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Combo List - Shinnok Shinnok Combo Thread

Wemfs

The only morality in a cruel world is chance.
Meterless NJP combo.
[Bone Shaper] - NJP xx F2 xx 1,1,2~DB2 = 25%
 
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The PantyChrist

Rest in Pantiez
I only played with him a bit after unlocking him. I forget the inputs of the strings but he can do 2 strings into the charge and combo off it like a launcher.
 

BookBurning

Voidwards
I'm thinking imposter is the best damage dealer situationally ; I'm not sure if he gets a damage buff on stolen moves but it seems to be decent. I've been linking most specials into some variation of f21 after a hellspark combo and got about 43 percent with a kano upball.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
If anyone is going to post a video, please post the notations and damage as well in your post!
 
Necromancer corner:

1 bar - 312, 112 df4ex, njp, 112 bf3 - 39%
312, 112 df4ex, njp, d2,d2 - 42%

meterless - 312, 112 bf2 - 28% ( universal with shoulder charge for 27% )

Turns out 312 into 112 is character specific, works only on bigger characters ( Goro, Feera/Torr, Kotal, Raiden, Jax )
 
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So I'm nerding out in the training room (while waiting for pc parts to arrive so I can actually play >_<) and started making a list of Impostor character-specific combos. Posting what I have so far (the left half of character select screen). I tried to make them all relatively easy to do, but I'm sure there's still some hard ones in there. Bigger problem I think is that it's a lot to memorize and I didn't really go out of my way to make the combos similar to each other. I'll probably continue this later unless someone beats me to it and maybe go back through and try to make the existing ones a bit more homogeneous if I don't get absolutely sick of making Impostor combos by then.

UPDATE: Added rest of cast and changed/added a few of the older combos.

UPDATE 2: Reorganized list to fit OP format and added/changed a few existing combos. Added no-NJP list for stronger vortex.

ERMAC:
Midscreen:
312~DB1, JI1, F22~DB1 = 21%
112~DB2 (3 hits~EX), dash, NJP, F224~DB1, F3~DB1 = 31%
112~DB2 (3 hits~EX), run D2, (F22~) DB1, F3~DB1 = 31%/(33%)
NJP, (run) D2, DB1, JI1, F2~DB1 = 24%
NJP, (run) D2, (run) F224~DB1, F3~DB1 = 28%
air-to-air JP, F224~DB1, F3~DB1 = 20%

Corner:
312~DB1, JI1, 112~DB1 = 26%
112~EX BF1, 112~DB1, 22~DB1 = 33%
312~EX BF1, 112~DB1, F3~DB1 = 35%
112~EX BF3, 22~DB1, 22~DB1 = 31%
NJP, JI3, 22~DB1, 22~DB1 = 25%


ERRON BLACK:
Midscreen:
NJP, DB1, run F22~DB1 = 18%

Corner:
312~DB1, NJP, JI3, 112~DB1 = 32%
NJP, DB1, JI1, JI3, 112~DB1 = 24%


JACQUI BRIGGS:
Midscreen:
112~DB1, F22~DB1 = 19%
312~DB1, F22~DB1 = 22%
NJP, DB1, 112~DB1 = 18% (kinda tricky but couldn't find another way back into mimicry)

Corner:
112~DB1, 1, 112~DB1 = 23%
312~DB1, 1, 112~DB1 = 25%
NJP, DB1, JI1, JI3, 112~DB1 = 22%


JAX: (ground pound unblockable reset during mimicry stagger)
Midscreen:
DB1~B, NJP, JI3, F22~DB2 = 33% (damage boost)

Corner:
DB1~B, D2, 112~BF1 = 37% (damage boost)
DB1~B, D2, 112~EX BF1, D1~BF3 = 43% (damage boost)


KENSHI:
Midscreen:
112~DB1, D1~DB1 = 19%
112~DB1, D1~DB2 (3 hits~EX), run F2~DB1 = 29%
NJP, DB1, D1~DB1 = 16%

Corner:
112~DB1, D1, 112~DB1 = 25%
NJP, DB1, D1, 112~DB1 = 21%


KITANA:
Midscreen:
112~DB1, walk forward, NJP, 112~DB1 = 22%
112~DB2 (3 hits~EX), dash, NJP, F22~DB1, 22~DB1 = 30%
NJP, JI3, F22~DB1, 22~DB1 = 21%
air-to-air JP, F22~DB1, walk forward, NJP, F3~DB1 = 19%

