Helter Skelter
CHIPPINGxTRAPPINGxZONING
I know everyone is making buff lists for characters and I don't want to follow those threads with the same mentality. These are just changes that 'I' believe will benefit the character. I try not to suggest anything too crazy or seemingly overpowered and generally focus on what the character already does well and most importantly making the majority of Shinnok's small move set usable.
Feel free to leave your own suggestions.
UNIVERSAL SUGGESTIONS
3 (QUICK STOMP) to move Shinnok forward
Although it's slow and does not have any inherent mixup properties, this move has the potential to be very useful. It is Shinnok's main hit-confirmable string and also a true block string into Necromancer's Devil's Flick move. The dilemma is that this move has a terrible hitbox and makes it incredibly hard to use it even off a Jump-In-Punch. If this attack moved Shinnok forward a little bit, it would be consistent enough to use in more situations
B,F+3 (CHARGING SHOULDER) recovery on hit reduced to 12f
It's unsafe on block so you have to use this move in combos anyway and then when you hit someone with it you're stuck to the floor in recovery frames. If its recovery is reduced by half you can chase people after hitting it and make it easier to extend the specific combos that can be followed up from it.
B,F+3+Block (KRUSHING SHOULDER) recovery on hit reduced to 12f
Read above
B,F+1+Block (AMULET CURSE) to gain armor but become -6f/-7f on block
This move had uses before Shinnok's fixes because Hell Sparks couldn't be meter burned on block at the time. Now that you can meter burn Hell Sparks, this move has been completed invalidated. Hell Sparks are +24 on block versus Amulet Curse's +14 on block. Hell Sparks are hit-confirmable for either advantage on block or a combo on hit. Hell Sparks also does 13% with a meter burn and builds more meter. So what's the incentive to use Amulet Curse? Just change Amulet Curse to a safe armored wake up/reversal considering that if it hits he only going to get 9% unless he's in the corner.
BONE SHAPER SUGGESTIONS
F+2,2,1+3 (DEITY) to become +3 on hit
Besides an awesome brutality what's the actual advantage or using this move? Shinnok's opponents can jump out of the pressure/mixup that he would normally attempt to use because this moves in 0 on hit and he's not exactly the fastest character. Give him 3 frames to work with considering you normally have to give up damage to use this move.
F+4,1,D+2,U+2 (Brute Strength) recovery on hit reduced to 18f
Similarly to Shinnok's shoulder moves, this move is unsafe on block but can be combo'd off in the corner. The real issue is the obnoxious amount of recovery that is holding it back from being his only real meterless launcher. Halfing it's recovery would hopefully allow him get a NJP instead of a D+1. It'll only combo in the corner and it'll still be unsafe. Right now there isn't a reason to use this string ender when most of his special moves can provide better benefits.
F+3,1,D+2,U+2 (Konquer All) recovery on hit reduced to 18f
Read above
Scepter Launch to launch opponent consistently
It feels like every time that a combo is done with this move, it has to be adjusted to make sure that you don't miss the NJP follow up. Just needs a consistent launch pattern that will work the same way anywhere on screen.
Dark Beam to become plus on Hit
It's not the worst thing in the world but it could use some improvements because this move isn't reliable in fireball wars. Hitting this move grant the same advantage as if it traded with the opponent. Just make is less laggy on recovery and give it advantage on hit.
NECROMANCER
B,F+2 (DEVIL'S FLICK) to have hitbox and active frames increased
This move is actually quite good already considering the tools he has to support it in this variation. It only needs to be less of a risk to utilize at range. It doesn't need to be Kenshi's Teleflurry or anything like that.
B,F+2+Block (DEVIL'S BACKHAND) to hitbox and active frames increased
Read above
D,F+4 (SUMMONED FIEND) to have slightly increased startup and tracking
This is already a great move because it grants a Hard Knockdown it just doesn't combo off moves that it technically should. Maybe reducing to startup by 2 frames and giving it better tracking might make it more comboable.
