Super Naruto: Clash of Ninja 4/Shikamaru

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< Super Naruto: Clash of Ninja 4
Revision as of 18:55, 20 August 2023 by Scatteraxis (talk | contribs) (→‎Weak Attacks: lifted from newchallenger)
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Shikamaru

300
Health: 210
Guard Gauge: 1520
Backdash Type: Normal


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.

Notes

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, however he won't suffer any guard gauge damage. This phenomenon never happens when Shikamaru is about to block an attack that pushes or lifts on block, and also never happens when he is close to the stage's wall. Aside from those restrictions, anything else can be dodged, including moves that would otherwise instant guard break on block 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 banking on this gimmick on defense and 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 will also still receive chip from dodged attacks if applicable, so it won't save him from checkmate scenarios from them or others either.

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

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- Mid - - - - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

Furthest reaching B Button in the game and can't be high crushed. Long recovery time.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru.
Toggle Hitboxes
Toggle Hitboxes

2B

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

High crushes and sweeps with his foot.

Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • 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.
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Running overhead kick. Leads to Wisdom Stance stance. Staggers on hit.
Toggle Hitboxes
Toggle Hitboxes

j.B

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

Slow but damaging divekick. Spinning launch.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Requires 100% meter
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

Wisdom StanceWisdom Stance

Shikamaru is known for his wisdom stance which gives him several options. From stance:

  • 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 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 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.

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

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.
    • Shikamaru can dodge auto-guard breaks such as Gai BackB Button, CS2 RunB Button and Zabuza ForwardA Button.

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.

Other Notes

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

Colors

Default ()
Chunin Exams ()
Shippuden ()
Color 4 ()

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