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General/Other - Shinnok Shinnok Breakdown

5M0K3

Grandmaster
Haven't seen any proper Shinnok stuff so I thought I would start it off.

GENERAL
  • First thing to note: Shinnok has no overhead starters and little to no combos with overheads. This means a smart opponent will be able to defend against and punish Shinnok A LOT easier and will make the matchup harder.
  • Shinnok only has 1 true 50/50 and it requires you to use the imposter variation
  • His damage in somewhere in the 30-40% range midscreen and in the corner with 1 bar
  • His damage in around 20% without meter
  • He has good zoning options that deal around 10% per projectile
  • Strong footsies
  • Has a fast walk in comparison to other characters which only aids him in the footsie game
 
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5M0K3

Grandmaster
NORMALS, STRINGS & UNIVERSAL SPECIALS

I will only be going over the important ones in my eyes

Bone strike (1)
Standing 1 is an extremely close backhandish jab attack. It has an 8 frame start up and is -1 on block making it safe from everything in the game.
This normal combos into probably Shinnok's best string 1,1,2 (more on that later)

Low Palm (Down 1)
His down 1 poke is extremely fast and should be respected as it can stuff you out of anything that doesn't have armour. It has a 5 frame start up which makes in the fastest attack in the game. It is -8 on block though so you can get punished by fast normals and specials.

Wind Punch (Back 1)
Start up 15 frames -3 on block and grants a small launch which you can confirm into special moves. This normal covers roughly the same area as standing 4 which makes it useful.

Rising Palm (Down 2)
His uppercut is possibly the only uppercut that hits mid. It also has long active frames and is great to anti air an opponent. You can confirm off a well timed rising palm on an airborne opponent and this can be used in corner combos for some high damage.

Devious Heel (Back 3)
This is Shinnok's only overhead normal. The move comes out at 18 frames and is -11 on block so although it is a good addition to his kit it is still a punishable move. In the corner this normal can lead to 35% combos.

Shin Kick (Forward 4)
This is a very useful normal IMO as shinnok has no overhead or low starting strings. His 1,1,2,3 hits overhead on the last hit but the opponent will be able to see it eaasily so theres no mixup or 50/50 potential really with Shinnok. However, back 3 is a low hitting kick that comes out at 6 frames which makes it a very very fast attack. This can then be strung into "Hell Sparks" down back 2. With a bar of meter you can confirm it into a 26% combo

Side Kick (Down 3)
Hits low and has an 8 frame start up which is pretty standard (I think) but it is -7 on block meaning you can be punished (Only by very fast attacks though).

Back Strike (4)

This one isn't too important however, I think it is worth mentioning. Perhaps if you launch your opponent too far away from you and your run in wont allow you to connect your strings you can use standing 4 as it has hella range and confirm into anything for the last bit of damage. This also is a highly effective anti air option. (The hitbox is krazy)

Reverse Boot (Down 4)
Hits low and has an 10 frame start up which is on the slow side. However, it is -3 on block which makes it safe. This is a good poke option as it has high range and it is safe.

Neutral Jump 1 and 2
Overhead with an 8 frame start up. I do not think you can hit the move on the way up it is -8 on block so you can be punish by fast normals and specials

Neutral Jump 3 and 4

Mid on the way up and overhead on the way down. Has decent range and a 6 frame startup and is -6 on block which is safe.

Jump in 1
Also has high range. 5 frame startup 0 on block, meaning it is safe. Furthermore you can down 1 because of its 5 frame start up to stuff your opponents reaction to a blocked jump in attack.

Jump in 2
A high range jump in attack that comes out at 9 frames and 0 on block. This attack can be used to confirm off MB Hell Sparks

Jump in 3

This is his highest range Jump in attack. 8 frame startup -4 on block, meaning it is safe.

