Super Naruto: Clash of Ninja 4/Shino

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Summary

Not everyone can be a hero; the only Konoha boy left behind for the Sasuke retrieval mission gets his revenge in Super Clash of Ninja 4. Shino is known as a setup character who summons bugs to control space, enforce one of the stronger okizeme games in the cast and create tick throws and unblockables. Compared to Vanilla, Shino benefits from revamped combo routes, a unique air throw, and importantly a quicker charge A, allowing him to utilize the bigger, badder version of his bugs summon in more situations.

Notes

  • Due to the commitment required to start his setplay, Shino must adjust how he uses his bugs depending on the opposing character, which means Shino players must have a general understanding of the other characters in the cast in order to fully utilize his kit.
  • BackA Button and UpB Button are notable as important tools to create openings for Shino to start his unique brand of pressure.
  • Bugs can be destroyed by being hit, kunai and most projectiles. There are some projectiles that don't work for destroying bugs (some include SCON4 Temari Icon.png Temari A Button (charged), SCON4 Itachi Icon.png Itachi Air AttackA Button, and SCON4 Tayuya Icon.png Tayuya Ogre-based moves).

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02, can hold the final input to change the move's effect.
  • For CONR3 STRING.png 04-08, switches sides with the fifth move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonB ButtonA ButtonUpB Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 08 B ButtonB ButtonA ButtonB ButtonA ButtonUpA Button
CONR3 STRING.png 09 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 10 ForwardB ButtonB ButtonA ButtonB ButtonB Button
  • Switches sides with the third move.
CONR3 STRING.png 11 ForwardB ButtonB ButtonA ButtonB ButtonUpB Button
CONR3 STRING.png 12 ForwardB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 13 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 14 ForwardB ButtonB ButtonA ButtonUpA Button
CONR3 STRING.png 15 BackB ButtonB ButtonB Button
CONR3 STRING.png 16 BackB ButtonB ButtonA ButtonB ButtonB Button
  • Switches sides with the third move.
CONR3 STRING.png 17 BackB ButtonB ButtonA ButtonB ButtonUpB Button
CONR3 STRING.png 18 BackB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 19 BackB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 20 BackB ButtonB ButtonA ButtonUpA Button
CONR3 STRING.png 21 BackB ButtonA Button
CONR3 STRING.png 22 DownB ButtonB Button
CONR3 STRING.png 23 DownB ButtonA Button
CONR3 STRING.png 24 RunB ButtonB Button
CONR3 STRING.png 25 RunB ButtonA Button
CONR3 STRING.png 26 ForwardA ButtonA Button
  • Can hold the final input to change the move's effect.

Weak Attacks

5B

B Button
SCON4 Shino 5B.png
SCON4 Shino 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 14 3 25 180 19 7 -8

Primary Jab.

  • Can go into B Button(B Button) on whiff.
  • B Button(B Button) has larger then one frame gap and allows BackB Button
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Shino 6B.png
SCON4 Shino 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 High 19 3 35 210 18 2 -19

Mid Fist Strike

  • Can go into ForwardB Button B Button (A Button) (teleport behind the opponent) on whiff
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Shino 2B.png
SCON4 Shino 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 Low 17 5 36 165 23 8 -17

Crouching Kick

  • Does not sweep

Good for punishing highs, but on whiff it has a decent amount of end lag.

Flag Data
High Crush Frames 10~40
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Shino 4B.png
SCON4 Shino 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 30 6 33 225 19 +11 -19
  • Staggers on hit

Shino's guard frame attack is a pretty unique one. It has relatively short guard frames for its start-up, but then transitions into high crush frames, and then low crush frames. 4B(B) is a launching kick that leas to combos on Y-Cancel, and 4B(A) is 6A.

Flag Data
High Crush frames 12~19
Low Crush frames 20~33
Autoguard frames 2~12
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Shino 8B.png
SCON4 Shino 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 28 2 26 255 23 44 (Before Get-up animations start), Neutral Get-up and Wake up Kick: 78, Rolling Get-up: 91 +3

Slow Overhead

  • Hard knockdown

One of his main combo enders to get bugs (A Button uncharged), start setups or reset neutral. Back turned UpB ButtonY-Cancel is a guaranteed A Button charged. If timed correctly, the opponent will be punished for trying to WuK the back turned bags.

Flag Data
High Crush Frames 39~48
Low Crush Frames 13~33
Unsubbable True
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Shino runB.png
SCON4 Shino runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 14 10 32 225 23 14 -18

Jumping Knee

Safe on block when using RunB ButtonA Button, which not only allows clip damage but also space between Shino and his opponent. On hit allows Shino to use A Button (uncharged) and some cases A Button (charged) depending on how big/small the stage is and the character Shino is fighting against. Current patch had his hitbox reduced so it does not hit jumping opponents that are slightly off the ground as consistently. On whiff has long end lag.

