Samurai Shodown/Shiki: Difference between revisions
m (→Special Moves: Edited 236R->236R for Rage and Rage Explosion damage multipliers.) |
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[[File:SamSho_Shiki_Profile.png|<center><font size="4"><b>Shiki</b></br>色, Shiki</font></center>| | {| class="wikitable" style="float:right; margin-left:10px;" | ||
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|[[File:SamSho_Shiki_Profile.png|280px|center|]] | |||
<center><font size="4"><b>Shiki</b></br>色, Shiki</font></center> | |||
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| {{#lst:Samurai Shodown/System Data|Shiki Data}} | |||
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{{TOClimit|2}} | {{TOClimit|2}} | ||
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Playing the neutral with Shiki can be awkward, since she lacks range on her buttons and Shiki’s heavy slashes are very situational. While she is quite fast, she has no “get-in-free-card” she can abuse, so she is forced to bet the farm on a lucky jump-in or a reversal DP sometimes | Playing the neutral with Shiki can be awkward, since she lacks range on her buttons and Shiki’s heavy slashes are very situational. While she is quite fast, she has no “get-in-free-card” she can abuse, so she is forced to bet the farm on a lucky jump-in or a reversal DP sometimes | ||
{ | {{ProConTable | ||
| | |intro=<center>[[File:SS_Shiki_Icon.png|40px]] '''Shiki''' is a fast rushdown character who suffocates the opponent with her close-range pressure and mixups.</center> | ||
|pros= | |||
| | *'''Great pressure:''' Shiki has excellent mobility due to her fast run speed and excellent backdash. | ||
*'''Good short-range neutral:''' Shiki has numerous fast and low-commitment normals that work well for abusing opponents up close and whiff punishing defensive pokes. | |||
*Strong mixup game | *'''Good anti-air:''' With numerous anti-air options including 5D, 6D and 623S, Shiki's anti-airs force opponents to stay out of the sky and play against her ground game. | ||
* | *'''Strong mixup tools:''' Shiki's various mixup specials allow her to set up a threatening oki game that forces opponents to guess at blocking both left or right and standing or crouching. Her enormous crossup j.C also allows her to safe jump against wakeup rolls and keep the pressure going. | ||
*'''One of the best SSM:''' Fantastic full-screen tracking SSM that easily punishes fireballs. If you have it available, the opponent has to be careful and respect you at all times! | |||
= | |cons= | ||
*'''Poor jump normals:''' Shiki has a floaty jump and shallow jump normals, reducing the effectiveness of her jumping offense. | |||
*'''Needs to get in:''' Shiki lacks long range tools and needs to get close to make the most of her game, making her susceptible to zoning and long-ranged pokes. | |||
*'''Unsafe specials:''' Shiki's numerous specials are all enormously unsafe. This makes her most rewarding oki tools and her recoil reversal game quite risky. | |||
}} | |||
==Gameplan== | ==Gameplan== | ||
Line 49: | Line 51: | ||
n.5C, 5C, and a well-spaced 2C can all be recoil cancelled into 22A on block to remain relatively safe. This rarely allows you to punish your opponent's punish attempts due to the long recovery on the teleport, however. | n.5C, 5C, and a well-spaced 2C can all be recoil cancelled into 22A on block to remain relatively safe. This rarely allows you to punish your opponent's punish attempts due to the long recovery on the teleport, however. | ||
Recoil cancelling into 421X is a good way to catch your opponent off guard with an overhead. Mixing in her low options and her command grab 214X to condition your opponent is important to her mixup game. Note that any mixup attempt can be punished on block and also interrupted with a fast normal before the special comes out. | Recoil cancelling into 421X is a good way to catch your opponent off guard with an overhead. Mixing in her low options and her command grab 214X to condition your opponent is important to her mixup game. Note that any mixup attempt can be punished on block and also interrupted with a fast normal before the special comes out. | ||
Recoil Option Selects: | |||
*5B xx 236B~22A~236B: Will give rekka on hit and teleport on recoil cancel. | |||
*5B xx 236B~421A~236B: Will give rekka on hit and overhead on recoil cancel. | |||
===SSM=== | ===SSM=== | ||
Line 84: | Line 91: | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
|description=Short range cancelable light. Good for stuffing approaches or pressuring up close. Combos into 623B at point blank. | |description=Short range cancelable light. Good for stuffing approaches or pressuring up close. Combos into 623B at point blank. I will whiff on some small characters who are crouching. | ||