On a grounded opponent jumping 1 and 3 are the best. Again airborn opponents, jumping 2 is the best. Jumping 4 isnt really useful



Strings
So Shinnok doesn't have many strings BY DEFAULT (These do not include the ones in the Bone Shaper variation) . (Basically he has 4 strings, which are broken up)

The useful strings:

1,1,2

This attack confirms into practically everything Shinnok has, in necromancer it can confirm into all his moves but one, which would be the hand slam. In Bone Shaper it will confirm into everything but the ground slam. In imposter it confirms into everything. (Note: There is another part to this string which is the 1,1,2,3 string, the final hit hits overhead and is safe on block.)

Forward 2,2,4

This is an interesting string. It hits for 10% and 1,1,2 hits for 9 but due to the launch f,2,2,4 gives it scales damage more so your combos end up doing less damage. It also confirms into a lot less of the abilities Why would I use this string then? Well this string advances like crazy. Forward 2 advances you maybe a 3rd of the screen. However, you will usually not execute the final hit. This string is unsafe and should not just be thrown around like crazy. Even if you try to cancel into "Devil's Flick" they can armour out.

Forward 2,2
Instead Forward 2,2 is a better option and can be converted and it is a strong whiff punisher. It is a big part of Shinnok's strong footsie game. Forward 2,2 is -8 on block so you can be punished by fast normals. This can be made safe in necromancer by cancelling into "Devil's Flick"

Those are pretty much the useful strings in MY opinion

SPECIALS

Charging Shoulder (Back Foward 3)
A fast advancing move that covers about 70% of the screen. Comes out at 11 frames and is -13 on block meaning it is full combo punishable. The MB version gives you a pop up which cannot be confirmed into anything midscreen. However, in the corner the MB version is how Shinnok can do his most damaging combos.

Hell Sparks (Down back 2)
A strong fast range attack with 3 orbs. The move can be meterburned during the input to make it do extra damage buffing it from the original 10% to 18%. It can also be MB'ed when an orb comes up or after it has come up, this changes the way the pop up works. To maximise damage you can MB after all 3 orbs have hit the opponent.

Amulet Strike (Back forward 1)
Short range projectile with a start up of 15 frames and is -9 on block. I don't really like this and I never use it. It only does 9% and is too slow and risky. The MB version bumps the start up to 17 frames but is +15 on block. That means your opponent MUST respect your next move, they cannot armour through it either because your attack will come out before they can even move. The range of the MB'ed amulet strike is shorter as well (almost touching).

X-RAY
Hits for 35% Probably the best scaling x-ray in the game. The X-ray is 7 hits
 
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5M0K3

Grandmaster
NECROMANCER
You do not get any new strings in this variation

You get 3 new special moves, these moves lean Shinnok to a more defensive/conservative/zoney play style. However, you can incorporate them into high damaging combos

Summoned Fiend (Down Forward 4)

The move tracks the opponent. A side note: you cannot forward 2,2,4 into this because the combo launches you away from the track. Comes out at 20 frames and is -19 on block making it punishable if you do it up close. If you are full screen you will not be punished by a combo. The move serves no purpose apart from a good zoning tool until you Meterburn (MB) it. When you MB the move it will launch the opponent for a combo and increased damage.

Judgement Fist (Down Back 1)
Like summoned fiend, the move tracks. It is a very slow 57 frame startup, this is a pure zoning tool and nothing else. You can set it up after a knock down for unblockable damage. The MB of this does literally nothing other than apply more damage. Easy set up for guaranteed damage is MB shoulder charge into judgement fist. It does 13% then 8%

Devil's Flick (Back Forward 2)
Again the move tracks the opponent. It has a 21 frame start up and is -3 on block making it safe at any range if blocked. But due to it's 21 frame start up it can be easily stuffed if done up close. I personally think as a zoning tool it is very potent. 10 of these and you kill the opponent which is kinda scary considering how much you can spam the move. The MB of this move actually increases the start up time to 27 frames but is +6 on block. the MB deals 15% damage.
The interesting part to this move is that you can cancel it from strings to make them safe. Shinnok's strings are not safe so having this move is very useful. However, your opponent can armour through the cancel frames if they have meter.
There are problems with the move however. The devil's flick can be dodged very easily by simply running or dashing correctly. Some characters have small hit boxes (Mileena) and they can sometimes not be hit by the devil's flick when confirming off a string.
 
