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General/Other - Shinnok My early Shinnok impressions

RM Jonnitti

Hot Dog
okay so after i spend all day tuesday trying to get this game to work on my pc and after i somehow managed to beat 3 or 4 people at the break without much lab time (got to play early copies a little bit but not much training mode), i finally got the game to work, but i found out my GT 750M is most likely fried, so i have to put my settings super low to get the game to run properly, but whatever, I got the game! so after getting a feel for the character and now spending a good amount of lab time with him, i thought id leave my thoughts on him. i haven't had that much time to play anyone either other than at the break (plz unlock shinnok on more consoles), one time before the game came out and last night when my friend came over to check out the game, so i don't have the greatest feel for the neutral yet, but i did a lot of labbing. im not going to fuck with online for now until i can play on a console outside of people i trust with their connections lol.
  • impostor variation is probably his strongest. he has vortex against a handful of characters but the low option is mad unsafe and against a lot of characters you need a bar to convert anything real. ive explained this vortex a million times today and i dont feel like typing it out again. seems like most of the time you're going to be landing hits when the damage buff from mimicry is active, its going to be from landing the vortex. went into training mode against every character and made combos with them, wasn't very hard to since generally the same thing works with every character. you basically do you're starting string, ex hellsparks ji2 teleport 2 f2/f22 stolen move f2/f22/22/2 mimicry. if you wanted to do meterless you would have to do b3 right into the stolen move. most of the stolen moves but your opponent in a capture state of some sort so you can extend combos that way, however, not every character allows you to convert a real ass combo without meter. off of njp you do njp ji2 ff2 stolen move f2/f22/22/2 mimcry.
    • side note that the order of strings listed in combos when i was like f2/f22/22/2 is the order that they are likely to work. it changes from character to character but 1 of those 4 work every time
  • necromancer is probably his second best variation. for the most part it seems like you're going to use this against characters that don't get vortex'd. the unique specials are pretty good overall, especially the flick. you also happen to end your combos with your opponent full screen so you really get good use out of the unique specials.
    • flick is safe on block and it really helps a lot since most of shinnoks strings are pretty shitty on block. at first i thought this wouldn't be a true block string and could be interrupted with d1, but i tested it out and it is indeed a true block string. EX version (backhand) is +6, however canceling strings with EX flick is not a true blockstring and can be poked out of. however, if you often do the regular flick, it makes them have to respect the EX version. on block you can force them to block hellsparks for extra chip and pushback, which keeps them at the range they want to be
    • haven't found out anything good for the unblockable thing that falls from the sky yet
  • bone shaper is probably the worst variation. haven't seen anything amazing with it and he loses his best string in exchange for something that's pretty similar but im not sure if its any better or worse. combos seem to do low damage. theres a combo ender that leaves your opponent standing at neutral but i dont see how its very useful because shinnok has not grounded overheads.
  • hellsparks is an amazing mid range keepout tool.
    • you can confirm a full combo by EXing the last hit of hellsparks and get 25% if the 2nd to last hit connects and 26% if only the last hit connects. it can also be used as a pretty reliable anti air for far jump ins and in necromancer he gets a free flick without spending bar for up to 17% depending on how many hits you get
    • hellsparks is safe when the last hit is blocked. at certain ranges you can make all 3 hits connect on block. when the last hit whiffs, you can be punished for a full ass combo.
  • f22 is definitely his best string, going half screen. amazing whiff punisher. -8 on block and can only be made safe in necromancer.
  • his d2 has a pretty good upward hitbox, only it doesnt go that far out in front of him. a lot of the times i was playing against people i needed to walk forward a little bit to get my anti air, but in those situations i just go for hellsparks instead now
  • he has an armored reversal which is sweeeeeeeeeeeeeeeeet
  • biggest problem he has right now is that he is mad unsafe from up close and he doesnt have any lows that go into strings unless hes in bone shaper, which as i said earlier, i feel is a pretty shitty variation so far. whenever he wants to go for a low starter he has to go balls deep and go right into hellsparks or a stolen move after b3. going into a stolen move is unsafe but gives you meterless vortex in impostor (prob only time you would do it) and b3 hellsparks is safe only at max range. however, when doing the vortex, you are in the range where b3 is unsafe af
  • overall low damage but its not the end of the world
  • character seems to be a very turtly character, most of the hits your land are going to be from your opponents leaving an opening and capitalizing on it since he doesn't really have any real mixups outside of his impostor vortex
overall pretty good character on paper but i have to see how he plays out against most of the cast
 
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HuttonMD

ADM Riddles
Good read I agree with most of what your points. I know you Dont wanna go over vortex but could you point me in right direction to find where you talked about it in detail I'd like to try it out.
 

astronout

see you at the top.
Every string canceled into flick can be armored out of and punished. it is not a true block string which is unfortunate. when people start getting better at this game and learn the gaps, his poor block strings will absolutely cripple him.
 

RM Jonnitti

Hot Dog
Every string canceled into flick can be armored out of and punished. it is not a true block string which is unfortunate. when people start getting better at this game and learn the gaps, his poor block strings will absolutely cripple him.
damn yeah i just tested that out thats pretty pretty whack :/ hopefully that gets fixed later. that was the one thing i didnt think of because i forgot how important armor is in nrs games lol

edit: okay so i tested out that f22 hellsparks is actually a true block string so you can check people trying to armor out with that. not the best, certainly isn't very safe off of most things but its there. kinda whack but whatever.

edit 2: also found out that hellsparks some characters can punish if all 3 hits are blocked.

so yeah there really is no real way of making him safe and there is no overheads right now. hes def got some potential but those problems will def bite him in the ass. hopefully they fix it.
 
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Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Kung Lao can punish last hit of hell spark on block btw.
 

Osirun

www.powerupfighters.org
Thanks for your post! I enjoyed reading it.

I have found that Hell Spark can be easily punished by Scorpion's teleport on block. Quite a few fast, advancing special moves will also punish Hell Spark. There is also a range, point blank to 1.5 character spaces, where the third spark will sometimes fail to hit a blocking opponent, leaving Shinnok open for a punish from the opponent.

My first guide is going to be for Boneshaper Shinnok, and I agree with your general analysis of the character as more of a turtle, with limited pressure options. He must capitalize off of the opponent's mistakes most often.
 
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BookBurning

Voidwards
I disagree ; I agree with most of your points besides 2.

I think Necro is his best variation, the vortex he gets out of Imposter sucks in relative terms ; I think alot of this stuff is working because most people are currently not good at the game and I think overall he's going to be a somewhat low tier, especially compared to some of the power of some characters on the cast. F22 is decent but unsafe unless canceled into bone flick and I can't just get myself to call it a good string simply because of it's range. He also can't open anyone up and for the most part his normals are meh.

The only hope I can see for him is zone zone zone and even then against some characters like reptile and KL, it's pretty hard.
 
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True Grave

Giving The Gift Of Graves
So far I know Sub's slide, Raiden's superman and I believe Mileena's roll can punish his hell sparks on block. I guess Kung Lao can too.
 
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