Hey guys PC finally got the Shinnok buff update so I'm finally going to start learning him. Going through bnbs right now. But I'm curious he seems so limited in his strings what do you guys use as your core normals and specials in your average game? F2 seems great and his d4 looks solid but is there anything else? Seems like hell sparks for mid range anti air and mb pressure if blocked but is there something else? Basically what I'm asking is what do you think is core to know in game as Shinnok, highest priority strings, normals, setups, gameplans, specials, etc. Would be very much appreciated if anyone cares to inform me. If not, that's cool too, I'll eventually get around to all at some point in time.
Strings and Normals.
112[3] - 9f high mid mid overhead, hit confirmable string. Semi safe on block, last hit is untechable overhead, but there will be gap if you use it. Good close range punish string and ok as jump in hit confirmable string. Mix up string in Bone Shaper.
f22[4] - 17f mid mid mid, hit confirmable string. Good range, but unsafe on block, last hit launches limiting your combos. Your mid screen wiff punisher and pressure starter, can be used as combo filler. Cancel into HSmb on block for safe pressure.
f22[1+3] - 19f mid mid, Bone Shaper specific string. Very unsafe on block, last hit restands at 0 on hit, but won't come out on block. Mainly combo filler, but can be used as poor restand.
f4 - 7f(?) low. Semi safe on block. Close range low starter, fast punisher and mix-up tool.
f41d2 - 7f(?) low mid overhead, Bone Shaper specific hit confirmable string. Safe on block. Very good close range punish, jump in, mix-up and pressure blockstring.
b3 - 18f overhead. Unsafe on block. Close range overhead launcher, slow and unsafe but only one of the two 50\50 tools Shinnok has.
d1 - 6f mid. Unsafe on block. Close range poke. Good for counter poking, and as pressure starter.
d2 - 7f mid. Very unsafe on block, but have great pushback. Close range uppercut. Good as high's counter and AA, can be used as combo filler.
d4 - 11f low. Safe on block. Ranged footsie tool and pressure starter. Can be used as hit confirm for HS.
ji1 - 6f overhead. Fast jump attack. Used as jip and combo filler, possible AA.
ji2 - 10f overhead. Decent range jump attack. Mainly used as jip, possible AA.
nj1\2 - 9f overhead. Very short range jump attack. AA and wiff punisher.
nj3\4 - 7f overhead. Safe on block and have great pushback. Fast, big downward hitbox and tons of active frames. Very good meaty jump attack.
Other normals and strings are very situation\combo specific.
Specials.
Only one, all variations, special worth mentioning is Hell Sparks -
db2. 12f mid, half screen 3hit projectile. Launches on hit, but you cannon convert it into combo unless you MB it or catch opponent in the air. Unsafe on block unless MB which gives 24f advantage. exHS is 6f and one of his AA's. Shinnok staple special, it gives him safe zoning, safe strings, pressure, mix-up\vortex, AA, damaging combos.
Gameplan consists staying at mid screen (Hell Sparks) range, baiting jumps, run or footsies and wiff punishing random normals or specials. You can occasionally zone with variation specific projectiles to force opponent to close in. In corner you can try to mix em-up. Shinnok is very meter dependent - he needs it to have safe zoning, to use mix-ups and vortex, to have armored wake-up\reversal, to deal more than ~20% mid screen.
Impostor have additional mobility and he can be rush down heavy with it, plus he have true vortex and major damage burst with Mimicry. Bone Shaper have meterless hit confirmable mix-ups, armored mid screen launcher, plus gimmicky restand. Necromancer is more zoning heavy variation.