D,F+4+Block (SUMMONED SLAM) to have slightly increased startup and tracking and a damage increase to 12%
Similarly to the above explanation, this is purely to make this move more comboable, but it current scales combos too heavily, which gives more incentive to use Hell Sparks. Upping the damage will hopefully solve that.
Feel free to leave your own suggestions.
UNIVERSAL SUGGESTIONS
3 (QUICK STOMP) to move Shinnok forward
Although it's slow and does not have any inherent mixup properties, this move has the potential to be very useful. It is Shinnok's main hit-confirmable string and also a true block string into Necromancer's Devil's Flick move. The dilemma is that this move has a terrible hitbox and makes it incredibly hard to use it even off a Jump-In-Punch. If this attack moved Shinnok forward a little bit, it would be consistent enough to use in more situations
B,F+3 (CHARGING SHOULDER) recovery on hit reduced to 12f
It's unsafe on block so you have to use this move in combos anyway and then when you hit someone with it you're stuck to the floor in recovery frames. If its recovery is reduced by half you can chase people after hitting it and make it easier to extend the specific combos that can be followed up from it.
B,F+3+Block (KRUSHING SHOULDER) recovery on hit reduced to 12f
Read above
B,F+1+Block (AMULET CURSE) to gain armor but become -6f/-7f on block
This move had uses before Shinnok's fixes because Hell Sparks couldn't be meter burned on block at the time. Now that you can meter burn Hell Sparks, this move has been completed invalidated. Hell Sparks are +24 on block versus Amulet Curse's +14 on block. Hell Sparks are hit-confirmable for either advantage on block or a combo on hit. Hell Sparks also does 13% with a meter burn and builds more meter. So what's the incentive to use Amulet Curse? Just change Amulet Curse to a safe armored wake up/reversal considering that if it hits he only going to get 9% unless he's in the corner.
BONE SHAPER SUGGESTIONS
F+2,2,1+3 (DEITY) to become +3 on hit
Besides an awesome brutality what's the actual advantage or using this move? Shinnok's opponents can jump out of the pressure/mixup that he would normally attempt to use because this moves in 0 on hit and he's not exactly the fastest character. Give him 3 frames to work with considering you normally have to give up damage to use this move.
F+4,1,D+2,U+2 (Brute Strength) recovery on hit reduced to 18f
Similarly to Shinnok's shoulder moves, this move is unsafe on block but can be combo'd off in the corner. The real issue is the obnoxious amount of recovery that is holding it back from being his only real meterless launcher. Halfing it's recovery would hopefully allow him get a NJP instead of a D+1. It'll only combo in the corner and it'll still be unsafe. Right now there isn't a reason to use this string ender when most of his special moves can provide better benefits.
F+3,1,D+2,U+2 (Konquer All) recovery on hit reduced to 18f
Read above
Scepter Launch to launch opponent consistently
It feels like every time that a combo is done with this move, it has to be adjusted to make sure that you don't miss the NJP follow up. Just needs a consistent launch pattern that will work the same way anywhere on screen.
Dark Beam to become plus on Hit
It's not the worst thing in the world but it could use some improvements because this move isn't reliable in fireball wars. Hitting this move grant the same advantage as if it traded with the opponent. Just make is less laggy on recovery and give it advantage on hit.
NECROMANCER
B,F+2 (DEVIL'S FLICK) to have hitbox and active frames increased
This move is actually quite good already considering the tools he has to support it in this variation. It only needs to be less of a risk to utilize at range. It doesn't need to be Kenshi's Teleflurry or anything like that.
B,F+2+Block (DEVIL'S BACKHAND) to hitbox and active frames increased
Read above
D,F+4 (SUMMONED FIEND) to have slightly increased startup and tracking
This is already a great move because it grants a Hard Knockdown it just doesn't combo off moves that it technically should. Maybe reducing to startup by 2 frames and giving it better tracking might make it more comboable.
D,F+4+Block (SUMMONED SLAM) to have slightly increased startup and tracking and a damage increase to 12%
Similarly to the above explanation, this is purely to make this move more comboable, but it current scales combos too heavily, which gives more incentive to use Hell Sparks. Upping the damage will hopefully solve that.
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