UghGetOuttaHere
Number Cruncher. Jack of All Trades.
As usual, this post is a work in progress
Getting Started with Shujinko:
-Shujinko has essentially 3 stances. No Meter, Half Moon & Full Moon. Shujinko also has access to 2 Apep Punch & Konquest Kick in all 3 modes.
Meditation
A benign ambush that has Shujinko run from behind you on the stage to begin meditating. He can be placed high/low at any point on his trek to the other side. His safest spot is slightly offscreen where the opponent can't take him out (as long as you hold your ground). Otherwise, I suggest placing him behind the opponent or slightly out of reach in front of them. Also you'll want to make a mental note on if your opponent likes to go out of their way to take out Shujinko.
-Pressing the Kameo button again while Shujinko is in meditation before reaching Full Moon stance will cause him to become instantly invincible, despite staying on the screen way longer. Hint: You can use this to get your opponent to whiff attacks on you if they focus Shujinko.
-When shujinko fully charges to Full Moon, he will do a pose of enlightment. Meditation becomes disabled and using KK/AP with no cancel will make him do the enlightenment pose before recalling. This pose slightly increases his hurtbox and has fewer invincibility frames than a recall.
Linking
Shujinko is able to convert any of his copied moves out of his two linking attacks AP & KK. This makes converting normals into shujinkos best launcher easy and consistent. Copied attacks canceled out of a linker are instant, but if done raw there's an additonal 7-10 frames added on start up (the time it takes for Shujinko to come on screen).
Apep Punch vs Konquest Kick
These two moves virtually serve the same purpose as linkers. They are a vehicle to Shujinkos copied abilities, a counter poke deterrent, another way to get Shujinko into meditation, and fake out tools when Shujinko is charged. Keep in mind a few things:
KK:
-is +13 on hit/-13 on block
- by itself on block leaves both you and Shujinko open for full punishment.
-Can be used as a poke at midrange. Note: Summons are designed to be quick if the kameo isn't hit out of startup, but interrupting in the middle of a summon can leave the main very open.
AP:
- is +23 on hit/-7 on block
-Is safe for Shujinkos partner, but it's high so it can get poked on or punished.
-Less range
-Longer hitstun
No meter: Shujinko is virtually useless in this state and should be called in to charge via ambush the moment "First Hit Bonus" is over.
Half Bar (Half Moon): Shujinko has access to 1 or 2 "1bar" moves. TYPICALLY one of the moves is a safe high while the other serves a different purpose, but every set is different. Alot of "1bar" are often HIGH projectiles so be wary. Some of the best Half Moon attacks belong to: Takeda, Scorpion, Havik and Li Mei. Half Moon Shujinko has a few benefits that the other two modes do not have.
Pros & Cons (My opinion on my experience)
Pros:
Universal Shujinko Notes
Legend:
Kopy Kat - Df+K (1bar)
Replikate - Df+K,D (1barD)
Steal - Df+K,U (1barU)
Mimic - Db+K (2bar)
Flatter - Db+K,D (2barD)
Imitate - Db+K,U (2barU)
(S) - This move is safe if it gets blocked up close.
[L] - This move is a launcher and will connect from a Shujinko linker.
[apL] - Rare case where Shujinko can link with Apep Punch but not Konquest Kick.
(KD) - This move will knockdown and the non-copy version does not.
[@] - Can use different versions of a move holding back, foward or up.
-------------------------------------------------------------------
Ashrah (D4)
1bar - Light Projectile (S)(KD)
1barD - Ex Dark Projectile
2bar - Up Slice [L]
Baraka
1bar - Projectile (S)
2bar - XMarks The Spot (S)(0 ob)
2barD - 2nd Half of ExDf2 [L]
Ermac
1bar - BF1 (S) (Holdable, Block to cancel)
2bar - Ex Lift [L]
2barD - Meter Shield
2barU - Ex Ground Hands [L]
Geras (D4)
1bar - Sand Pillar [@]
1barD - Denial (S) (+3)
2bar - TimeStop [L]
Havik
1bar - Torso Spin (S)
2bar - Seeking plasm (S)
2barD - Ex Neoplasm [L]
Homelander
1bar - Straight Laser
1barD - Low Laser
2bar - Flying Laser (S)[L] (+20 ob)
2barU - Uppercut [L]
Johnny Cage (D4)
1bar - Shadow Kick (S)
1barD - Nutcracker (Restand +6)
2bar - Rising Uppercut [L]
2barD - Sunglasses Toss (S)(Can combo off glasses hitting)
Kenshi (D4)
1bar - Running Slice (S)(Holdable)
1barD - Push (Can be safe if held long enough)
2bar - Sento Summon
2barU - Uppercut Slice [L]
Kitana (D3)
1bar - Squarewave (Up+Kameo x3 for more kicks)
1barD - Fan Toss (S) (KD)
2bar - Fan Lift [L][@]
Kung Lao (D4)
1bar - Vertical Hat Toss (S)
2bar - Spin (Holdable, can move back or foward. Shujinko has armor while spinning)
2barD - Shaolin Nuggie [L]
2barU - Upwards DiveKick [L]
Li Mei (D4)
1bar - Dragon Kick (S)
2bar - Nova Blast [L]
2barU - Lantern
Lui Kang (D4)
1bar - Low Fireball (S) (KD)
1barU - Instant Air Fireballs (Will whiff 3 of 5 fireballs against standing opponent)
2bar - Blue Dragon [L]
2barU - Mini-Teleport [L]
Mileena
1bar - Sai Toss (S) (Fullscreen)
1barD -Low Sai Toss (Fullscreen)
2bar - Ball Roll [L]
Nitara (D4)
1bar - Bloodspit (S)(KD)
2bar - Leap of Faith (S)[L] (Unlike Nitaras, this move can hit grounded opponents)
2barD - Leap of Faith into Ex Divekick [L]
2barU - Ex Sacrifice
Omniman (D4)
1bar - Clap (S)
2bar - V.Stance 2 [L]
2barU - V.Stance Uppercut (S)[L] (+2)
2barD - V.Stance Overhead (S)[apL](+1)
Peacemaker (D4)
1bar - Gunshot (S)
2bar - ExSonicBoom [L]
2barD - Torpedo (S)
2barU- AntiGravity [L]
Quan Chi
1bar - Projectile (S)
1barD - TeleDrop
2bar - Bone Cage [L] [@]
Raiden (D4)
1bar - Projectile (Holdable)
1barU - Superman (S)
2bar - Ex Teleport (S)[L]
Rain (D4)
1bar - Waterbeam (S) (Can hold and cancel with block)
2bar - UpFlow (S)[L]
2barD - Double Portal Shot [L]
Reiko (D4)
1bar - Take Down
1barD - Shurikens (S)
2bar - ExCommand Grab [L] (Can tick throw off of most things).
2barU - ExParry (Launch if successful)
Reptile (D4)
1bar - Acid spit (S) (KD)
1barU - Acid Ball
2bar - Forceball (S)[L] [@]
2barD - Ex Dash [L]
Scorpion (D3/D4)
1bar - Spear Spin (-9)
1barU - Teleport (S)(+2)
2bar - Spear (S)[L]
2barD - ExHellFlames
Sindel
1bar - Projectile (S) (KD)
1barD - Low Projectile (S)
1barU - Kameo Disable
2bar - Kartwheel [L]
Shang Tsung
1bar - Fireballs (S) (Holdable)
2bar - Kameo Morph
2barD - Close to Far [L]
2barU - Far to Close
Shao (NoAxe D4)
1bar - Overhead Swing (S)
2bar - DeathQuake [L]
2barU - Knee [L]
Smoke (D3,4/D4)
1bar - AntiAir
1barD - Smoke Bomb (S)
2bar - Invisibility
Subzero
1bar - Slide
1barU - Ice Punch (S)
2bar - Iceball [L]
2barD - Ex Vapors (S)[L]
Takeda
1bar - Kunai (S)(L)[@] (Hold to get smart version)
2bar - Tornado Kick (L)[@]
2barD - Slash Rekka (L) (3x. Hold down to get overhead ender that doesnt launch)
Tanya (D4)
1bar - Projectile (S)(KD)
2bar - Cannon Drill [L]
2barU - ExTeleport [L]
Getting Started with Shujinko:
-Shujinko has essentially 3 stances. No Meter, Half Moon & Full Moon. Shujinko also has access to 2 Apep Punch & Konquest Kick in all 3 modes.