}} | }} | ||
}} | }} | ||
Line 232: | Line 239: | ||
}} | }} | ||
}} | }} | ||
''* All of Shiki's other normals are identical regardless of proximity.'' | '''''<font size="3">* All of Shiki's other normals are identical regardless of proximity.'''''</font> | ||
===Kicks=== | ===Kicks=== | ||
Line 414: | Line 420: | ||
|damage=60 | |damage=60 | ||
|guard=Low | |guard=Low | ||
|startup=7 | |startup=7 | ||
|active= | |active=9 | ||
|recovery= | |recovery=20 | ||
|hitAdv=- | |hitAdv=-5~+3 | ||
|total=35 | |total=35 | ||
|blockAdv=-12~-4 | |blockAdv=-12~-4 | ||
Line 548: | Line 554: | ||
|recoil=No | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Fast slap to the face. Not cancelable in any shape or form. Stick to 2D and 5D, or try to get your swords back. | |description=Fast slap to the face. Not cancelable in any shape or form. Stick to 2D and 5D, or try to get your swords back. | ||
}} | }} | ||
Line 572: | Line 578: | ||
|recoil= | |recoil= | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Fast slap to the groin. Like u.5S, also not cancelable in any shape or form. Stick to 2D or try to get your swords back. | |description=Fast slap to the groin. Like u.5S, also not cancelable in any shape or form. Stick to 2D or try to get your swords back. | ||
}} | }} | ||
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|recoil=No | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Really awful jump normal besides speed. Use j.D if disarmed instead. | |description=Really awful jump normal besides speed. Use j.D if disarmed instead. | ||
}} | }} | ||
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|recoil=No | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Identical animation to u.2S, but knocks down. This is not a low however, so 66D is still preferable if trying to get a knock down for safe weapon retrieval. (66D also does more damage, for some reason and safer) | |description=Identical animation to u.2S, but knocks down. This is not a low however, so 66D is still preferable if trying to get a knock down for safe weapon retrieval. (66D also does more damage, for some reason and safer) | ||
}} | }} | ||
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|damage=60 | |damage=60 | ||
|guard=High | |guard=High | ||
|startup=15 | |startup=15 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|hitAdv=+ | |hitAdv=+2~+3 | ||
|total=43 | |total=43 | ||
|blockAdv=-16~-15 | |blockAdv=-16~-15 | ||
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|recoil=No | |recoil=No | ||
|deflect=No | |deflect=No | ||
|unarmed= | |unarmed=Only | ||
|description=Universal overhead. Unarmed version has far better range and can be spaced, but sadly it wont cause a knockdown. | |description=Universal overhead. Unarmed version has far better range and can be spaced, but sadly it wont cause a knockdown. | ||
}} | }} | ||
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|recoil= | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed= | |unarmed=Yes | ||
|description=Universal dodge.<br><br> | |description=Universal dodge.<br><br> | ||
''Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.'' | ''Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.'' | ||
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|recoil=N/A | |recoil=N/A | ||
|deflect=N/A | |deflect=N/A | ||
|unarmed= | |unarmed=Only | ||
|description=Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered. | |description=Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered. | ||
}} | }} | ||
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|recoil= | |recoil= | ||
|deflect= | |deflect= | ||
|unarmed= | |unarmed=No | ||
|description=Unblockable pushback attack. | |description=Unblockable pushback attack. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS_Shiki_236S.png | |image=SS_Shiki_236S.png | ||
|caption= | |caption= | ||
|name=Exodus Stream | |name=Exodus Stream | ||
|input=236S | |input=236S | ||
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{{MoveData | {{MoveData | ||
|image=SS_Shiki_236S-S.png | |image=SS_Shiki_236S-S.png | ||
|caption= | |caption= | ||
|name=Cloudburst | |name=Cloudburst | ||
|input=236S after Exodus Stream | |input=236S after Exodus Stream | ||
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{{MoveData | {{MoveData | ||
|image=SS_Shiki_623S.png | |image=SS_Shiki_623S.png | ||
|caption= | |caption= | ||
|name=Elysium Halo | |name=Elysium Halo | ||
|input=623S | |input=623S | ||
Line 1,053: | Line 1,059: | ||
{{MoveData | {{MoveData | ||
