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General/Other - Shinnok History of Shinnok in MKX

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
I basically want to talk about the progression of Shinnok in MKX and how the buffs/nerfs affected him.

Universal Buffs/Nerfs:
5/14/15

- Can now enhance Hell Sparks & Hell Blast on block.
- Away + 3 (Shin Kick) is now towards + 4 and he has a new away + 3 (Devious Heel "Overhead Starter)

6/23/15 - Adjusted several hitboxes to hit more consistently

7/2/15 - Hell Sparks / Hell Blast when enhanced is +14 on block (down from +24)

Imposter Buffs:
4/18/15
- He can now control the location of a stolen Goro Stomp.

5/14/15 - Now steals Dash Punch from Jax instead of Ground Pound.

Necromancer Buffs:
5/14/15
- Can now control the location of Judgment Smash & Judgment Fist.

6/23/15
- Adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
- Increased damage on Judgment Fist & Judgment Smash by 3
- Devil's Flick is no -8 on block (up from -4)

Boneshaper Buffs:
6/23/15

- Dark Beam is now a high block and +8 on hit (up from -14)
- Opponent can no longer techroll after Scepter Slam
- Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit

_____________________________________________________________________________________

So, what made Boneshaper go from bottom to the top? First of all, the universal buffs really helped Shinnok overall. Getting an overhead starter was huge, but that's not a big reason why Boneshaper is dominant. Getting MB Hellspark on block was also needed, but they made it way too plus and then nerfed it a week later. It's still too plus, imo, but this buff affects all 3 variations.

Boneshaper and Imposter have been considered the best two variations since launch. I personally believed from the beginning that Boneshaper was the best variation he had, but I went back and forth on using both BS and Imposter. So the fact that Boneshaper got buffs and Imposter really didn't (the buffs he got in Imposter weren't really buffs, imo), is one of the reasons you only see Boneshaper Shinnok. BS was already arguably the best variation he had.

Anyway, the Dark Beam buff was warranted. Or rather, Dark Beam needed to be buffed as it was next to useless pre patch. It being +8 on hit is not too crazy of a buff. However, this buff combined with Deity now being 2in1 cancelable is what make these two buffs so good. Now you can do decent damage while being at + frames. Since Shinnoks low starter is 7 frames and you're at +8 after Dark Beam, it's guaranteed pressure. Add this plus MB Hellspark being +14 on block and Dark Beam being -4 on block, Shinnoks pressure is either safe or at advantage on hit or block.

No one really asked for all these buffs. We wanted an overhead starter, and to be able to MB Hellspark on block. Those were the main universal buffs we wanted. We didn't ask for MB Hellspark to be +24 or +14, just to be able to MB Hellspark on block and for it make us safe.

The reason I'm making this thread is to show all the buffs that lead to BS Shinnok being what it is today. Before the buffs, hardly anyone used him. I'm afraid that when gets nerfed after EVO, they will nerf things that don't need to be nerfed. What needs to be nerfed, if there's any nerfs at all, were the things that were buffed. Deity being 2in1 cancelable to me isn't necessary. However, I'm fine with keeping that if you nerf Dark Beam. Basically, one of them has to go, but not both. I think the best option actually is to nerf Dark Beam. +8 on hit, -4 on block is too good for a projectile that can be canceled from any string on block. What it means is that Shinnok will almost always be safe on block, which I'm obviously fine with (lol), but is too good.

Imposter and Necromancer are still decent, but they need help. Necromancer in particular is still not that great, way better than it was, but still not that great. While these two variations need some type of buffs, I feel Bonshaper needs some slight nerfs to what was buffed.

To be clear, I don't think any character in this game needs to be nerfed right now. There's been 2 patches within a month and I believe we need to let the game breathe. However, if they do decide to nerf Shinnok, these would be my suggestions.

My Shinnok nerfs edited.

Boneshaper:
- Dark Beam is now -9 on block, and +2 on hit. (down from -4, and +8)

I'm not 100% sure what to buff with Imposter and Necromancer, so I'll just refrain from posting my suggestions.
 
I basically want to talk about the progression of Shinnok in MKX and how the buffs/nerfs affected him.