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5M0K3

Grandmaster
IMPOSTER

Gains the use of a teledrop which must be executed in the air and the Mimicry move, which allows Shinnok to steal a move from the opponent.

Air Tricky Portal (Down, Up)

This is a teledrop which must be done in the air that defaults to teleport behind the opponent and will come out at 17 frames. You can push forward to teleport in front of the opponent if you wish. The teledrop is a useful way to bait out moves and whiff them by teleporting away from them, you can then njp punish and end with mimicry for a 50/50. From the teledrop you can execute a njp or njk and you can confirm into a combo off the njp. A very useful tool to play mind games with your opponent with. You can condition your opponent with this move alone.

Front Air Tricky Portal (Down, up, forward)
and will take 1 extra frame to teledrop in front. You will also recover 1 frame faster if you teledrop in front of your opponent. If you know the frame data of other characters you can teledrop accordingly to bait wakeups and full combo punish. Another useful tool with the front teleport is that people may not expect you to drop in front of them and if they are looking to punish your teleport they may fail their input as you are in front of them instead of behind. This will make them whiff an attack and allows you to full combo punish.

With both teledrops it is important to understand when to njp and when to not. If your opponent spams special moves and always wakes up. You should not do the njp, instead, you can block their special and full combo punish.

Mimicry (Down Back 1)
20 frame start up and is -16 on block so you want to look to combo into it.

Extra notes
You get a damage buff from a successful mimicry which will last for 10 seconds.

Combos that end in mimicry leave them standing and leaves you at neutral frames. This is where you would begin the 50/50, you will either njp f4 or b3 and confirm off that. If you don't do the 50/50 you can down 1 for easy pressure due to its 5 frame start up.

You can jump and force the opponent to attempt to jump punish you with a projectile. You can then teledrop making their projectile miss and you can njp punish them.

Usually Shinnok will steal a move that can pop the opponent up allowing for Shinnok to either extend or start combos. There are some exceptions, for example Liu Kang and Jax, you will steal their dragon kick and Dash Punch respectively
 
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5M0K3

Grandmaster
BONE SHAPER

You gain more combo attacks in this variation and much much much more range. In this variation you gain an additional attack from your back 3 normal and it changes the f,2,2,4 string into f,2,2,1+3
You also gain 2 specials as well as a modification to your Amulet strike.

Dark Beam (Amulet strike in other variations) (Back forward 1)

It is a pretty fast projectile that is 15 frames on start up it's -23 on block and -12 on hit so don't do it up close or you will be full combo punished.

Scepter Slam (Down Forward 2)

This move is pretty insane range wise, it covers 90% of the screen and is a low hitting attack. It has a 14 frame start up and is -28 on block which means you will be full combo punished if blocked. Again addressing the problem that Shinnok has with overhead options, if your opponent understands Shinnok this move becomes risky because they will know to always block low.

Scepter Strike (Down Back 1)
This move is not great but if your opponent is someone who just blocks all the time and has no offensive pressure, feel free to use this. It is 39 frames on start up and is +13 on hit making it safe at all ranges (If you manage to get the move out). You can use this as you opponent gets up as well. IMPORTANT NOTE: IM NOT SURE IF THIS IS A GLITCH OR NOT, BUT THE MOVE DOES NOT CONNECT AS ONE WOULD EXPECT AS THEY GET UP. YOU MUST WAIT A BIT BEFORE EXECUTING THE MOVE. If you MB the move it will hit them as expected.

Useful Strings

(Forward 4,1)

This string is a low starter that comes out at 6 frames. The second hit has insane range, covering about 60% of the screen. Thus, you can use the string from range and still hit them with the second hit and even confirm off of it (Probably best to confirm into MB Scepter slam if your looking for a combo). I believe it is possible for the opponent to armour through between the first and second hit.