Corner:
112~DB1, NJP, JI1, JI3, 112~DB1 = 26%
312~DB1, NJP, JI3, 112~DB1 = 27%
112~EX BF1, D1, D1, 112~DB1, NJP, 22~DB1 = 35%
312~EX BF1, D1, 112~DB1, NJP, 22~DB1 = 38%
112~EX BF3, D1, 112~DB1, NJP, 22~DB1 = 33%
NJP, JI1, (JI1), JI3, 113~DB1, 22~DB1 = 24%


KOTAL KAHN:
Midscreen:
312~DB1, 112~DB1 = 30%
112~DB2 (3 hits~EX), dash, NJP, F22~DB1, F3~DB1 = 33%
112~DB2 (3 hits~EX), run D2, F22~DB1, F3~DB1 = 35%
NJP, JI3, F22~DB1, F3~DB1 = 26%
air-to-air JP, F22~DB1, F3~DB1 = 26%

Corner:
F223~DB1, 112~DB1 = 26%
112~EX BF1, D1, 112~DB1, F3~DB1 = 37%
312~EX BF1, D2, D1~DB1, 22~DB1 = 42%
112~EX BF3, D2, D1~DB1, 22~DB1 = 36%
NJP, JI3, D2, D1~DB1, 22~DB1 = 30%


KUNG LAO:
Midscreen:
112~DB1, 312~DB1 = 24%
112~DB2 (3 hits~EX), dash, NJP, F2~DB1, F3~DB1 = 30%
NJP, JI3, F22~DB1, JI1, F2~DB1 = 24%
air-to-air JP, F22~DB1, 112~DB1 = 21%

Corner:
312~DB1, NJP, JI3, 112~DB1 = 31%
112~EX BF1, 112~DB1, NJP, 22~DB1 = 37%
312~EX BF1, 112~DB1, NJP, 1~DB1 = 37%
112~EX BF3, 22~DB1, NJP, 22~DB1 = 34%
NJP, JI3, 22~DB1, 22~DB1 = 25%


MILEENA:
Midscreen:
112~DB1, NJP, JI3, F22~DB1 = 26%
112~DB2 (3 hits~EX), dash, NJP, F22~DB1, F3~DB1 = 31%
112~DB2 (3 hits~EX), run D2, F22~DB1, F3~DB1 = 33%
NJP, JI3, F22~DB1, 22~DB1 = 24%
air-to-air JP, F2~DB1, NJP, F3~DB1 = 20%

Corner:
112~DB1, walk under D2, 112~DB1 = 29%
F223~DB1, walk under D2, 112~DB1 = 27%
112~EX BF1, DB1, walk under D2, 112~DB1 = 36%
312~EX BF1, DB1, walk under D2, 112~DB1 = 39%
112~EX BF3, F3~DB1, walk under D2, F3~DB1 = 35%
NJP, JI3, DB1, walk under D2, 112~DB1 = 28%


QUAN CHI:
Midscreen:
312~DB1, teleport NJP, JI3, F22~DB1 = 26%
312~DB1, JIP, 112~DB2 (3 hits~EX), F22~DB1 = 33%
112~DB1, JIP, 112~DB2 (3 hits~EX), dash, NJP, F22~DB1 = 32%
112~DB2 (3 hits~EX), dash, NJP, F22~DB1, JI1, 312~DB1 = 32%
NJP, JI3, F22~DB1, JI1, 312~DB1 = 26%
air-to-air JP, F22(4)~DB1, JI1, 312~DB1 = 22%/(24%)

Corner: (For the NJP walk forward until Quan Chi slows down a bit before jumping so he stays in the corner.)
112~DB1, NJP, D2, 112~DB1 = 28%
312~DB1, NJP, D2, 112~DB1 = 30%
112~EX BF1, D1, 112~DB1, NJP, 22~DB1 = 35%
312~EX BF1, 112~DB1, NJP, 22~DB1 = 37%
112~EX BF3, 22~DB1, NJP, 22~DB1 = 32%
NJP, JI1, JI3, 112~DB1, 312~DB1 = 26%


