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General/Other - Shinnok Shinnok General Discussion Thread

Ojpaxton

Noob
I don't want to place anyone in a tier list yet but playing him is a bit of a struggle (at first). I find he is a fundamentally grounded character that if played right can make opponents flustered with pokes into big confirms and corner carry/control. He may not have crazy damage or even decent meterless damage, but what you do get in the end is momentum, and Shinnok really starts to shine when you start getting momentum and a hard knockdown.
This sir I agree
 

RM Jonnitti

Hot Dog
has anyone looked into the amulet? not for nothing ex amulet is +15. i have no idea wht you're supposed to use the regular amulet for but im going to look into the ex one. it could definitely be used to cover his ass when he goes balls deep but its still at the cost of a bar :/
 

Eji1700

Kombatant
has anyone looked into the amulet? not for nothing ex amulet is +15. i have no idea wht you're supposed to use the regular amulet for but im going to look into the ex one. it could definitely be used to cover his ass when he goes balls deep but its still at the cost of a bar :/
I posted my findings on it somewhere (unless you mean bone shaper amulet, which is different).

Normal amulet i think kills projectiles..(maybe), but if not it's main use seems to be modest spacing tool and mostly a way to restand the opponent after a combo....although mimic is much better at that if you're in imposter.

EX-

Midscreen on block
Free shoulder ram (unsafe but can force respect)
free d4/4 maybe, but if they are blocked you can ~db2

Midscreen on hit
Main thing is imposter teleport mixup potential. I think it's fast enough if you do the front side teleport you can land and block some if not all wakeups, while back side catches back rolls with nj2. However you NEED to do instant jump it, which can be tricky, so more testing required.

Corner on block
4/d4 ~db 2 maybe.
free shoulder again.
 
has anyone looked into the amulet? not for nothing ex amulet is +15. i have no idea wht you're supposed to use the regular amulet for but im going to look into the ex one. it could definitely be used to cover his ass when he goes balls deep but its still at the cost of a bar :/
Yeah, if I'm understanding his Impostor vortex correctly, it seems like the EX amulet could be used after b3 in the corner for a safe low launcher into some solid damage.
 

Ninequads93

Beware your Fears
Don't know if it's known but if u ex shoulder anti air it launches them way higher making easier to convert,

Also in corner you can do njp after mb shoulder into like st. 4 mb blast 11 trance
 

Eji1700

Kombatant
So you loose a bar but you are still hella minus?!! Right?!
Yeah. This is his biggest issue.

Shoulder and sparks can be EX'd, but have IDENTICAL frame data to normal except some bonus damage, if blocked.

That said ex shoulder can also get extra height in corner if you use it after a launching string.

Edit-

A hypothetical that worries me, and seems to stump the AI as well.

Pick jax vs imposter shinnok, put the AI on very hard.

Crouch block.

If he hells sparks you, it's a free dash punch, unless spaced so you're just barely caught by the tip of the 3rd blast.

If he teleports uppercut on reaction.

Shoulder is punishable.

EX amulet requires coming in close and is thus putting him where you want him, and requires meter.

normal amulet wont hit.

Mimic won't hit.

All of his strings are punishable except 312, which is -5 so free pressure/mixup after it.

??

Further this is from 5 seconds of testing with Jax who i'm awful with. I really fear that the easiest way to deal with shinnok right now, at least imposter, is to get a life lead, crouch, and then force him to come to you. He can 312/throw/guess hellspark/armored shoulder/EX amulet, but the thing is that shinnok does NOT want to be next to someone like jax like that, and jax can force that by just crouch blocking and destroying half his game it seems?
 
Last edited:

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Yeah. This is his biggest issue.

Shoulder and sparks can be EX'd, but have IDENTICAL frame data to normal except some bonus damage, if blocked.

That said ex shoulder can also get extra height in corner if you use it after a launching string.

Edit-

A hypothetical that worries me, and seems to stump the AI as well.

Pick jax vs imposter shinnok, put the AI on very hard.

Crouch block.

If he hells sparks you, it's a free dash punch, unless spaced so you're just barely caught by the tip of the 3rd blast.

If he teleports uppercut on reaction.

Shoulder is punishable.

EX amulet requires coming in close and is thus putting him where you want him, and requires meter.

normal amulet wont hit.

Mimic won't hit.

All of his strings are punishable except 312, which is -5 so free pressure/mixup after it.

??

Further this is from 5 seconds of testing with Jax who i'm awful with. I really fear that the easiest way to deal with shinnok right now, at least imposter, is to get a life lead, crouch, and then force him to come to you. He can 312/throw/guess hellspark/armored shoulder/EX amulet, but the thing is that shinnok does NOT want to be next to someone like jax like that, and jax can force that by just crouch blocking and destroying half his game it seems?
Jesus fucking christ! This is one matchup and just theorizing and you've shown off Shinnok's fundamental gameplan failures. This character needs buffs man lol.
 

