Asuka 120 LimitOver/Shinobu Kawasaki

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Shinobu Kawasaki
A120LO Shinobu-Portrait.png
Colors
1 2 3 4
Color 1 for Shinobu Kawasaki
Color 2 for Shinobu Kawasaki
Color 3 for Shinobu Kawasaki
Color 4 for Shinobu Kawasaki

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Female April 4 Aries 149cm 48kg B People that can feel "guts" People that can't feel "guts" To unify Japan.
Favorite Words

疾風怒涛
Angry waves of a hurricane.

School Details
Year Class Attendance # Favorite Subject Disliked Subject Love Status Charm Point
2nd / Junior F 9 Obentou (aka lunch period) Math Won't tell Certain kill with One Attack Punch Power

Overview

Stats

Info
stun: 24
Playstyle
  • Shoto

Strength & Weakness

Playstyle
Shinobu is an electryfing shoto that use her tatsu to cover a lot of approach angles & mixup tempo with fireballs or close mixup with 2A/1B/6B.
Pros Cons
  • Her tatsu (j236A/B) trajectory can be modified depending you jump/speed...
  • Dash B can either normal launch or blue launch.
  • Harder to stun (24 instead of the average of 22)
  • ... But you're in air recovery & you can't super cancel it (even on hit).
  • Lacks damaging combo meterless.
  • Her zoning is quite straight forward & easy to avoid.

Move List

Standing Normals

5A
5A
A120LO Shinobu 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Standard jab. It'll whiff on crouchers except if you're close, where you'll hit with a lower hitbox.

6A
6A
A120LO Shinobu 6A.png
6A
6A
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Twice longer than the jab it has 2 clashbox, the last one being pretty big (longer than the hitbox). Could be used to clash with projectiles or clash with hops safely.

5B
5B
A120LO Shinobu 5B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Standard 5B uppercut though this one doesn't launch by itself.
Because of that it can be used in corner combo.

It can also be used as a "anti-air", mainly to force an aerial block and air unblockable it with her 2B/22A/22C/214C or other air unblockable options.

6B
6B
A120LO Shinobu 6B-1.png
A120LO Shinobu 6B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Overhead hammer kick.
Good mixup button as both hits are overhead. It also stay active for a while, it helps to clash during pressure or to stop GC / panic hops.

As it moves forward, it also can be used to kara cancel into specials or supers.
It's good to know you can also continue to combo after it by linking a 2A/3A, but it might need a tight micro dash depending your distance.

Can lead into a ground infinite, it is pretty tight though. You have to buffer a dash and cancel it by 2A as soon as possible

5C
5C
A120LO Shinobu 5C-1.png
A120LO Shinobu 5C-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Double uppercut, only the 2nd hit launches.
Is invincible until the first active frame & during this first hit & in between hits, you have top body invincibility.

Overall, pretty good GC or anti-air button.

Crouching Normals

2A
2A
A120LO Shinobu 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

Pretty long 2A & with another clashbox around her top forearm.

3A
3A
A120LO Shinobu 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

Slower than 2A but goes further. Like her 2A, it also has a second clashbox around her forearm/hand.

2B
2B
A120LO Shinobu 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

Looks similar to Megumi's sweep but it is way better.
The first hitbox is a good low sweep, and the second hit can somewhat be used as anti-hops (easier if you forced them to block first).

Also it can be backdash cancelled on block! Thanks to this, you can make her pressure pretty safe or bait a reversal/GC.

Jumping Normals

j.A
jA
A120LO Shinobu jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Standard jA, active until landing.
The hitbox/clashbox are really in front of her, making it great to clash in the air.

j.6A
j6A
A120LO Shinobu j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Like most jA, it pops up grounded opponent in the air on hit & let your opponent in a techable state forcing you to go into in air series...
Except Shinobu can use her Tatsumaki to force air knockdown! So you can land & continue your combo there~.

j.B
jB
A120LO Shinobu jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

jB will be your general jump-in buttons. It can also be used crossup button.
Though to combo out of it, you'll need to be deep enough, or use a j214A/B or j236C.

j.C
jC
A120LO Shinobu jC.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Your true crossup button, as like all jC it'll auto-correct itself.
It will stop your regular string on block (only cancellable into super), but on hit, it'll wallslam!