Meditation
A benign ambush that has Shujinko run from behind you on the stage to begin meditating. He can be placed high/low at any point on his trek to the other side. His safest spot is slightly offscreen where the opponent can't take him out (as long as you hold your ground). Otherwise, I suggest placing him behind the opponent or slightly out of reach in front of them. Also you'll want to make a mental note on if your opponent likes to go out of their way to take out Shujinko.
-Pressing the Kameo button again while Shujinko is in meditation before reaching Full Moon stance will cause him to become instantly invincible, despite staying on the screen way longer. Hint: You can use this to get your opponent to whiff attacks on you if they focus Shujinko.
-When shujinko fully charges to Full Moon, he will do a pose of enlightment. Meditation becomes disabled and using KK/AP with no cancel will make him do the enlightenment pose before recalling. This pose slightly increases his hurtbox and has fewer invincibility frames than a recall.
Linking
Shujinko is able to convert any of his copied moves out of his two linking attacks AP & KK. This makes converting normals into shujinkos best launcher easy and consistent. Copied attacks canceled out of a linker are instant, but if done raw there's an additonal 7-10 frames added on start up (the time it takes for Shujinko to come on screen).
Apep Punch vs Konquest Kick
These two moves virtually serve the same purpose as linkers. They are a vehicle to Shujinkos copied abilities, a counter poke deterrent, another way to get Shujinko into meditation, and fake out tools when Shujinko is charged. Keep in mind a few things:
KK:
-is +13 on hit/-13 on block
- by itself on block leaves both you and Shujinko open for full punishment.
-Can be used as a poke at midrange. Note: Summons are designed to be quick if the kameo isn't hit out of startup, but interrupting in the middle of a summon can leave the main very open.
AP:
- is +23 on hit/-7 on block
-Is safe for Shujinkos partner, but it's high so it can get poked on or punished.
-Less range
-Longer hitstun
No meter: Shujinko is virtually useless in this state and should be called in to charge via ambush the moment "First Hit Bonus" is over.
Half Bar (Half Moon): Shujinko has access to 1 or 2 "1bar" moves. TYPICALLY one of the moves is a safe high while the other serves a different purpose, but every set is different. Alot of "1bar" are often HIGH projectiles so be wary. Some of the best Half Moon attacks belong to: Takeda, Scorpion, Havik and Li Mei. Half Moon Shujinko has a few benefits that the other two modes do not have.
- Only mode that has access to meditation and canceling off of linkers at the same time. Helpful for fake outs
- Can Low poke into Konquest Kick with no overlapping inputs
- Can recall Shujinko faster from meditation because he won't have to complete the enlightenment pose.
Pros & Cons (My opinion on my experience)
Pros:
- Meter friendly
- Can be used to confirm off of single hits
- Can body block frequently
- Can jail off many D4s with Konquest Kick
- Can aid in screen clutter and all around trickery
- +10% HP
- Needs to be charged
- Unreliable as a Getup
- No ambush, set ups or buffs.
- 30+ unique movesets
- Typically punishable
Universal Shujinko Notes
Legend:
Kopy Kat - Df+K (1bar)
Replikate - Df+K,D (1barD)
Steal - Df+K,U (1barU)
Mimic - Db+K (2bar)
Flatter - Db+K,D (2barD)
Imitate - Db+K,U (2barU)
(S) - This move is safe if it gets blocked up close.
[L] - This move is a launcher and will connect from a Shujinko linker.
[apL] - Rare case where Shujinko can link with Apep Punch but not Konquest Kick.
(KD) - This move will knockdown and the non-copy version does not.
[@] - Can use different versions of a move holding back, foward or up.
-------------------------------------------------------------------
Ashrah (D4)
1bar - Light Projectile (S)(KD)
1barD - Ex Dark Projectile
2bar - Up Slice [L]
Baraka
1bar - Projectile (S)
2bar - XMarks The Spot (S)(0 ob)
2barD - 2nd Half of ExDf2 [L]
Ermac
1bar - BF1 (S) (Holdable, Block to cancel)
2bar - Ex Lift [L]
2barD - Meter Shield
2barU - Ex Ground Hands [L]
Geras (D4)
1bar - Sand Pillar [@]
1barD - Denial (S) (+3)
2bar - TimeStop [L]
Havik
1bar - Torso Spin (S)
2bar - Seeking plasm (S)
2barD - Ex Neoplasm [L]
Homelander
1bar - Straight Laser
1barD - Low Laser
2bar - Flying Laser (S)[L] (+20 ob)
2barU - Uppercut [L]
Johnny Cage (D4)
1bar - Shadow Kick (S)
1barD - Nutcracker (Restand +6)
2bar - Rising Uppercut [L]
2barD - Sunglasses Toss (S)(Can combo off glasses hitting)
Kenshi (D4)
1bar - Running Slice (S)(Holdable)
1barD - Push (Can be safe if held long enough)
2bar - Sento Summon
2barU - Uppercut Slice [L]
Kitana (D3)
1bar - Squarewave (Up+Kameo x3 for more kicks)
1barD - Fan Toss (S) (KD)
2bar - Fan Lift [L][@]
Kung Lao (D4)
1bar - Vertical Hat Toss (S)
2bar - Spin (Holdable, can move back or foward. Shujinko has armor while spinning)
2barD - Shaolin Nuggie [L]
2barU - Upwards DiveKick [L]
Li Mei (D4)
1bar - Dragon Kick (S)
2bar - Nova Blast [L]
2barU - Lantern
Lui Kang (D4)
1bar - Low Fireball (S) (KD)
1barU - Instant Air Fireballs (Will whiff 3 of 5 fireballs against standing opponent)
2bar - Blue Dragon [L]
2barU - Mini-Teleport [L]
Mileena
1bar - Sai Toss (S) (Fullscreen)
1barD -Low Sai Toss (Fullscreen)
2bar - Ball Roll [L]
Nitara (D4)
1bar - Bloodspit (S)(KD)
2bar - Leap of Faith (S)[L] (Unlike Nitaras, this move can hit grounded opponents)
2barD - Leap of Faith into Ex Divekick [L]
2barU - Ex Sacrifice
Omniman (D4)
1bar - Clap (S)
2bar - V.Stance 2 [L]
2barU - V.Stance Uppercut (S)[L] (+2)
2barD - V.Stance Overhead (S)[apL](+1)
Peacemaker (D4)
1bar - Gunshot (S)
2bar - ExSonicBoom [L]
2barD - Torpedo (S)
2barU- AntiGravity [L]
Quan Chi
1bar - Projectile (S)
1barD - TeleDrop
2bar - Bone Cage [L] [@]
Raiden (D4)
1bar - Projectile (Holdable)
1barU - Superman (S)
2bar - Ex Teleport (S)[L]
Rain (D4)
1bar - Waterbeam (S) (Can hold and cancel with block)
2bar - UpFlow (S)[L]
2barD - Double Portal Shot [L]
Reiko (D4)
1bar - Take Down
1barD - Shurikens (S)
2bar - ExCommand Grab [L] (Can tick throw off of most things).
2barU - ExParry (Launch if successful)
Reptile (D4)
1bar - Acid spit (S) (KD)
1barU - Acid Ball
2bar - Forceball (S)[L] [@]
2barD - Ex Dash [L]
Scorpion (D3/D4)
1bar - Spear Spin (-9)
1barU - Teleport (S)(+2)
2bar - Spear (S)[L]
2barD - ExHellFlames
Sindel
1bar - Projectile (S) (KD)
1barD - Low Projectile (S)
1barU - Kameo Disable
2bar - Kartwheel [L]
Shang Tsung
1bar - Fireballs (S) (Holdable)
2bar - Kameo Morph
2barD - Close to Far [L]
2barU - Far to Close
Shao (NoAxe D4)
1bar - Overhead Swing (S)
2bar - DeathQuake [L]
2barU - Knee [L]
Smoke (D3,4/D4)
1bar - AntiAir
1barD - Smoke Bomb (S)
2bar - Invisibility
Subzero
1bar - Slide
1barU - Ice Punch (S)
2bar - Iceball [L]
2barD - Ex Vapors (S)[L]
Takeda
1bar - Kunai (S)(L)[@] (Hold to get smart version)
2bar - Tornado Kick (L)[@]
2barD - Slash Rekka (L) (3x. Hold down to get overhead ender that doesnt launch)
Tanya (D4)
1bar - Projectile (S)(KD)
2bar - Cannon Drill [L]
2barU - ExTeleport [L]
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