|image=SS_Shiki_cl623K.png | |image=SS_Shiki_cl623K.png | ||
|caption= | |caption= | ||
|name=Tartarus Drop | |name=Tartarus Drop | ||
|input=623D | |input=623D | ||
Line 1,061: | Line 1,067: | ||
|damage=130 (20, 80, 30) | |damage=130 (20, 80, 30) | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD (+20) | |hitAdv=KD (+20) | ||
|total= | |total=42 | ||
|blockAdv=-20 | |blockAdv=-20 | ||
|guardDmg=10 | |guardDmg=10 | ||
Line 1,079: | Line 1,085: | ||
{{MoveData | {{MoveData | ||
|image=SS_Shiki_22S_K.png | |image=SS_Shiki_22S_K.png | ||
|caption= | |caption= | ||
|name=Setsuna | |name=Setsuna | ||
|input=22S | |input=22S | ||
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{{MoveData | {{MoveData | ||
|image=SS_Shiki_214S.png | |image=SS_Shiki_214S.png | ||
|caption= | |caption= | ||
|name=Lotus Dance of Sublimation | |name=Lotus Dance of Sublimation | ||
|input=214S | |input=214S | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version=A | ||
|damage=140 | |||
|guard=Throw | |||
|startup=23 | |||
|active= | |||
|recovery= | |||
|hitAdv=KD (+73) | |||
|total=56 | |||
|blockAdv= | |||
|guardDmg= | |||
|cancel=No | |||
|recoil=No | |||
|deflect=No | |||
|unarmed=No | |||
|description= | |||
}} | |||
{{AttackData-SS2019 | |||
|header=no | |||
|version=B | |||
|damage=140 | |||
|guard=Throw | |||
|startup=24 | |||
|active= | |||
|recovery= | |||
|hitAdv=KD (+73) | |||
|total=58 | |||
|blockAdv= | |||
|guardDmg= | |||
|cancel=No | |||
|recoil=No | |||
|deflect=No | |||
|unarmed=No | |||
|description= | |||
}} | |||
{{AttackData-SS2019 | |||
|header=no | |||
|version=C | |||
|damage=140 | |damage=140 | ||
|guard=Throw | |guard=Throw | ||
|startup= | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv=KD (+73) | |hitAdv=KD (+73) | ||
|total= | |total=63 | ||
|blockAdv= | |blockAdv= | ||
|guardDmg= | |guardDmg= | ||
Line 1,124: | Line 1,166: | ||
|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=The grab version of Shiki's backflip. The opponent can jump or crouch to avoid it, and it has no tracking ability and cannot be steered. Since the grab can be avoided simply by crouching, you'll have to condition your opponent to stand with her overhead tools first if you're trying to land this. This grab also side switches on hit (like most command grabs in the game), so it can be unfavorable to use if it will throw your opponent out of the corner. It is ''very'' unsafe on whiff and can be easily punished on reaction with heavy slashes, in the case that it does whiff. As of version 1.11, the hitbox on the grab is expanded forward, so it is less difficult to space and land. | |description=The grab version of Shiki's backflip. The stronger the button, the longer Shiki will travel during her backflip. The opponent can jump or crouch to avoid it, and it has no tracking ability and cannot be steered. Since the grab can be avoided simply by crouching, you'll have to condition your opponent to stand with her overhead tools first if you're trying to land this. This grab also side switches on hit (like most command grabs in the game), so it can be unfavorable to use if it will throw your opponent out of the corner. It is ''very'' unsafe on whiff and can be easily punished on reaction with heavy slashes, in the case that it does whiff. As of version 1.11, the hitbox on the grab is expanded forward, so it is less difficult to space and land. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS_Shiki_421S.png | |image=SS_Shiki_421S.png | ||
|caption= | |caption= | ||
|name=Lotus Dance of Oblivion | |name=Lotus Dance of Oblivion | ||
|input=421S | |input=421S | ||
Line 1,145: | Line 1,187: | ||
|total=59 | |total=59 | ||
|blockAdv=-14 | |blockAdv=-14 | ||
|guardDmg=6 | |guardDmg=6*n | ||
|cancel=No | |cancel=No | ||
|recoil=No | |recoil=No | ||
Line 1,158: | Line 1,200: | ||
|guard=High | |guard=High | ||
|startup=27~37 | |startup=27~37 | ||
|active= | |active=11 | ||
|recovery=38~28 | |recovery=38~28 | ||
|hitAdv=KD | |hitAdv=KD | ||
Line 1,176: | Line 1,218: | ||
|guard=High | |guard=High | ||
|startup=27~47 | |startup=27~47 | ||
|active= | |active=21 | ||
|recovery=43~23 | |recovery=43~23 | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=89 | |total=89 | ||
|blockAdv=-18 | |blockAdv=-18 | ||
|guardDmg=6 | |guardDmg=6*n | ||
|cancel=No | |cancel=No | ||
|recoil=No | |recoil=No | ||
Line 1,277: | Line 1,319: | ||
*[https://www.youtube.com/watch?v=Q5rEKQ6nzUo Shiki tutorial and combos] by LegendaryWolf Shirou | *[https://www.youtube.com/watch?v=Q5rEKQ6nzUo Shiki tutorial and combos] by LegendaryWolf Shirou | ||