(Forward 2,2,1+3)
This string is very useful as it leaves the opponent standing and at neutral frames. You can continue your pressure with a down 1 due to its fast start up. It has strong range and is a big part of his footsie game. This string replaces the f,2,2,4 string in other variations which many people argue to be better due to its faster start up. As a footsie tool and whiff punisher f,2,2,4 is probably better. Obviously this string has its merits in its ability to leave your opponent standing and at neutral frames.
Added bonus: You can brutality off this string ;)
 
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5M0K3

Grandmaster
COMBOS

I will not be looking at combos with more than 1 bar


MIDSCREEN:


ALL VARIATIONS:
3,1,2, charging shoulder (20%)
f,2,2 Hell sparks MB after the final spark dash in njp f,2,2 Hell Sparks. (28%)
1,1,2 Hell sparks MB after the final spark, dash in f,2,2,4 (29% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell Sparks (30% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in njp f2,2,4 Hell Sparks (30% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in 4 charging shoulder (31% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in njp, run cancel into 1,1,2, Charging shoulder (31% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in njp, run cancel into 1,1,2, Hell sparks (32% 1 meter)

NECROMANCER:
f4 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter)
f4 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 summoned fiend (30% 1 meter)
1,1,2, MB summoned fiend njp walk forward 1,1,2 Hell Sparks (32% 1 meter)

BONE SHAPER:
njp, uppercut, scepter slam (%)
b1 Hell sparks MB after the final spark, dash in f,2,2,1+3 (24%)
f4,1 Hell Sparks MB after the final spark dash in, 1,1,2 Hell Sparks, (27%)
b1 Hell sparks MB after the final spark, dash in njp f,2,2,1+3 (30%)
1,1,2 Hell sparks MB after the final spark, njp, f,2,2 scepter slam (31% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in uppercut scepter slam (31% 1 meter)
f,2,2,1+3 Cancel into MB Scepter Slam, njp, walk, 1,1,2 Hell Sparks (34% 1 meter)

IMPOSTER:
f4 Hell sparks MB after the final spark jump in 2 tricky portal, 1, mimicry (24%),
1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Mimicry (27% 1 meter)
1,1,2 Hell sparks MB after the final spark jump in 2 tricky portal, 1, mimicry (28%)
1,1,2 Hell sparks MB after the final spark jump in 2 tricky portal, 1, 4, charging shoulder (32%)

With the mimicry buff:

Midscreen:
1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 mimicry (36% 1 meter)
1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell sparks (40% 1 meter)

Corner:
1,1,2, Charging shoulder MB just after the first spark, njp, 1, 1,1,2 mimicry (40% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, uppercut, 1, charging shoulder (40% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, jump in 3, 1,1,2, charging shoulder (40% 1 meter)
1,1,2, Charging shoulder MB just after the first spark, njp, jump in 3, 1,1,2 mimicry (42% 1 meter)



CORNER:

ALL VARIATIONS:
3,1,2, d1, charging shoulder, (21%)
njp forward jump 3, 1, 1,1,2 charging shoulder (24%)
njp forward 1 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (26% 1 meter)
1,1,2 Hell Sparks MB just after the first spark 1, 1,1,2 charging shoulder (27% 1 meter)
njp forward 3 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder(29% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, uppercut, 1, amulet strike (30% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, uppercut, 1, charging shoulder (30% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, forward jump in 3, 1, 1,1,2 charging shoulder (30% 1 meter)
1,1,2, Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (31% 1 meter)
1,1,2, MB charging shoulder njp, 1, 1,1,2 charging shoulder (33% 1 meter)
3,1,2, d1, MB charging shoulder, 1,1,2 charging shoulder (35% 1 meter)

NECROMANCER:
1,1,2, MB charging shoulder njp, 1, 1,1,2 summoned fiend (33% 1 meter)

1,1,2, MB summoned fiend njp, jump in 3, 1,1,2 summoned fiend (34% 1 meter)
1,1,2, MB summoned fiend njp, 1, 1,1,2 charging shoulder (35% 1 meter)
3,1,2, MB summoned fiend, njp, uppercut, uppercut (38% 1 meter)
3,1,2, MB summoned fiend, njp, uppercut, 1,1, devil's flick (38% 1 meter)

BONE SHAPER:
f4,1 MB charging shoulder njp 1, 1,1,2 charging shoulder (30% 1 meter)


IMPOSTER:
1,1,2, Hell Sparks MB just after the first spark 1, 1,1,2 mimicry (26% 1 meter)
1,1,2, Hell Sparks MB just after the first spark njp, uppercut, 1, mimicry (28% 1 meter)
1,1,2, MB charging shoulder njp, 1, 1,1,2 mimicry(30% 1 meter)

MORE KOMBOS KOMING SOON!
 
