 25 - - - -19
  • Shikamaru leaps upwards striking with his arm. Fast high crush (frame 8), causes the spinning launch effect and combos into B Button and DownB Button.
  • Can combo directly to 2X if the opponent is juggled high in the air.
  • Due to its high launch, can be used as a front sub setup.
  • BB (-6) to 8B (f8 high crush) can punish enemies with slower, high jabs who attempt to take back their turn and conveniently may also catch a sidestep anticipating BB(B/A).
  • 8B can cross up a jumping defender. This comes up more often at the wall where the opponent cannot jump back.
  • While unsafe, Shika can protect himself by threatening the A follow-up (up shuriken). The sequence of 8B recovery to 8A startup is throwable, so Shika may need to mash for a throw break.


Flag Data
High Crush frames 8~15
Low Crush frames 16~40
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - +23 -3
  • Running overhead kick. Leads to Wisdom Stance stance. Staggers on hit.
  • Good for chasing down running, backturned opponents.
  • Not a great option for attacking front-facing opponents due to its long wind up. Stop and jab instead or cross them up with a teleport.
Toggle Hitboxes
Toggle Hitboxes

j.B

Divekick
Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -4

Slow but damaging divekick. Spinning launch. Leads to stance. Like other slow divekicks, can potentially be used backturned to avoid and punish an incoming attack from the rear.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

Shuriken
A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - +4 (point-blank) -

A normal shuriken throw and one of the weakest in the game due to a long recovery and low damage. Charged A Button throws a horizontal shuriken spread, potentially catching sidesteps.

Toggle Hitboxes
Toggle Hitboxes

6A

Skullcrusher
ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -13

Lunging kunai overhead. Groundbounces. Too slow to use in most scenarios. Can usually be used as a high damage, auto-timed 2X follow-up, though it leaves the opponent the ability to tech roll recovery before a combo can be started.

Toggle Hitboxes
Toggle Hitboxes

2A

Ankle Shank
DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -14

High crushes and sweeps but inferior to UpB Button, DownB Button and ForwardB Button in almost every way.

Toggle Hitboxes
Toggle Hitboxes

4A

Wisdom Stance
BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Shikamaru enters his thinking stance. See description above.

Toggle Hitboxes
Toggle Hitboxes

8A

Up Shuriken
UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - -3 (point-blank) -20

Standard up-shuriken. A fast anti-air which may convert into a combo, especially when used to call out jumps in backturned situations. Its quickness can protect Shikamaru against a tall, attacking opponent on the ground, though he will be at frame disadvantage even on hit.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -20

Running kunai slash. Launches on hit and leads to stance.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air shuriken
Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Standard air shanks. A great "universal" tool which can punish many blockstrings which lift the defender in the air.

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Standard Throw

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 70 - - - - - - - -
  • Requires 100% meter
  • Can be done from stance.
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
32 - - - - - - - -
  • Requires 75% meter.
  • Can be done from Wisdom Stance stance.
  • Unblockable, resets the combo counter and disables KNJ until the victim lands or is hit. Shikamaru recovers more quickly when further from the opponent.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Strengths

Between his rangy normals, mid jab and high crushes, Shikamaru is highly effective at mid-range and can be difficult to approach.

  • Some of the longest ranging normal attacks in the game (notably B Button and ForwardB Button).
  • B Button is a mid and hits close to the ground, snuffing out high crushes and low profiles.
  • Several good high crushes:
    • UpB Button: Quickest (crushes on frame 8) and can be used to break up slow strings or delayed string pressure.
    • DownB Button: Lower commitment because Shikamaru sweeps his foot away from his body. Used as a poke in neutral.
    • ForwardB Button: Long range attack which can whiff punish or surprise an unsuspecting opponent.
  • ForwardB Button can also be used when Shikamaru is backturned to quickly slide away from the opponent. Be aware that many characters can punish this if they anticipate it.
  • Shikamaru hits hard. DownB ButtonB ButtonB ButtonY-Cancel is one of the better combo filler loops in the game and BackA ButtonA ButtonB ButtonB ButtonY-Cancel is a great whiff punish starter.
  • Stance teleports, most often Wisdom StanceForwardB Button, can be used to punish substitutions.
  • Wisdom StanceB Button punishes jump back.
  • Grounded B ButtonB ButtonDownX Button and B ButtonB ButtonB ButtonDownX Button can "checkmate" the opponent, catching them even if they ground KNJ (see the chart to the side for which characters can substitute against DownX Button).
  • UpB Button links to combos, primarily with B Button and DownB Button. It can also cross-up if Shikamaru manages to get under a jumping opponent.
  • Shikamaru has a unique mechanic when blocking. He will dodge physical attacks when on the ground and not next to the wall and not take guard damage, though he still takes chip damage.

