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
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