If you're close enough to the wall, you can react to the missed tech run > jump j236C. Which leads to really damaging combo with 120%!

Throws

Neutral Throw
Throw
A120LO Shinobu Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Throw - - - - - - - -

Shinobu executes a throw similar to Ken's "Hell Wheel".
It lets the opponent airborn & close enough to combo.

Air Throw
Air Throw
A120LO Shinobu AirThrow.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Throw - - - - - - - -

Very similar to her ground throw, but it gets more uses thanks to her amazing 66B!
Thanks to this, you can do easy side-switch combos or mixups (grab / groundslam).

Special Moves

66A
66A
A120LO Shinobu 66A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
17-22 - High - - - - - - - -

One of your main pickup tools.
You can loop 2B 66A up to 2~3 depending when your starter, for a good chunk of damage & stun.

You can also use it after a 214/j214, if you hit until/with the last hit as it's the only hit that knockdown.
If you land cancel a j214 too early, they will be able to tech out.

66B
66B
A120LO Shinobu 66B-1.png
A120LO Shinobu 66B-2.png
A120LO Shinobu 66B-3.png
Blue launcher
Blue launcher
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Like hjer 66A, another good conversion tool.
It has the same amount of damage/stun but with one more hit, which doesn't sound amazing... Except this last hit is a blue launcher!

It creates new combo routes, one being an easy side switch (grab behind them in the air).

As an added bonus, if you jump cancel earlier (on the 2nd hit), it won't blue launch (or even launch)! Which has 2 positive points:

  • it reaches higher than 66A, making some conversion possible.
  • you can use it in corner combo to add more hits/stun before a super.
    • while tight, it's also possible to do 66B TK j236C too ("easier" if you do 8~6C+Y).
Banchou Bazooka
Banchou Bazooka
236A/B
A120LO Shinobu 236A.png
236A
236A
A120LO Shinobu 236B.png
236B
236B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A 10 2-4 All - - - - - - - -

Really classic projectile, low damage but has decent stun.
Good to hit people running away or feint a 236B & anti-air their jump.

B 17-25 3-6 All - - - - - - - -

Two fireballs instead of one.
More damage & more stun but longer recovery. Depending the range, it can hit 3 times (the first fireball is 2 hits).

For neutral, Don't overuse it, as it can be more easily jumped & punished.
It could be used for corner combo to pickup from further or as an ender.

Banchou Striker
Banchou Striker
j236A/B
A120LO Shinobu j236A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

Typical looking dive kick... but it's not overhead, you can't super cancel it & it bounces on hit or block. The bounce has similar iframes to the backdash.
You can bypass the bounce if you do it low enough (easier with j236B).

Both dives have the same property as Torami where you can tick throw a crouching opponent but not a standing opponent.

B - - All - - - - - - - -

The best out of the two, mainly because it's easier to be land cancelled.

Banchou Tornado
Banchou Tornado
214A/B
A120LO Shinobu 214A-1.png
A120LO Shinobu 214A-2.png
↓ 214A
↓ 214A
A120LO Shinobu 214A-3.png
↓ 214B's additional hits
↓ 214B's additional hits
A120LO Shinobu 214B-3.png
A120LO Shinobu 214B-4.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

Shinobu knees into a flurry of kicks.
Weirdly enough, this move starts with 1fr of torso invulnerability then goes into 4fr (total) invincibility and is low invulnerable until she lands.

The first hitboxes comes out during the full invincibility, making it possibly a good guard cancel/clash tool.