RAIDEN:
Midscreen:
NJP, (run) D2, (F22~) DB1 = 23%/(26%)
EX BF3, DB1 = 19%


REPTILE:
Corner:
112~DB2 (1 hit~EX), DB1, (walk under) D2, 112~DB1 = 30%
NJP, DB1, D2, 112~DB1 = 25%


SCORPION:
Midscreen:
312~DB1, NJP, JI3, F22~DB1 = 25%
312~DB1, JIP, 312~DB1 = 25%
312~DB1, JIP, 112~DB2 (3 hits~EX), F22~DB1 = 30%
112~DB1, JIP, 112~DB2 (3 hits~EX), dash, NJP, F22~DB1= 29%
112~DB2 (3 hits~EX), dash, NJP, F2~DB1, JI1, 312~DB1 = 31%
NJP, JI3, F22~DB1, JI1, 312~DB1 = 25%
air-to-air JP, F22~DB1, JI1, 312~DB1 = 21%

Corner:
112~DB1, NJP, JI1, JI3, 112~DB1 = 24%
312~DB1, NJP, JI1, JI3, 112~DB1 = 27%
112~EX BF1, D1, 112~DB1, NJP, 22~DB1 = 34%
312~EX BF1, 112~DB1, NJP, 22~DB1 = 36%
112~EX BF3, 22~DB1, NJP, 22~DB1 = 32%
NJP, JI1, JI3, 112~DB1, JIP, 312~DB1 = 26%


SUB-ZERO:
Midscreen:
112~DB1, teleport NJP, JI3, F22~DB1 = 21%
112~DB1, JIP, 312~DB1 = 22%
112~DB1, JIP, 112~DB2 (3 hits~EX), dash, NJP, F22~DB1 = 29%
112~DB2 (1 hit~EX), F3~DB1, teleport NJP, F3~DB1 = 24%
112~DB2 (3 hits~EX), DB1, teleport NJP, F3~DB1 = 26%
NJP, F3~DB1, 22~DB1 = 16%
air-to-air JP, F22~DB2 (1 hit~EX), DB1, teleport NJP, F3~DB1 = 21%

Corner:
112~DB1, NJP, JI1, JI3, 112~DB1 = 23%
112~DB1, JIP, 312~EX BF1, D1, D1, 112~DB1 = 31%
112~EX BF3, 1~DB1, teleport NJP, F3~DB1 = 27%
NJP, JI3, 1~DB1, teleport, F3~DB1 = 17%


TAKEDA:
Midscreen:
DB1, F22(4)~DB1 = 17%/(21%)
112~DB2 (1 hit~EX), DB1~B, F2~DB1 = 25%
NJP, DB1~F, F22~DB1 = 21%

Corner:
DB1, NJP, JI1, JI3, 112~DB1 = 29%
112~DB2 (1 hit~EX), NJP, DB1, 112~DB1 = 30%
NJP, DB1~F, 1, 112~DB1 = 24%
ERMAC:
Midscreen:
air-to-air JP, F224~DB1, F3~DB1 = 20%
312~DB1, JI1, F22~DB1 = 21%
NJP, (run) D2, DB1, JI1, F2~DB1 = 24%
NJP, (run) D2, (run) F224~DB1, F3~DB1 = 28%
112~DB2 (3 hits~MB), dash, JI1, F224~DB1, F3~DB1 = 31%
112~DB2 (3 hits~MB), run D2, (F22~) DB1, F3~DB1 = 31%/(33%)

Corner:
NJP, JI3, 22~DB1, 22~DB1 = 25%
312~DB1, JI1, 112~DB1 = 26%
112~EX BF3, 22~DB1, 22~DB1 = 31%
112~EX BF1, 112~DB1, 22~DB1 = 33%
312~EX BF1, 112~DB1, F3~DB1 = 35%


ERRON BLACK:
Midscreen:
NJP, DB1, run F22~DB1 = 18%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 24%
312~DB1, 1, 112~DB1 = 27%