Flag Data
High Crush Frames 6~11, 34~45
Low Crush Frames 12~33
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Shino jB.png
SCON4 Shino jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 25 Until landing 29 270 23 Varies (Minimum advantage 23 before techroll animation) -9

Divekick

Flag Data
Low Crush Frame 1 until you hit the ground
Throw Immunity No
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Uncharged 5×3 - 7 230 4 (after first active hitbox) 0 7 near a wall/corner (final hit will always be 14), 14 midscreen Varies depending on placement (5-14) Positive (bugs act independent once summoned)
Charged 5×6 - 15 420 2 (after first active hitbox) 0 7 near a wall/corner (final hit will always be 14), 14 midscreen Varies depending on placement (5-14) Positive (bugs act independent once summoned)

Summon Bugs

  • Can be interrupted by an attack before bugs are summoned
  • Can be destroyed by projectiles
  • Will disappear if Shino is hit

Remember!!! ALL BUG MOVES ARE INTANGIBLE TO WEAK ATTACKS


Uncharged:
  • Uncharged A Button Summons a small group of bugs that remains on the field that has 3 hits and travels a short distance before disappearing
  • First active hitbox comes out on frame 65

Charged:
  • Charged A Button Summons a large group of bugs that remains on the field longer and has 3 additional hits
  • First active hitbox comes out on frame 77
Flag Data
Chip Damage For every bug hit: 1
Chakra Drain -250 per hit
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Shino 6A.png
SCON4 Shino 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×5 - 20 28 20 0 Multi Hit (5) 1st Hit: 8, 2nd-4th Hit: 8 normally and 14 as the final hit (In Air: 13), 5th Hit: 14 (In Air: 13) 8 -9

Short-Range Bug Projectile

  • Can be interrupted by an attack before bugs are summoned
  • Can not be destroyed by projectiles (including kunai)

One of his main combo enders, drains chakra but also converts into A Button (summon bugs) when doing ForwardA ButtonA Button, this allows Shino more bugs and more potential pressure.

Flag Data
High Crush Frames 7~15
Chip Damage For every bug hit: 1
Chakra Drain Multi Hit (5) -350 each
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Shino 2A.png
SCON4 Shino 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 - 28 50 43 (after first active hitbox) 0 14 47~140 -8

Tracking Projectile

  • On hit, places opponent in "trapped" state (re-stand move)
  • On hit, can be shaken to reduce stun
  • Crushes highs during the animation period where he lowers himself on the ground
  • Can be interrupted by an attack before bugs are summoned
  • Will disappear if Shino is hit

Shino can start a combo or place more bugs for extended combos if bugs are already present on hit. It can be used to catch someone whiffing a move, someone running or even someone sidestepping, however it is not recommended to use this move during short distance interactions due to being unsafe on block. Y ButtonCONR3 TO.pngDownA Button is a normal setup to getting your re-stand into whatever you need at the time (For example: Y ButtonCONR3 TO.pngDownA ButtonCONR3 TO.pngUpB ButtonCONR3 TO.pngA Button uncharged).

Flag Data
High Crush Frames 20~69
Chip Damage For every bug hit: 1
Chakra Drain -500
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 - 9 26 14 - - Varies (Depends on the opponent move that is used) minimum advantage is 10 -

Counter Move

  • Unblockable bugs are summoned when counter is successful
  • Teleports behind the opponent when counter is successful
  • When hit by bugs, can be shaken out of to reduce stun
  • Can be destroyed by projectiles
  • Will disappear if Shino is hit

It can be used for catching people WuK (less risk with bugs present). With bugs present it can be used to bait out BackB Button on bug pressure.

Flag Data
Chakra Drain -500

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×3 - 20 80 49 (after first active hitbox) 0 Multi Hit (3) 1st Hit: 5, 2nd Hit: 5 normally and 14 as the final hit, 3rd Hit: 14 Varies based on height of characters and if they're in the air or not (minimum advantage: 13) Varies (Can be positive or negative depending on how many hits the opponent blocks and how high/low the opponent is when getting hit by the move)

Tracking Projectile

  • Anti-Air
  • Unblockable on backturn
  • Will not disappear if Shino is hit
  • Can be destroyed by projectiles
Flag Data
Chip Damage For every bug hit: 1
Chakra Drain Multi Hit (3) -350 each

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
0 - 6 (The frame he teleports) - 20 - - - -

Movement Option

  • Set distance teleport

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
6×5 - 10 28 Varies (Normal jump: 9, Double Jump: 16 for example) 0 Multi Hit (5) 1st Hit: 8, 2nd-4th Hit: 8 normally and 14 as the final hit (In Air: 13), 5th Hit: 14 (In Air: 13) Varies (Can be neutral or positive depending on the amount of hits and whether or not they're in the air) Varies (Can be positive or negative depending on where the move is used and how high/low the move is being used)

Short-Range Down Angle Projectile

  • Can not be destroyed by projectiles (including kunai)
Flag Data
Low Crush Frame 1 until you hit the ground
Chip Damage For every bug hit: 1
Chakra Drain Multi Hit (5) -300 each

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 47 - - - -

Standard Throw

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 - 1 1 47 - - 13 -
  • Alternative Throw
Flag Data
Chakra Drain -1,925

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 - 1 1 Until landing + 9L - - Varies (Can be more positive depending on the height the move was used) Minimum advantage: 3 (before tech options) -

Shino's air throw does slightly less damage than the standard, but uniquely sends some bugs to drain chakra from the opponent.