Juggs

Lose without excuses
Lead Moderator
has anyone looked into the amulet? not for nothing ex amulet is +15. i have no idea wht you're supposed to use the regular amulet for but im going to look into the ex one. it could definitely be used to cover his ass when he goes balls deep but its still at the cost of a bar :/
On block, so far the only character able to consistently punish it is Kung Lao. It's -9 on block so it's a little hard to punish. I've been testing f22 xx amulet on block, and f22 xx hell spark on hit, so it's a decent hit confirm, it's just a little hard to actually hit confirm.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
So I'm going to post this into the combo thread later as well but something I have thought about the past couple of days: What about EX grab? Could that possibly give us more damage upon a successful reset?

Well here's what I messed around with.

This will work for Imposter and Necromancer in corner:

F2,2,4 xx Shoulder tackle, ex grab forward (This is actually pretty good because most people anticipate the d1 to extend the combo)

Now I haven't really done anything with it on Bone Shaper ( F2,2, 1+3 already does a standing reset anyway) but this is what I am thinking.

Upon a successful EX grab, there are a few things you can do. We may not have standing overheads to work with, but you can:

Grab for a knockdown
3,1,2 into confirm
F2,2,4 into confirm or EX Amulet to keep safe OR if Necromancer xx into Flick.
NJP into confirm
NjK (Hard knockdown)
1,1,2,3 (hard knockdown)

Necromancer can do a Judgement Fist off a hard knockdown.

As for the damage? And this is in Necromancer.

Well the above F2,2,4 xx shoulder tackle into ex grab does about 28% (the percent value might be off a bit), but upon a successful confirm after such as 3,1,2 xx Devil's Flick (a low starter) that adds 25%

53% one bar essentially for a reset into a hard knockdown.

Thoughts? Can someone expand upon this?
 

legion666

Champion
Yeah. This is his biggest issue.

Shoulder and sparks can be EX'd, but have IDENTICAL frame data to normal except some bonus damage, if blocked.

That said ex shoulder can also get extra height in corner if you use it after a launching string.

Edit-

A hypothetical that worries me, and seems to stump the AI as well.

Pick jax vs imposter shinnok, put the AI on very hard.

Crouch block.

If he hells sparks you, it's a free dash punch, unless spaced so you're just barely caught by the tip of the 3rd blast.

If he teleports uppercut on reaction.

Shoulder is punishable.

EX amulet requires coming in close and is thus putting him where you want him, and requires meter.

normal amulet wont hit.

Mimic won't hit.

All of his strings are punishable except 312, which is -5 so free pressure/mixup after it.

??

Further this is from 5 seconds of testing with Jax who i'm awful with. I really fear that the easiest way to deal with shinnok right now, at least imposter, is to get a life lead, crouch, and then force him to come to you. He can 312/throw/guess hellspark/armored shoulder/EX amulet, but the thing is that shinnok does NOT want to be next to someone like jax like that, and jax can force that by just crouch blocking and destroying half his game it seems?
Maybe that is why it is fair to have a 70-80% reset combo on Jax for Shinnok)
 

Ojpaxton

Noob
[QUOTEMannimal, post: 1663780, member: 16716"]Yeah I'm fairly certain that Shinnok is a shitter, hopefully I'm wrong but atm he pales in comparison to all the 50/50s and zoning that can't be ran through.[/QUOTE]
Kinda agree still gonna play him cuz I'm not a bitch and the idea of the char is sick, they need to make his b3 1 hell spikes not punishable by any char and give us advantage after f22 1+3 standing reset then we can do some work but as of now he seems low tier maybe mid at best, but who knows I've only played bone shaper and the mimicry vortex seems promising
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Something I forgot to add, you could also do Imposter's teleport after an EX grab to bait wakeups as well as combo into mimicry.
 

Malec

Apprentice
So I'm going to post this into the combo thread later as well but something I have thought about the past couple of days: What about EX grab? Could that possibly give us more damage upon a successful reset?
he is already heavy meter depentend for damage, dont know if this works, you also need meter for breakers, cant use all of the meter for little reward :/ I also dont see Shinnok building alot of meter
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
he is already heavy meter depentend for damage, dont know if this works, you also need meter for breakers, cant use all of the meter for little reward :/ I also dont see Shinnok building alot of meter
When I have been playing I noticed something: Shinnok is best with a life lead. I wouldn't pull this trick out every time, but once in awhile? I think the risk of one bar isn't bad. Now you do need the meter as EX Shoulder is his only Armored wakeup as well as breakers, but by that point you wouldn't be looking for an EX grab.