Universal Buffs/Nerfs:
5/14/15

- Can now enhance Hell Sparks & Hell Blast on block.
- Away + 3 (Shin Kick) is now towards + 4 and he has a new away + 3 (Devious Heel "Overhead Starter)

6/23/15 - Adjusted several hitboxes to hit more consistently

7/2/15 - Hell Sparks / Hell Blast when enhanced is +14 on block (down from +24)

Imposter Buffs:
4/18/15
- He can now control the location of a stolen Goro Stomp.

5/14/15 - Now steals Dash Punch from Jax instead of Ground Pound.

Necromancer Buffs:
5/14/15
- Can now control the location of Judgment Smash & Judgment Fist.

6/23/15
- Adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
- Increased damage on Judgment Fist & Judgment Smash by 3
- Devil's Flick is no -8 on block (up from -4)

Boneshaper Buffs:
6/23/15

- Dark Beam is now a high block and +8 on hit (up from -14)
- Opponent can no longer techroll after Scepter Slam
- Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit

_____________________________________________________________________________________

So, what made Boneshaper go from bottom to the top? First of all, the universal buffs really helped Shinnok overall. Getting an overhead starter was huge, but that's not a big reason why Boneshaper is dominant. Getting MB Hellspark on block was also needed, but they made it way too plus and then nerfed it a week later. It's still too plus, imo, but this buff affects all 3 variations.

Boneshaper and Imposter have been considered the best two variations since launch. I personally believed from the beginning that Boneshaper was the best variation he had, but I went back and forth on using both BS and Imposter. So the fact that Boneshaper got buffs and Imposter really didn't (the buffs he got in Imposter weren't really buffs, imo), is one of the reasons you only see Boneshaper Shinnok. BS was already arguably the best variation he had.

Anyway, the Dark Beam buff was warranted. Or rather, Dark Beam needed to be buffed as it was next to useless pre patch. It being +8 on hit is not too crazy of a buff. However, this buff combined with Deity now being 2in1 cancelable is what make these two buffs so good. Now you can do decent damage while being at + frames. Since Shinnoks low starter is 7 frames and you're at +8 after Dark Beam, it's guaranteed pressure. Add this plus MB Hellspark being +14 on block and Dark Beam being -4 on block, Shinnoks pressure is either safe or at advantage on hit or block.

No one really asked for all these buffs. We wanted an overhead starter, and to be able to MB Hellspark on block. Those were the main universal buffs we wanted. We didn't ask for MB Hellspark to be +24 or +14, just to be able to MB Hellspark on block and for it make us safe.

The reason I'm making this thread is to show all the buffs that lead to BS Shinnok being what it is today. Before the buffs, hardly anyone used him. I'm afraid that when gets nerfed after EVO, they will nerf things that don't need to be nerfed. What needs to be nerfed, if there's any nerfs at all, were the things that were buffed. Deity being 2in1 cancelable to me isn't necessary. However, I'm fine with keeping that if you nerf Dark Beam. Basically, one of them has to go, but not both. I think the best option actually is to nerf Dark Beam. +8 on hit, -4 on block is too good for a projectile that can be canceled from any string on block. What it means is that Shinnok will almost always be safe on block, which I'm obviously fine with (lol), but is too good.

Imposter and Necromancer are still decent, but they need help. Necromancer in particular is still not that great, way better than it was, but still not that great. While these two variations need some type of buffs, I feel Bonshaper needs some slight nerfs to what was buffed.

My Shinnok nerfs:

Universal:
- MB Hellspark on block is now +5 on block (down from +14)

Boneshaper:
- Dark Beam is now -9 on block, and +2 on hit. (down from -4, and +8)

I'm not 100% sure what to buff with Imposter and Necromancer, so I'll just refrain from posting my suggestions.
I agree with the Dark Beam nerf but only on block. It can be -9 on block and +8 on hit.
I strongly disagree with MB HS nerf, it will ruin him as a character especially in other variations !
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
I agree with the Dark Beam nerf but only on block. It can be -9 on block and +8 on hit.
I strongly disagree with MB HS nerf, it will ruin him as a character especially in other variations !
Why? All we wanted from the start was to be able to make Hellsparks safe on block. They added MB Hellspark on block but made it ridiculously too plus. If they had made it +5 to begin with, no one would be asking for it to be more plus.
 
he is find the way he is.

but if nrs feels like he needs a nerf and they want to nerf him in a way so every character can fight against him and without killing him. they just need to make f4 10 frames on startup
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
he is find the way he is.

but if nrs feels like he needs a nerf and they want to nerf him in a way so every character can fight against him and without killing him. they just need to make f4 10 frames on startup
This would be an unnecessary nerf, as the 7f start-up wasn't a problem before his buffs. He was essentially not even used before he got his buffs, and he's always had a 7f low.
 