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trustinme

xbl-OBS trustinme
this is interesting stuff.as shinnok is one of the small group of characters im interested in playing,this thread is most helpful.
I suppose I should get off my lazy arse and go pick up a new console and a copy of the game asap.
Enjoy your day.
 

5M0K3

Grandmaster
this is interesting stuff.as shinnok is one of the small group of characters im interested in playing,this thread is most helpful.
I suppose I should get off my lazy arse and go pick up a new console and a copy of the game asap.
Enjoy your day.
Thank you, your words are appreciated :)
 
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RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Pretty good summation, did enjoy the read and time you put in to discover decent stuff (aside from character specific impostor combos but this is simply just a summation of what is decent in each variation which is always welcomed.)
 
1. You should probably sort the combo's by variation. Further i'm not sure those are optimal numbers, even for realisitic setups.

2. Should probably mention 3,1,2 string. It's got literally 0 viable use in the footsie game being mid/mid/mid with bleh data, but it is his highest damage string and will be your go to when you get a jump in punch. Hell one of shinnoks best combo's is actually 3,1,2 Xray, which isn't bad for unbreakable damage after the string.

3. Teleport- It's worth noting that the teleport in front is faster than the teleport in back by a few frames. This matters when baiting wakeups.

4. Only other thing i've found that you might want to include is that after an EX amulet strike midscreen you can do a teleport mixup if you do it right off the ground, although I haven't tested vs all wakeups yet.
 

5M0K3

Grandmaster
1. You should probably sort the combo's by variation. Further i'm not sure those are optimal numbers, even for realisitic setups.

2. Should probably mention 3,1,2 string. It's got literally 0 viable use in the footsie game being mid/mid/mid with bleh data, but it is his highest damage string and will be your go to when you get a jump in punch. Hell one of shinnoks best combo's is actually 3,1,2 Xray, which isn't bad for unbreakable damage after the string.

3. Teleport- It's worth noting that the teleport in front is faster than the teleport in back by a few frames. This matters when baiting wakeups.

4. Only other thing i've found that you might want to include is that after an EX amulet strike midscreen you can do a teleport mixup if you do it right off the ground, although I haven't tested vs all wakeups yet.
Noted, thank you!
However I'm not feeling the 3,1,2 string. If you confirm into it off a jump punch you cant really go into too high damage because it launches. Also im not including x-ray combos because its 3 bars and you can pretty much just do anything into x-ray. I totally forgot about the front teleport being faster thank you for telling me. Also please get back to me on the EX amulet strike set up cus I would love to include that tech if you think it works

Also in the combo area there are corner combos with 3,1,2 in it.
3,1,2, d1, MB charging shoulder, 1,1,2 charging shoulder (35% 1 meter) (Available to all variations)
3,1,2, d1 charging shoulder (21%) (Available to all variations)
 
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Wemfs

The only morality in a cruel world is chance.
Great read.

I have to say I find his EX Scepter Strike very useful to finish somebody off if timed right as they hit the ground, say after anti air Hell Sparks for example. It is unbreakable damage and they can't avoid the damage, even with a wake up backdash.

I don't understand how the special has frame data on block since it's an unblockable special tho.
 

5M0K3

Grandmaster
1. You should probably sort the combo's by variation. Further i'm not sure those are optimal numbers, even for realisitic setups
I started by doing this but then I realised I was putting universal combos in the necro area and I didn't want to make an entire post on universal combos but if you think this would by better then I will do it.
 

5M0K3

Grandmaster
Great read.

I have to say I find his EX Scepter Strike very useful to finish somebody off if timed right as they hit the ground, say after anti air Hell Sparks for example. It is unbreakable damage and they can't avoid the damage, even with a wake up backdash.

I don't understand how the special has frame data on block since it's an unblockable special tho.
Thanks for the support, I edited the info for scepter strike and I don't actually know why the frame data for block is different so I removed it. Perhaps if they are blocking when it hits it is +11 but I don't know. Would love it if someone confirmed it so I can edit it back in.
 

Wemfs

The only morality in a cruel world is chance.
Thanks for the support, I edited the info for scepter strike and I don't actually know why the frame data for block is different so I removed it. Perhaps if they are blocking when it hits it is +11 but I don't know. Would love it if someone confirmed it so I can edit it back in.
And regarding the glitch where the normal version won't connect as the opponent is getting up, the EX version will always connect.
 

Sage Leviathan

I'm platinum mad!
I was bored.

Midscreen:


3,1,2, charging shoulder (20%) (Available to all variations)

f,2,2 Hell sparks MB after the final spark dash in njp f,2,2 Hell Sparks. (28%) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in f,2,2,4 (29% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell Sparks (30% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in njp f2,2,4 Hell Sparks (30% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in 4 charging shoulder (31% 1 meter) (Available to all variations)





b3 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter) (Only available in Necromancer)

b3 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter) (Only available in Necromancer)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 summoned fiend (30% 1 meter) (Only available in Necromancer)

1,1,2, MB summoned fiend njp walk forward 1,1,2 Hell Sparks (32% 1 meter) (Only available in Necromancer)





b3,1 Hell Sparks MB after the final spark dash in, walk 1,1,2 Hell Sparks, (27%) (Only available in Bone Shaper)

b1 Hell sparks MB after the final spark, dash in f,2,2,1+3 (24%) (Only available in Bone Shaper)

b1 Hell sparks MB after the final spark, dash in njp f,2,2,1+3 (30%) (Only available in Bone Shaper)

1,1,2 Hell sparks MB after the final spark, njp, f,2,2 scepter slam (31% 1 meter) (Only available in Bone Shaper)

1,1,2 Hell sparks MB after the final spark, dash in uppercut scepter slam (31% 1 meter) (Only available in Bone Shaper)

f,2,2,1+3 Cancel into MB Scepter Slam, njp, walk, 1,1,2 Hell Sparks (34% 1 meter) (Only available in Bone Shaper)





b3 Hell sparks MB after the final spark jump in 2 tricky portal, 1, minicry (24%),(Only available in Imposter)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Mimicry (27% 1 meter) (Only available in Imposter)

1,1,2 Hell sparks MB after the final spark jump in 2 tricky portal, 1, minicry (28%) (Only available in Imposter)

With the mimicry buff:1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell sparks (40% 1 meter)








Corner:


3,1,2, d1, charging shoulder, (21%) (Available to all variations)

njp forward jump 3, 1, 1,1,2 charging shoulder (24%) (Available to all variations)

njp forward 1 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (26% 1 meter) (Available to all variations)

1,1,2 Hell Sparks MB just after the first spark 1, 1,1,2 charging shoulder (27% 1 meter) (Available to all variations)

njp forward 3 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder(29% 1 meter) (Available to all variations)

1,1,2, Hell Sparks MB just after the first spark njp, forward jump 2 or 3 1, 1,1,2 charging shoulder (30% 1 meter) (Available to all variations)

1,1,2, Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (31% 1 meter) (Available to all variations)

3,1,2, d1, MB charging shoulder, 1,1,2 charging shoulder (35% 1 meter) (Available to all variations)




b3,1 MB charging shoulder njp 1, 1,1,2 charging shoulder (30% 1 meter) (Only available in Bone Shaper)



1,1,2, MB charging shoulder njp, 1, 1,1,2 summoned fiend (33% 1 meter) (Only available in Necromancer)

3,1,2, b3 MB summoned fiend, njp, uppercut, uppercut (39% 1 meter) (Only available in Necromancer)
 

5M0K3

Grandmaster
I
the op makes shinnock seem so weak lol

most of the bullet points are negatives
Is it not the truth though?
He is still good imo and very dangerous when you know how to play him. Obviously a "good" Shinnok player can null some of the negatives
 

5M0K3

Grandmaster
I was bored.

Midscreen:


3,1,2, charging shoulder (20%) (Available to all variations)

f,2,2 Hell sparks MB after the final spark dash in njp f,2,2 Hell Sparks. (28%) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in f,2,2,4 (29% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell Sparks (30% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in njp f2,2,4 Hell Sparks (30% 1 meter) (Available to all variations)

1,1,2 Hell sparks MB after the final spark, dash in 4 charging shoulder (31% 1 meter) (Available to all variations)





b3 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter) (Only available in Necromancer)

b3 Hell sparks MB after the final spark, dash in 1,1,2, summoned fiend (26% 1 meter) (Only available in Necromancer)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 summoned fiend (30% 1 meter) (Only available in Necromancer)

1,1,2, MB summoned fiend njp walk forward 1,1,2 Hell Sparks (32% 1 meter) (Only available in Necromancer)





b3,1 Hell Sparks MB after the final spark dash in, walk 1,1,2 Hell Sparks, (27%) (Only available in Bone Shaper)

b1 Hell sparks MB after the final spark, dash in f,2,2,1+3 (24%) (Only available in Bone Shaper)

b1 Hell sparks MB after the final spark, dash in njp f,2,2,1+3 (30%) (Only available in Bone Shaper)

1,1,2 Hell sparks MB after the final spark, njp, f,2,2 scepter slam (31% 1 meter) (Only available in Bone Shaper)

1,1,2 Hell sparks MB after the final spark, dash in uppercut scepter slam (31% 1 meter) (Only available in Bone Shaper)

f,2,2,1+3 Cancel into MB Scepter Slam, njp, walk, 1,1,2 Hell Sparks (34% 1 meter) (Only available in Bone Shaper)





b3 Hell sparks MB after the final spark jump in 2 tricky portal, 1, minicry (24%),(Only available in Imposter)

1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Mimicry (27% 1 meter) (Only available in Imposter)

1,1,2 Hell sparks MB after the final spark jump in 2 tricky portal, 1, minicry (28%) (Only available in Imposter)

With the mimicry buff:1,1,2 Hell sparks MB after the final spark, dash in 1,1,2 Hell sparks (40% 1 meter)








Corner:


3,1,2, d1, charging shoulder, (21%) (Available to all variations)

njp forward jump 3, 1, 1,1,2 charging shoulder (24%) (Available to all variations)

njp forward 1 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (26% 1 meter) (Available to all variations)

1,1,2 Hell Sparks MB just after the first spark 1, 1,1,2 charging shoulder (27% 1 meter) (Available to all variations)

njp forward 3 Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder(29% 1 meter) (Available to all variations)

1,1,2, Hell Sparks MB just after the first spark njp, forward jump 2 or 3 1, 1,1,2 charging shoulder (30% 1 meter) (Available to all variations)

1,1,2, Hell Sparks MB just after the first spark uppercut 1,1,2 charging shoulder (31% 1 meter) (Available to all variations)

3,1,2, d1, MB charging shoulder, 1,1,2 charging shoulder (35% 1 meter) (Available to all variations)




b3,1 MB charging shoulder njp 1, 1,1,2 charging shoulder (30% 1 meter) (Only available in Bone Shaper)



1,1,2, MB charging shoulder njp, 1, 1,1,2 summoned fiend (33% 1 meter) (Only available in Necromancer)

3,1,2, b3 MB summoned fiend, njp, uppercut, uppercut (39% 1 meter) (Only available in Necromancer)
Haha did you just put spaces between them?
 
I

Is it not the truth though?
He is still good imo and very dangerous when you know how to play him. Obviously a "good" Shinnok player can null some of the negatives
its true yeah, I'm just looking for reasons to play as him, but reading the top post there are way too many cons to pros

why would I possibly play him over say erron black who has an easy as hell high low mix up, unfortunately I cannot find a reason which is a shame :( no overhead is way too crippling