Flag Data
Unsubbable False
Chakra Drain -1,539

Special

5X

X Button
SCON4 Shino 5X.png
SCON4 Shino 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 65 - 22 3 46 - - 17 (Before getup options) -
  • Standard Super
  • Drains 54.6% Chakra
Flag Data
Unsubbable True
Chakra Drain -8,400
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
82 - 26 26 86 0 Multi Hit (6): 1 Varies (negative if used OTG or all hits do not confirm, positive if during a combo or all hits confirm) -87 minimum if all 6 hits confirm on block
  • Alternative Super
  • Drains 31.25% chakra
  • Frame 11 is when invincibility frames occur; can be interrupted by an attack before invincibility
Flag Data
Chip Damage For every bug hit: 2
Unsubbable True
Chakra Drain Multi Hit (6) -800 each
Throw Immunity No

Strategy

Things to know about certain Weak Moves and Throws

  • Avoid using B Button(B Button) too much in neutral due to Shino having the worst jab string gap without some form of bugs. Be aware even with bugs (charged as well), certain BackB Button's can go through Shino's bugs (like SCON4 Rock Lee Icon.png Rock Lee and SCON4 OTK Naruto Icon.png OTK Naruto) and some can even go through bugs and hit Shino during his B ButtonB Button (like SCON4 Kimimaro Icon.png Kimimaro and SCON4 AW Hinata Icon.png Awakened Hinata) so sometimes you must block or if you have a good reaction time use BackA Button as a punish. Using B ButtonB ButtonA Button gives Shino enough time to use A Button(charged too), however you must immediately run in front of the bugs to protect it or else the opponent can just tech roll into Air AttackA Button(Kunai) to remove the bugs. Also it's better to use B ButtonB ButtonA Button (uncharged) near walls/corners and B ButtonB ButtonA Button (charged) in bigger stages/positions further from the wall to prevent Shino from being punished on tech roll.
  • DownY Button drains some chakra and gives him 3 plus frames (you act 3 frames before your opponent), normally this would be fine but due to Shino's B Button(B Button) being very lackluster on block, Shino's options are very limited after the throw. It is recommended you only use this move when bugs are present (for pressure with A Button or combos with A Button charged).
  • Air AttackY Button helps him counter foes who attempt to jump over his grounded bugs.

Advice about using Bugs

  • In neutral, characters that lack a normal Air AttackA Button (kunai) Shino can risk more A Button (charged) instead of A Button (uncharged) from a distance on tech roll (preferably on large stages or when Shino is not near a wall) such as SCON4 Rock Lee Icon.png Rock Lee and SCON4 Choji Icon.png Choji, but in most cases you must play safe and do A Button (uncharged) on tech roll due to characters with quick teleport attacks and/or quick Run options or else you will be punished. Some include SCON4 Ino Icon.png Ino and SCON4 Kiba Icon.png Kiba RunB Button, SCON4 Might Guy Icon.png Might Guy BackA Button and SCON4 CS2 Sasuke Icon.png CS2 Sasuke BackB Button.
  • Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable scenario with X Button.

Colors

Default ()
Color 2 ()
Color 3 ()
Color 4 ()

Changes from Vanilla

(Note: List may be outdated. Please update if you see any errors)

  • Health: increased from 195 to 205
  • Guard: increased from 1560 to 1640
  • Air throw added
  • Grabbable Moves: 5BB(A), 6A, JA
  • 5B(B): hitbox appears and disappears one frame later
  • 5BB(B): lifts on hit and block, ends sooner
  • 6B(B): now staggers
  • 6BB(B): has one less active hitbox frame and has slightly more lift on hit
  • 6BBA(B): has two more frames duration on the hitbox; can be transitioned into quickly
  • 6BBA(8B): added as 8B
  • 4B: hitbox appears 1 frame sooner
  • 4B(B): launches on hit, ends sooner
  • 4B(A): changed to be 6A
  • 2B: made strong
  • 2B(B): has more lift and ends sooner; hitbox appears and disappears one frame later
  • 8B: does 1 more damage; ends sooner; hitbox appears one frame later and disappears one frame earlier; hard knockdown
  • RB: duration changed, ends sooner
  • JB: given a better decent angle; more lift
  • 5A; charges in 14 frames from 27
  • 6A: releases bugs slightly sooner, hits 5 times instead of 3, more range
  • 4A: better counter window
  • A4A: recovers significantly faster, walking bugs are unblockable
  • 2A: comes out faster
  • 8A: comes out faster
  • RA: replaced with a set distance teleport
  • JA: has bugs come out one frame sooner and hits 5 times instead of 3
  • 5Y: victim is immune to mids and highs during the startup
  • 2Y: added; victim is immune to mids and highs until they are released
  • 5X: hitbox appears one frame sooner; one less frame of super freeze
  • 2X: bugs spawn faster, each hit does 1 more damage; slightly less lift

Resources

Gameplay footage

Shino Replaytheater

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
Jerry SCON4 Shino Color 4.png Flag us.png
United States
Unavailable Jerry matches

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