*[https://www.youtube.com/watch?v=I9ED1xG42PE Various punish concepts using Shiki's SSM] by Misimaruk Mark | *[https://www.youtube.com/watch?v=I9ED1xG42PE Various punish concepts using Shiki's SSM] by Misimaruk Mark | ||
*[https://www.youtube.com/watch?v=K4EUIZK8my8&t=4921s Gamera vs Mjima at Evo Japan 2020] | |||
==Colors== | ==Colors== | ||
===Default=== | |||
{{Colors-SS2019 | {{Colors-SS2019 | ||
|Character=SS_Shiki | |Character=SS_Shiki | ||
}} | |||
===3D Retro Costume=== | |||
{{Colors-SS2019 | |||
|Character=SS_Shiki_Retro | |||
}} | |||
===Puzzle & Dragons Costume (Japan Only)=== | |||
{{Colors-SS2019 | |||
|Character=SS_Shiki_PD | |||
}} | }} | ||
Latest revision as of 15:45, 24 December 2023
色, Shiki |
|
Introduction
Shiki is a relentless rushdown specialist, who can keep her opponents on their toes constantly between her great mobility options and simple, yet effective mixups from close range. She’s the most extreme of the rushdown characters in that she has almost no options from farther ranges, which means she has to constantly force her way in to apply her mixup game.
To achieve this, Shiki has access to some of the more unique tools among the cast. She is one of the few characters with a far special-cancelable button in 5B, which helps her neutral game immensely. Her teleports are fast and can be used as an alternate way of moving around the screen. Her SSM is also insane. It tracks anywhere on the screen, essentially giving her a free 65% punish on stuff most characters couldn’t even punish in the first place.
Playing the neutral with Shiki can be awkward, since she lacks range on her buttons and Shiki’s heavy slashes are very situational. While she is quite fast, she has no “get-in-free-card” she can abuse, so she is forced to bet the farm on a lucky jump-in or a reversal DP sometimes
![]() |
Strengths | Weaknesses |
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|
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Gameplan
Neutral
Shiki's primary gameplan is to get up close to her opponent with her fast movement and apply pressure with fast normals and a variety of high/low/throw options. Taking gambles is natural as a Shiki player since she lacks regular access to big range or safe full screen options. Learning when to take a risk with her mixup options or jump ins and when to play safe are important to being successful.
Approach/Movement
Her dash speed is among the fastest in the game so making use of dash stop (664) is a good way to approach your opponent. Dash stop normals like 6645B are good options for getting in. Spaced 66D is also a very safe on block option when spaced properly. Teleports can also be used sparingly to teleport you past certain moves such as some projectile WFTs or large fireballs (ex. Yoshi sword wave).
Jumping in is risky of course, but finding opportunities to jump at your opponent with j.C (her biggest air button) can immediately start her mixup game if you're successful. Watch your opponent and see how they respond to anti-air situations to find an angle to jump when they're not expecting it.
Poking/Footsies
Shiki does not have the biggest buttons in the game so it's important you get as close as you can to make use of her normals. 5B, 2A are strong options for poking given their speed/range. 5C and 2C make good whiff punish tools when used correctly.
Anti-air
She has a variety of anti-airs that can cover most jump in options. 623B/C are the most obvious for being head-invincible. 5D, 6D, 5A, and 2B also have usage as reactionary anti-airs. She doesn't have very strong options for anti-airing cross ups since most of her anti-air hitboxes are above or directly in front of her. Instead considering dashing out/run under your opponent and then using 66C to auto correct to the opposite side to beat cross-up attempts.
Her air-to-air options are not as strong as other characters considering how j.A/B are fast but very short normals and j.C is too slow to air-to-air faster normals.
Recoil
n.5C, 5C, and a well-spaced 2C can all be recoil cancelled into 22A on block to remain relatively safe. This rarely allows you to punish your opponent's punish attempts due to the long recovery on the teleport, however.
Recoil cancelling into 421X is a good way to catch your opponent off guard with an overhead. Mixing in her low options and her command grab 214X to condition your opponent is important to her mixup game. Note that any mixup attempt can be punished on block and also interrupted with a fast normal before the special comes out.
Recoil Option Selects:
- 5B xx 236B~22A~236B: Will give rekka on hit and teleport on recoil cancel.
- 5B xx 236B~421A~236B: Will give rekka on hit and overhead on recoil cancel.
SSM
Her only option from full screen which can track a grounded opponent anywhere on screen. At all times you should be looking for your opponent to whiff a long recovery normal or fireball to punish them with her SSM. Using backdash to bait a move and then whiff punishing with a buffered SSM can be a very effective strategy. A well timed SSM punish can easily win you an entire round. Holding onto SSM can also sometimes be very useful and may force opponents to limit their usage off certain options from full screen (Ex. Keeping SSM can scare opponents to avoid using fireballs until you actually spend it).
Remember you only get ONE use of this. Make sure it lands!
Okizeme
Most of her okizeme consists of landing safejumps or cross ups with j.C. She can also effectively chase techs with her teleports and dash speed. Mixing in 421X as an okizeme tool can create ambiguous left/right scenarios as well.
For a full list of mixup options refer to the mixup document: https://docs.google.com/document/d/1sIXXHN3Rabmb5kdp0EQ4BYrSpRv1AJGJjym_ukODoiA/
Normal Moves
Far Slashes
5A
5A
|
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5B
5B
|
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5C
5C
|
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2A
2A
|
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2B
2B
|
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2C
2C
|
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Near Slashes
n.5C
n.5C
|
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* All of Shiki's other normals are identical regardless of proximity.
Kicks
5D
5D
|
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6D
6D
|
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2D
2D
|
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3D
3D
|
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Dash Normals
66A
66A
|
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66B
66B
|
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66C
66C
|
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66D
66D
|
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Air Normals
j.A
j.A
|
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j.B
j.B
|
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j.C
j.C
|
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j.D
j.D
|
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Unarmed Normals
u.5S
u.5S
|
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u.2S
u.2S
|
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ju.S
ju.S
|
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u.66S
u.66S
|
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Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Neutral/Forward Throw Neutral/Forward Throw Back Throw Back Throw
|
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Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Armed Unarmed Unarmed
|
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Dodge
Dodge
5A+B |
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Stance Break
Stance Break
A+B during Just Defense |
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Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
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Rage Explosion
Rage Explosion
5A+B+C |
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Special Moves
Exodus Stream
Exodus Stream
236S |
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Cloudburst
Cloudburst
236S after Exodus Stream |
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Elysium Halo
Elysium Halo
623S |
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Tartarus Drop
Tartarus Drop
623D |
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Setsuna
Setsuna
22S |
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Lotus Dance of Sublimation
Lotus Dance of Sublimation
214S |
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Lotus Dance of Oblivion
Lotus Dance of Oblivion
421S |
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Supers
Weapon Flipping Technique
Tenma Wave Cyclone
236B+C |
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Super Special Move
Skandha Avidya
641236C+D |
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Combos
Midscreen
- (5A/2A/66A) xx 623B
Your fastest punish. Have to be very close for DP to combo.
- (5CD/4CD/j.C)...
- 2C
Low damage but reliable. - 5B xx 236B xx 236S
Basic combo from 5B and forward throw. Now optimal damage without rage as of version 1.11. - 5B xx 236C xx 236S
Rage only. Max damage from forward throw/5B when in rage (without using WFT). Note that you're a bit too far for this to combo after back throw midscreen. - 5B xx 236BC
Easy combo or confirm into WFT. - 66B xx 623C
Slightly more difficult combo from forward throw. - 66B xx 623D
Sideswitch combo, if you want to switch sides and didn't just back throw to begin with.
- 2C
Note: 2B does more damage than 5B but a microwalk is needed on most characters that aren't Tam Tam or Earthquake making it more difficult. It is however very easy in the corner.
Corner
- (5CD/4CD/j.C)...
- 2B xx 236B 236S
Optimal corner damage outside of rage. - 2B xx 236C 236S
Optimal corner damage in rage without using WFT. - 2B xx 623C
- 2B xx 623D
After forward throw in the corner you're close enough for DP and your hit grab to combo without dashing.
- 2B xx 236B 236S
Guard Crush
- n.5C / 5C...
Combo second hit...- Lighting Blade
Universal Issen combo, combo from second hit.
- Lighting Blade
- n.5C / 5C...
Cancel second hit...- 22S...
Choose the version (B or C) that can get you to your opponent's face.- 2B xx 236B xx 236S
Max damage without rage, - 2B xx (236C xx 236S) / WFT
Rage only. Heavy rekka or WFT.
- 2B xx 236B xx 236S
- 22S...
Videos
- Shiki tutorial and combos by LegendaryWolf Shirou
- Various punish concepts using Shiki's SSM by Misimaruk Mark
- Gamera vs Mjima at Evo Japan 2020
Colors
Default
3D Retro Costume
Puzzle & Dragons Costume (Japan Only)
External Links
- Twitter hashtag: #SS_SH
- Shiki Mixup/Setup Document by Rikir (2019)
- Punishment guide