This would be an unnecessary nerf, as the 7f start-up wasn't a problem before his buffs. He was essentially not even used before he got his buffs, and he's always had a 7f low.
i know but think about it for a sec... if f4 is 10 he can no longer force you to block after the standing reset and nighter after meter burn hell spark. this and he will still be a top tier
 
Why? All we wanted from the start was to be able to make Hellsparks safe on block. They added MB Hellspark on block but made it ridiculously too plus. If they had made it +5 to begin with, no one would be asking for it to be more plus.
How will Impostor get in if he is at +5 after he spends a bar, which he can built only by getting in, because doing normal HS on block is a suicide.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
i know but think about it for a sec... if f4 is 10 he can no longer force you to block after the standing reset and nighter after meter burn hell spark. this and he will still be a top tier
I don't think this properly addresses the "problem" though. The issue is that he's too safe and at too much of an advantage in Boneshaper right now. On hit at being at +8 in a standing reset position is too good combined with being at either +14 or -4 on block. The 7f low is really good but it's his best tool that has gone unchanged since launch. It's only "too good" now because of the buffs he got. Address the buffs not something he's always had, imo. Also, changing f4 would affect the other variations. Boneshaper is the only one considered a problem, and that variation specifically should be addressed if they were to address anything. Don't do a Scorpion and attempt to nerf one variation by changing something all variations use/need.

To be clear, I don't think he needs to be changed. But he will be changed, so I want him to be properly nerfed instead of overnerfed and nerfed incorrectly.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
why would anyone throw out those slow normals as footsie tools?

f22 is good though
Because they're good and mostly safe. And they all have good range, which is why they're good in footsies. And they aren't that slow, 16f start-up on far reaching or advancing normals is decent, especially when they are plus on block.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Shinnok just doesn't need guaranteed pressure from MB hellspark. The +5 change is cool. The rest of the changes aren't needed.
 

WakeUp DP

GT MK OshTekk.
I just find it funny that chars keep getting buffed then weeks later nerfed lol.

NRs should let the game breathe for a bit longer before buffs/nerfing anything.
 
I don't agree with the HS nerf. I think that will hurt Impostor a lot more than Boneshaper, especially if he doesn't get any buffs in return. Just my opinion though, agreed with the rest
 

Euph0nic

Purple Glowy Stuff
I think he's done getting attention from NRS as a character. He just seems rounded and not broken anymore, viable but not stupid. Impostor is a party variation, they adjusted the hitboxes so 112 can catch more NJP popups, and the kitana and ermac vortexes (etc...) will get figured out the same way one figures out scorps garbage. Necromancer is gimmicky too, but almost every character contains a variation like this. Im fairly certain the Shinnok folder is "filed" in the office.
 
b1 = -4 on block
b2 = +2 on block
f3 = advancing normal and -6 on block
f22 = great range and -8 on block
4 = +2 on block
What do b2 lead to on hit? - nothing!!! you can't constantly use it in footsies to get in. Every move you have mentioned is 15 frames or slower. And the only one that really has the reach to compensate for that is f2 which is unsafe. -8 is punishable and second hit still whiffs on small hitboxes. To make it safe or to get in with these moves you have to burn meter. To break 20% combo without the buff you have to spend meter. Even the 3 sparks after d4 are full combo punishable by a lot of characters. And they can armor after the 3rd hit anyway regardless of you MB it. So he just spends meter in combos, to make footsies safe, and to wake up with a move that doesn't even give you a full combo. How does he safely build it without andvantage of the Hell Sparks MB that would allow pressure.
14 frames is fine really. 5 frames will kill impostor for sure.
 

Derptile

RIP Ex Smash
The Dark beam nerf I think is needed, as of right now that projectile is really the glue that combines with all his other attributes that makes him so ridiculous. I would make his dark beam around -8 on block, no pushback, and +4 on hit.

Don't do any universal nerfs because his other 2 variations seem to be in good places.
 
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