JACQUI BRIGGS:
Midscreen:
NJP, DB1, 112~DB1 = 18% (kinda tricky but couldn't find another way back into mimicry)
112~DB1, F22~DB1 = 19%
312~DB1, F22~DB1 = 22%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 22%
112~DB1, 1, 112~DB1 = 23%
312~DB1, 1, 112~DB1 = 25%


JAX: (ground pound unblockable reset during mimicry stagger)
Midscreen:
DB1~B, NJP, JI3, F22~DB2 = 33% (damage boost)

Corner:
DB1~B, D2, 112~BF1 = 37% (damage boost)
DB1~B, D2, 112~EX BF1, D1~BF3 = 43% (damage boost)


KENSHI:
Midscreen:
112~DB1, D1~DB1 = 19%
NJP, DB1, D1~DB1 = 16%
112~DB1, D1~DB2 (3 hits~MB), run F2~DB1 = 29%

Corner:
NJP, DB1, D1, 112~DB1 = 21%
112~DB1, D1, 112~DB1 = 25%


KITANA:
Midscreen:
air-to-air JP, F22~DB1, JI1, F2~DB1 = 16%
112~DB1, JI1, F22~DB1 = 18%
NJP, JI3, F22~DB1, 22~DB1 = 21%
112~DB2 (3 hits~MB), dash, JI1, F22~DB1, 22~DB1 = 29%

Corner:
112~DB1, JI3, 112~DB1 = 22%
NJP, JI1, (JI1,) JI3, 113~DB1, 22~DB1 = 24%
312~DB1, JI3, 112~DB1 = 25%
112~EX BF3, 112~DB1, JI1, F3~DB1 = 31%
112~EX BF1, 112~DB1, JI1, F3~DB1 = 32%
312~EX BF1, 112~DB1, JI1, F3~DB1 = 34%


KOTAL KAHN:
Midscreen:
NJP, JI3, F22~DB1, F3~DB1 = 26%
air-to-air JP, F22~DB1, F3~DB1 = 26%
312~DB1, 112~DB1 = 30%
112~DB2 (3 hits~MB), dash, JI1, F22~DB1, F3~DB1 = 32%
112~DB2 (3 hits~MB), run D2, f22~DB1, F3~DB1 = 35%

Corner:
F223~DB1, 112~DB1 = 26%
NJP, JI3, D2, D1~DB1, 22~DB1 = 30%
112~EX BF3, D2, D1~DB1, 22~DB1 = 36%
112~EX BF1, D1, 112~DB1, F3~DB1 = 37%
312~EX BF1, D2, D1~DB1, 22~DB1 = 42%


KUNG LAO:
Midscreen:
112~DB1, 312~DB1 = 24%
112~DB2 (3 hits~MB), dash, JI1, F2~DB1, F3~DB1 = 29%
NJP, JI3, F22~DB1, JI1, F2~DB1 = 24%
air-to-air JP, F22~DB1, 112~DB1 = 21%

Corner:
312~DB1, JI1, JI3, 112~DB1 = 30%
112~EX BF1, 112~DB1, JI1, 22~DB1 = 36%
312~EX BF1, 112~DB1, JI1, 1~DB1 = 36%
112~EX BF3, 22~DB1, JI1, 22~DB1 = 33%
NJP, JI3, 22~DB1, 22~DB1 = 25%


MILEENA:
Midscreen:
air-to-air JP, F2~DB1, JI1, F22~DB1 = 19%
112~DB1, JI1, F22(4)~DB1 = 22%/(25%)
NJP, JI3, F22~DB1, 22~DB1 = 24%
112~DB2 (3 hits~MB), dash, JI1, F22~DB1, F3~DB1 = 30%
112~DB2 (3 hits~EX), run D2, F22~DB1, F3~DB1 = 33%

Corner:
F223~DB1, walk under D2, 112~DB1 = 27%
NJP, JI3, DB1, walk under D2, 112~DB1 = 28%
12~DB1, walk under D2, 112~DB1 = 29%
112~EX BF3, F3~DB1, walk under D2, F3~DB1 = 35%
112~EX BF1, DB1, walk under D2, 112~DB1 = 36%
312~EX BF1, DB1, walk under D2, 112~DB1 = 39%