B - - All - - - - - - - -

Overall similar use as 214A but has 2 key differences:
It doesn't have the 4fr of invincibility (still has the frame of torso invulnerability) it has one more hit that send upward & keept them closer
Making it better as a combo tool.

Air - Banchou Tornado
Air - Banchou Tornado
j214A/B
A120LO Shinobu 214A-2.png
A120LO Shinobu 214A-3.png
j214A
j214A
A120LO Shinobu 214A-2.png
A120LO Shinobu 214B-3.png
A120LO Shinobu 214A-2.png
j214B
j214B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

No weird iframes there, but now that you're airborn, you can have fun with momentum!
Depending when you'll do the tatsu, start/end of hop/jump/dash jump/high jump, you'll get a different speed & trajectory.

How cool is that!... Now is it that good?
Sadly, this tech usesfulness is hurt by the fact you can't cancel it (even on hit) & you're stuck in recovery until you land + some landing recovery...
Maybe it could have some creative anti-air use, but for now, you'll need to go all in and hop for the best.


Now for actual uses:
You can confirm any jumpins into ground combos as the last hit is a knockdown, forbidding your opponent to "air tech".
Powerful!.. But not as cool as yeeting yourself

B - - All - - - - - - - -

Similar to j214A, except it's 3 hits instead of 2: which makes not as worth as a starter due to the juggle system.

Banchou Dynamite
Banchou Dynamite
22A/B
A120LO Shinobu 22A.png
22A
22A
A120LO Shinobu 22B.png
22B
22B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

Shinobu uppercuts, not committing to a full shoryuken.
It has 7fr of startup invincibility and has 1 clashbox before it ends... sadly the first hitbox comes when the invincibility stops.

You can combo after it with a 2B, even if they're grounded (it's just tigher).

B - - All - - - 4fr - - - -

Your run-of-the-mill Shoryuken.
It has 6fr invincibility but this time there's a hitbox while being invincible (start at 4fr).

It's not jump cancellable like a lot of DPs in this game but it can be cancelled by j236C as soon as you're airborn.

Supers

Hissatsu Megaton Bazooka
Hissatsu Megaton Bazooka
236C
A120LO Shinobu 236C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 50-100 - All - - - - - - - -

The super version of her 236B projectiles.
Sounds like decent super:

  • air unblockable,
  • iframes during super flash,
  • do a decent amount of chip,
  • chunky damage if all 4 hits connect raw.


But the problems are:

  • it's hard to get all 4 hits to connect, it only happen fullscreen (when it's easily reactable).
  • comboing into it, willon,ly let 2 hits connect, nerfing the max possible damage.
  • vs airborn opponent, because the projectiles knockdown, most of the time only one fireball will hit.
  • fullscreen vs crouchers, only the first projectile can hit.
  • You can react & punish by high jumping over it.


Overall, it's a mix bag... When it hits, it's awesome but making it work is harder than it should be...

Hissatsu Megaton Dynamite
Hissatsu Megaton Dynamite
214C
A120LO Shinobu 214C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 60 8 All, AU - - - 2 - - - -

Shinobu does her best impression of Ken's shoryureppa.
It's your super of choice when you want a reversal:
Post super flash, she has 10fr of invincibility & gets 2 hits out while moving forward!

While you can't combo after, it gives you enough time to start pressure/oki.

Hissatsu Megaton Pile
Hissatsu Megaton Pile
22C
A120LO Shinobu 22C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground 70-88 4-6 All - - - 3 - - - -

Shinobu does her best impression of Ryu's Shinshoryuken. Got it? She's a shoto.
On whiff Shinobu will only do the first hit.

While it isn't a great reversal, it has upper body invincibility & is air unblockable making it a decent anti-air option.

While it's true all Shinobu's supers are air unblockable, 22C is more consistent vs airborn opponents & deal more damage overall.
If you catch them chicken blocking, go for 22C!

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
CH = Counter Hit.

True combo

Missed tech punish

Videos

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Characters
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Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou