legion666
Noob
Yes, like you absorb them and than can shoot with the same input bf1)))It would be cool if BF1 would absorb projectiles and steal them.
2 different "Steal" moves would be awesome
Yes, like you absorb them and than can shoot with the same input bf1)))It would be cool if BF1 would absorb projectiles and steal them.
2 different "Steal" moves would be awesome
it's nice to want things...Yes, like you absorb them and than can shoot with the same input bf1)))
They are far from good, he doesn't need any of those. Necromancer moves are the only things that need changingThese are good suggestions and he needs them.
Some of you guys think so many characters need nothing, while uber characters exist. I'll never understand lol.They are far from good, he doesn't need any of those. Necromancer moves are the only things that need changing
I'll elaborate. I'll bring the post here thoughSome of you guys think so many characters need nothing, while uber characters exist. I'll never understand lol.
1) 3 is a move that can counter some down pokes and starter to an uninterruptable string. It shouldn't reach far. The jip is a bad example because ji1 is too good.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+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.
1) Staning 3 is actually moves you back, so at max range ji2 is will whiff, coupled with non true mid 3[1]2 - it very bad string to throw out considering it's slow startup. If they remove back movement and fix whiffing I'm ok with it.I'll elaborate. I'll bring the post here though
1) 3 is a move that can counter some down pokes and starter to an uninterruptable string. It shouldn't reach far. The jip is a bad example because ji1 is too good.
2) BF3 on hit 12f recovery. The move covers 2/3 of the screen. The knock down is almost another 1/2. Shinnok's run is good (as it should be) so if you do a RC you pretty much cornered the opp. And in corner meterless launcher.
3) Armor on EX BF1. This is actually good... if you prefer it instead of ex shoulder. My suggestion would be reflect or health recover
4) boneshaper's F221+3. Shinnok has (fortunately) 6f low launcher. That alone is good, but even if it was absent, a small walk back will make some down pokes to whiff or an armor to be seen. S1 will give you a combo vs jumpers. You almost always give up dmg for standing resets. And not all of them are pressure tools, some are just for avoid dealing with wake ups
TLDR
@SaltShaker I get what you're saying, but I want at least this char to be a thinker, I was excited with ex amulet on block, RCs and stuff. Then I see a fair OH... but MB hell sparks ruined a lot for me. I mean I was actually trying to hit confirm stuff before
Not a 6 frame low, a 7 frame low- so even 6 frame pokes will beat you when you are at 0 after the standing reset in Bone Shaper.I'll elaborate. I'll bring the post here though
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4) boneshaper's F221+3. Shinnok has (fortunately) 6f low launcher. That alone is good, but even if it was absent, a small walk back will make some down pokes to whiff or an armor to be seen. S1 will give you a combo vs jumpers. You almost always give up dmg for standing resets. And not all of them are pressure tools, some are just for avoid dealing with wake ups
d1, solvedNot a 6 frame low, a 7 frame low- so even 6 frame pokes will beat you when you are at 0 after the standing reset in Bone Shaper.
Yea I can see what you're saying to a certain extent. In that situation then I'd hope the Top 7-8 characters were toned done a notch. I feel like characters around Shinnok, Kano, and Ermac's toolsets should be how the game is represented, but since you have Raiden's, QC's and Erron's walking around the balance is skewed. That's why I feel either some characters should be caught up or some characters need to be brought down.I'll elaborate. I'll bring the post here though
1) 3 is a move that can counter some down pokes and starter to an uninterruptable string. It shouldn't reach far. The jip is a bad example because ji1 is too good.
2) BF3 on hit 12f recovery. The move covers 2/3 of the screen. The knock down is almost another 1/2. Shinnok's run is good (as it should be) so if you do a RC you pretty much cornered the opp. And in corner meterless launcher.
3) Armor on EX BF1. This is actually good... if you prefer it instead of ex shoulder. My suggestion would be reflect or health recover
4) boneshaper's F221+3. Shinnok has (fortunately) 6f low launcher. That alone is good, but even if it was absent, a small walk back will make some down pokes to whiff or an armor to be seen. S1 will give you a combo vs jumpers. You almost always give up dmg for standing resets. And not all of them are pressure tools, some are just for avoid dealing with wake ups
TLDR
@SaltShaker I get what you're saying, but I want at least this char to be a thinker, I was excited with ex amulet on block, RCs and stuff. Then I see a fair OH... but MB hell sparks ruined a lot for me. I mean I was actually trying to hit confirm stuff before
You're the man, ShakerYea I can see what you're saying to a certain extent. In that situation then I'd hope the Top 7-8 characters were toned done a notch. I feel like characters around Shinnok, Kano, and Ermac's toolsets should be how the game is represented, but since you have Raiden's, QC's and Erron's walking around the balance is skewed. That's why I feel either some characters should be caught up or some characters need to be brought down.
Shinnok speaking, I do think his EX Amulet needs something. With the buff to EX Sparks on block is there a single use for this move? It needs to absorb extra meter, armor, store and shoot projectiles, something to make it worth using. And I could see an argument for BF3 recovery being reduced. Maybe not to 12f, that might be a little excessive for the character's tools, but better than it is now.
I know how you feel about playing the character though. I played Kung Jin for a few days a while back and could have fallen asleep while playing and won some games against decent competition. I can't play like that lol.