QUAN CHI:
Midscreen:
air-to-air JP, F22(4)~DB1, JI1, 312~DB1 = 22%/(24%)
NJP, JI3, F22~DB1, JI1, 312~DB1 = 26%
312~DB1, JIP, 312~DB1 = 26%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, JI1, F22~DB1 = 31%
112~DB2 (3 hits~MB), dash, JI1, F22~DB1, JIP, 312~DB1 = 32%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 33%

Corner:
112~DB1, 312~DB1 = 21%
312~DB1, 312~DB1 = 23%
NJP, JI1, JI3, 112~DB1, 312~DB1 = 26%
112~EX BF3, 112~DB1, 312~DB1 = 32%
112~EX BF1, 112~DB1, 312~DB1 = 34%
312~EX BF1, 112~DB1, 312~DB1 = 37%


RAIDEN:
Midscreen:
EX BF3, DB1 = 19%
NJP, (run) D2, (F22~) DB1 = 23%/(26%)


REPTILE:
Corner:
NJP, DB1, D2, 112~DB1 = 25%
112~DB2 (1 hits~MB), DB1, (walk under) D2, 112~DB1 = 30%


SCORPION:
Midscreen:
air-to-air JP, F22~DB1, JI1, 312~DB1 = 21%
312~DB1, JIP, 312~DB1 = 25%
NJP, JI3, F22~DB1, JI1, 312~DB1 = 25%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, JI1, F22~DB1= 28%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 30%
112~DB2 (3 hits~MB), dash, JI1, F2~DB1, JI1, 312~DB1 = 31%

Corner:
312~DB1, 312~DB1 = 23%
NJP, JI1, JI3, 112~DB1, JIP, 312~DB1 = 26%
112~EX BF3, 112~DB1, 312~DB1 = 32%
112~EX BF1, 112~DB1, 312~DB1 = 33%
312~EX BF1, 112~DB1, 312~DB1 = 36%


SUB-ZERO:
Midscreen:
NJP, F3~DB1, teleport, 22~DB1 = 16%
air-to-air JP, F22~DB2 (1 hits~MB), DB1, teleport, F3~DB1 = 19%
112~DB1, JIP, 312~DB1 = 21%
112~DB2 (3 hits~MB), DB1, teleport, F3~DB1 = 24%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, JI1, F22~DB1 = 28%

Corner:
NJP, JI3, 1~DB1, teleport, F3~DB1 = 17%
112~DB1, JIP, 312~DB1 = 21%
112~EX BF3, 1~DB1, teleport, F3~DB1 = 24%
112~DB1, JIP, 312~EX BF1, D1, D1, 112~DB1 = 31%


TAKEDA:
Midscreen:
DB1, F22(4)~DB1 = 17%/(21%)
NJP, DB1~F, F22~DB1 = 21%
112~DB2 (1 hits~MB), DB1~B, F2~DB1 = 25%

Corner:
NJP, DB1~F, 1, 112~DB1 = 24%
DB1, JI3, 112~DB1 = 25%
112~DB2 (1 hits~MB), NJP, DB1, 112~DB1 = 30%
 
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RM Jonnitti

Hot Dog
necromancer 1 bar
112 ex ground hand njp ji2 f22 hellsparks 31%

little bit more damage than the bnb that works in all variations but it does more corner carry. slightly more difficult to do, just a thought.

i also noticed that with hellsparks you can MB the last hit to hit confirm into dash njp f22 hellsparks for 25% even if only the last 2 hits connect. if only the last hit connects you can confirm with dash njp ji2 f22 hellsparks for 26%. very useful because you're going to be spamming the shit out of hellsparks at midrange, at least thats what i do lol
 
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Malec

Noob
Found these on Youtube.

Bone Shaper
is anyone able to do those combos? I cant do anything at all after d2 uppercut hits, before the opponent hits the ground, I dont get it. First combo for example, cant hit the df2 after the uppercut.
 

Creepy00

Noob
Universal mid screen 1 bar:

112 db2ex ( 3rd ball) dash njp, 4 bf3 - 31%
Fixed for accuracy ;)

Similarly, you can end the string with df2 (on Bone Shaper) for same damage and changing sides. Not to mention, it is easier to land and end with df2.
Bone Shaper- 112 df2ex ( 3rd ball) dash njp, 4 df2
 

Wemfs

The only morality in a cruel world is chance.
is anyone able to do those combos? I cant do anything at all after d2 uppercut hits, before the opponent hits the ground, I dont get it. First combo for example, cant hit the df2 after the uppercut.
I was able to do the 9 hits, 2 Bars 40% combo with one uppercut in it. Was kind of hard tho. Haven't tried the others yet.
 