You should really only do it in the corner with momentum on your side. Or to potentially win the match with a reset combo. As for Shinnok's meter gain, he gets a fair amount, we just use it constantly. The goal would be for opponents to be forced to break because IMO Shinnok's pressure options are best when the opponent has absolutely no meter.
 

Eji1700

Kombatant
Something I forgot to add, you could also do Imposter's teleport after an EX grab to bait wakeups as well as combo into mimicry.
I was going to say this is likely useless, as it's a neutral reset which means they can just crouch block and d2 the telport on reaction, but the frame data seems to be wrong here, as shinnok is clearly at some sort of advantage here.

Looks like at least +17, maybe +20. F2 jails doing the "block all, set to jump" practice method. Hell even mimic jails by that standard (20 startup?).

That said i'm not sure on the full frame data for IA teleport, but i cannot get a IA Front side teleport j2 to jail the same, which means they should be able to armor/wakeup out of it, and maybe even just crouch block and uppercut on reaction as feared. I haven't slept so someone more awake and with better execution needs to test.

Hopefully it does work, because otherwise you don't get a ton.

You can do for free(all tested with above method + jax set to reversal punch)
f22- safe on block
b1- safe on block
4- safe on block
b3- ONLY off the back throw EX, safe on block, and perfectly spaced for the 3 hellspark followup on block, which isn't always safe(not against jax for example) but at least is better than the 2
f3- safe on block
d4- safe on block
b2- not safe at all (and seriously, has anyone found a use for this move? is a it a no tech or no fast rise kd or something?)

Granted that's basically just a list of his "safe" normals. All of those however ARE negative, so unless you end in EX amulet you get nothing, so that's 2 bars to get more pressure, which we've discussed is sorta meh? Even worse EX amulet doesn't actually jail from stuff like f22, so there's a hole in the string. On the upside if they reversal you get a hit. On the downside if the meter reversal the armor eats you EX amulet and you take a hit. Not all of them have a hole (b3 might jail, more testing needed).

Some other good news in the hypothetical crouching jax scenario (which btw is not specific to jax. I just picked him because he was the first person i thought of with a good wakeup/reversal in dash punch. Anyone with that sort of ranged option, which is like half the cast, should pose a similar problem. Although more specific testing will be needed if anyone is feeling adventurous).

Properly space amulet strike is safe- non ex, needs to be near the end. Is high, but will hit crouch blocking. Will get blown up of course if they don't block it. This works for any high normal as well.

Of course all the above "safe" normals work too, but again my concern is they're all negative, so a smart player is totally willing to just turtle it out.

Perfectly spaced hellspark might be. It'll depend on the punish. Spark can technically outrange jax's dash punch for example, and there's a very small spot where he'll hit you, but you have time to block it.

other thing- 1123 doesn't seem to be a true block string. They can armor between the 2/3. Thankfully 112 is safe on block, but augh.

Seriously regardless of if this guy winds of viable broken or shit tier, just...wtf? Everything about him screams either last minute or deliberate hobbling nerf (maybe they didn't want a locked character to be even close to viable/easy?). His kit just does not make much sense at all, even if it winds up working.

Edit-
While i'm at it, we should probably put down somewhere that he really does have a very good X Ray. It's +, but more importantly, the moment shinnok gets 3 bars you're looking at a very crippling punish to any projectile + an easy crapton of unbreakable damage. The ONE thing he's got going for him for sure is that if you've got a life lead and full meter they're in a really shitty situation, and maybe even more so than when against most other characters, but that's hardly an easy scenario to achieve.
 

HuttonMD

ADM Riddles
How do you all get the b3 into hell sparks off consistanly I have been having trouble getting the sparks to come out
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
I hope that the EX grab stuff does at least help others in the sense it's a likely useful tool for him.

If it works even better in Impostor, fantastic IMO. Was glad to share the info I gathered.

As for his toolkit? I honestly really like it. It's abstract, but it has nice range and zoning options to play a really annoying rushdown/keep away game to get conversions off strings. All variations play a distinct style of this and I think none are definitely unviable at the very least. He may be complex, but I enjoy that aspect of him.
 

HuttonMD

ADM Riddles
Slow fingers lol I get it most of the time but not consistent. Did they change it in patch since I haven't downloaded update yet idk. I've gotten a lot better at it but it def a tight window for input I can do any other special after it its just the sparks that give me trouble
 

regulas

Your Emporer
I find you main goal with him is to bait people into hellsparks. Since it can be hitconfirmed easily into combo's you never risk wasting meter. Shin is really a hardcore punish character in general with his combination of range with his super unsafe specials. Boneshaper is the only one that can be more aggressive easily due to his ranged normal strings for footsies pressure and his b3 having a full string.