Weaknesses

  • Shikamaru does not threaten opponents on block due to low guard damage and the escapability of his strings.
    • B ButtonB Button (-6) is his only safe blockstring. DownB Button (-13) and ForwardB Button (-12) may be safe depending on the opposing character.
    • Poor continuations make Shikamaru's block strings predictable and easy for the opponent to take back their turn or punish.
  • A near-complete lack of strings which can be performed on whiff make his buttons high commitment and his whiffs easier to punish as compared to characters which can continue strings on whiff.
  • Teleport attacks can be sidestepped, jumped or otherwise avoided and punished.
  • Shikamaru is a low health, low guard character. His dodge mechanic does not work when he is in the vicinity of the wall, so his guard may be broken easily.
  • His slow BackB Button, slow Air AttackB Button and lack of a true reversal make him vulnerable to guard pressure from certain characters, especially when Air AttackA Button is ineffective.
  • His only button/string starters which can be Y-Cancel-cancelled in combos are B Button and the very situational BackB Button.

2X Usage

Chart showing which opponents can ground KNJ out of Shikamaru's
B ButtonB ButtonDownX Button, assuming their KNJ starts after 2X does.

DownX Button is a powerful oki option. While it loses to wake-up-kick (WUK), when properly spaced it is unavoidable and leads to a combo.

  • Common ways to land the super include:
    • Combos: B ButtonB ButtonDownX Button or B ButtonB ButtonA ButtonA ButtonDownX Button up to about 7 or 8 hits.
    • Y-Cancel directly into DownX Button (at the total cost of 100% chakra) to access DownX Button from other combo points or at higher combo counts.
    • Throw > DownX Button is guaranteed.
    • Backdash or walk backwards at the end of a combo to space outside of WUK range.
    • BackA ButtonDownA Button to avoid a WUK- an immediate DownX Button should catch the opponent before they can jump.
    • If a recovery roll is predicted, Shikamaru can run forward to chase the roll and DownX Button.
    • In some situations close to the wall, Shikamaru can move backwards while staying close enough to DownX Button regardless of whether the opponent tech rolls or not.
  • After being captured by DownX Button, the victim cannot KNJ until landing or being hit.
  • DownX Button resets the combo counter. Landing a DownX Button leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo.
  • The opponent will very often have enough chakra to KNJ after a DownX Button so Shikamaru should put thought into his follow-up as to not be punished with a KNJ at low chakra.
  • Shikamaru has several options for his follow-up attack to DownX Button:
    • UpB Button: The most common follow-up at short range. Decent damage, quick recovery and threatens a combo.
    • B Button: The easiest button to time and can be Y-Cancel-cancelled. B ButtonB Button has a quick recovery.
    • ForwardB ButtonB ButtonA Button: On the safer side for a Shikamaru string. Can be used as a lower committal way to score extra damage and build chakra.
    • ForwardA Button: Most damage in a single hit and can potentially combo to B Button, but the opponent can tech roll recovery the bounce.
  • The amount of time Shikamaru has between the DownX Button animation and the victim reappearing will depend on the distance from the opponent. If Shikamaru is farther away, he may have time for one of:
    • Wisdom StanceA Button, Wisdom StanceB Button and RunA Button: Strong attacks which threaten an extended combo.
    • Air AttackB Button: If the opponent does not have enough chakra to KnJ.

Other Notes

  • UpB Button punishes all of Sasuke's options after blocking his B ButtonB ButtonB Button. This can also work against SCON4 CS2 Sasuke Icon.png CS2 Sasuke, though loses to his B ButtonB ButtonB ButtonA Button.
  • ForwardB Button low profiles SCON4 Shino Icon.png Shino's B ButtonB ButtonB Button
  • B Button covers SCON4 Itachi Icon.png Itachi's strike/throw mix after Air AttackA Button and beats DownB ButtonB ButtonA Button.

Colors

Default ()
Chunin Exams ()
Shippuden ()
Shikadai ()

Changes from Vanilla

  • HP increased from 200 to 210
  • Grabbable Moves: 8A, JA
  • 5BB(A): launches with more lift, one frame less on the hitbox
  • BackA Button has faster action and high crushes at frame 6; can super cancel into 5X and 2X
  • Wisdom StanceB Button now teleports Shikamaru behind the enemy, instead of in front
  • SB(B) more lift on hit
  • SBB(B) replaced with SABB(B)
  • SABB(B) deals more damage
  • SA(A) now staggers
  • SAA(A) replaced with 8A
  • Forward can be held to reverse teleport attack directions
  • Wisdom StanceDownA Button added
  • Wisdom StanceDownB Button added
  • Wisdom StanceY Button sped up
  • Wisdom Stance Teleport strings are now true combos, instead of being side-steppable with a fast mash on hit (due to the stagger effect)
  • UpB Button replaced with modified Wisdom StanceB ButtonB ButtonB Button from Vanilla; 8BA follow up after landing
  • ForwardB Button sweeps instead of a grounded hit; less lift
  • 6B(B) has more lift
  • 2BBB(B) ends sooner and has more lift
  • RB: starts up three frames later
  • X Button sped up by four frames
  • DownX Button has less super freeze and comes out faster, can move faster when hitting from further away than right next to the opponent, opponent falls slower, opponent cannot sub until they hit the ground or are hit; resets combo counter
  • Wisdom StanceDownX Button is now possible
  • DownX Button is now subbable after the enemy hits the ground or is hit

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