Malec

Noob
I was able to do the 9 hits, 2 Bars 40% combo with one uppercut in it. Was kind of hard tho. Haven't tried the others yet.
its the first combo I am struggeling with, after 2h in the lab, still didnt hit it once -.-
 

RM slacked

Shinnok trash from Canada.
Don't know if you guys have tried this yet, tell me if it's impractical and dumb but I've used this a bit with some good success.
(IMPOSTOR) DB2 + NJ2 + EX DB2 = 28%
 

zerosebaz

What's the point of a random Krypt?
How long does the damage buff in imposter last? Until you use the move or is it only a few seconds?
 

XxSYNDROISxX

For the Shokan since Mk3
Post all your Shinnok combos in here! I will collect them in the OP and we can work together to optimize Shinnok :) If you're going to post videos, post the notations and damage for all your combos please!

Key:
1 = Square on Playstation/X on Xbox
2 = Triangle on Playstation/Y on Xbox
3 = X on Playstation/A on Xbox
4 = Circle on Playstation/B on Xbox
U = up
F = forward, can be either right or left depending on which side you're facing/are on
D = down
B = back, can be either right or left depending on which side you're facing/are on
NJP = neutral jump punch. Done by pressing up to jump straight into the air then either of the punch buttons (1 or 2).
JI = jump in. Done by pressing up and forward at the same time then inputting the attack listed, ie JI1, JI2, JI3 or JI4.
~ = "...cancelled into..."
EX = enhanced. To perform the enhanced version of a special, press the block button at the same time as the last button of the special you are enhancing.
MB = meter burn. To perform the meter burn version of a special, press the block button at a specific time after you have input your special. The timing for meter burning a move can vary depending on what part of the move you want meter burned (ie. Shinnok's Hell Sparks, you can meter burn the first, second, or third one) or when the move will allow you to meter burn it.
dash = a normal forward dash, done by inputting forward twice in quick succession.
RC = run cancel. Done by pressing forward forward block in quick succession then entering the next move in the combo at the right time.


Midscreen:

Universal:
112~DB2MB, dash, 11~DB2

Impostor:
112~DB2MB, F22~DB1
22~Summoned Slam, NJP, F224~BF3 = 31%

Necromancer:
112~DB2 (MB the 3rd ball), dash, 22~BF2/DF4 = 29%
112~DF4EX, NJP, slight walk forward, 22~BF2/DF4 = 31%

Anti-Air Hell Sparks
3 Balls - DB2, DF4 = 17%
2 Balls - DB2, DF4 = 16%
1 Ball - DB2, DF4 = 14%

Bone Shaper:
NJP, F2, 112~DB2 = 25% (on a grounded opponent)
DF2EX, F221+3~DB2 = 25%
112~DF2EX, NJP, F221+3 = 30%
JIP, B31D2~DB2MB (last one), dash, NJP, F2~BF3 = 30%
112~DF2MB, NJP, F22~DF2 = 31%
112~DF2MB, NJP, F22~BF1 = 31%
112~DF2MB, NJP, F22~DB2 = 32%
JI2, 112~DF2MB, NJP, F221+3 = 32%
JIP, 112~DF2MB, NJP, RC~22~DB2 = 34%

Corner:

Universal:
F224~BF3, D1, 112~DF2
F224~BF3, 112~BF1
F224~BF3, 112~DF2MB, BF3

Impostor:
F224~BF3, 112~DB1
F224~BF3, 112~DB2MB, 1~DB1

Necromancer:
312~DF4EX, NJP, J4, 112~BF3 = 36%
312, B3~DF4EX, NJP, D2, D2 = 39%
312~BF1EX, 112~DF4EX, NJP, 112~BF3 = 45%
312~BF1EX, 112~DF4EX, NJP, d2, d2 = 48%
I can't seen to land the NJP after the Df2 in bone shaper
Can any one give any helpful tips