STB Damashi
SmallBurntEarths
Well, I know some people are already saying that Shinnok is broken (Bone Shaper to be specific), but what adjustments would you guys like to see made to Shinnok as a whole? What adjustments would you guys like to see made to Necromancer, and/or Impostor, and/or Bone Shaper?
Edit: Here includes the changes I've seen suggested so far in the thread. I'll continue to update the changes as people have more suggestions.
--------------------------------------------------------------------------------------------------------
Universal:
· D4~Hell Sparks – No longer a true block string
· Standing 3 – Now a Low instead of a Mid Buff
· Standing 4 – Now a Mid instead of a High Buff
· F2 – 2 frames off the start up frames (Down to 15 in Non-Bone Shaper; Down to 17 in Bone Shaper) Buff
· B1 – Increased push-back (enough for all 3 Hell Sparks to connect on block) Buff
· Hell Sparks
· D4
· Damage – Increased damage output overall Buff
· 11 – Fix hit box issues Buff
· Jump in 1 – Range reduction Nerf
· X-Ray – Bitch slaps into Brutality
· D2 – Made into a High instead of a Mid Nerf
· Hands' Animation – Make hands bigger or remove "creepy" hand movements
Necromancer:
· Devil’s Flick
· Summoned Fiend
· Judgment Fist
· Judgment Smash – Cancel-able but faster than Judgment Fist's cancel (like the difference in advantage between cancelling LK's fire ball and cancelling his Ex-fire ball) Buff
· Summoned Slam
· Variation Aesthetics – Remove silly bone hands in exchange for another aesthetic identifier (possibly Pimp Rings)
Impostor:
· Stolen Moves – Different stolen moves from the following characters:
· Mimicry
· Air-Tricky Portal
o Can Air-Tricky Portal while grounded (just Tricky Portal); Ex-Version of grounded Tricky Portal with armor upon reaching the destination Shinnok teleported to. Buff
o Can teleport in place, in addition to behind or in front of the opponent. Buff
o Increase recovery frames Nerf
Bone Shaper:
· Dark Beam – Revert to -8 on block instead of -12. Buff
· F221+3 – Make the “1+3” part of the string able to come out on block (currently +2 but not possible to come out and block; also, come out as a Mid not a throw/grab) Buff
· F4, 1, D2, U2
· Sceptor Quake – Pops the opponent up into the air; strict timing to combo off it. Buff
· Krushing Shoulder – Can combo off it with Sceptor Slam/Sceptor Launch Buff
Both Impostor and Necromancer:
· Krushing Shoulder – Able to juggle off it with F22 Buff
· F2, 2, 4
· Amulet Strike
Edit: Here includes the changes I've seen suggested so far in the thread. I'll continue to update the changes as people have more suggestions.
--------------------------------------------------------------------------------------------------------
Universal:
· D4~Hell Sparks – No longer a true block string
· Standing 3 – Now a Low instead of a Mid Buff
· Standing 4 – Now a Mid instead of a High Buff
· F2 – 2 frames off the start up frames (Down to 15 in Non-Bone Shaper; Down to 17 in Bone Shaper) Buff
· B1 – Increased push-back (enough for all 3 Hell Sparks to connect on block) Buff
· Hell Sparks
o Vertical hit box reduced Nerf
o Increased recovery frames Nerf
· D4
o Increased recovery frames Nerf
o 0 cancel advantage frames Nerf
o 0 cancel advantage frames Nerf
· Damage – Increased damage output overall Buff
· 11 – Fix hit box issues Buff
· Jump in 1 – Range reduction Nerf
· X-Ray – Bitch slaps into Brutality
· D2 – Made into a High instead of a Mid Nerf
· Hands' Animation – Make hands bigger or remove "creepy" hand movements
Necromancer:
· Devil’s Flick
o Improve tracking Buff
o Reduced start up frames Buff
o Reverted back to -4 on block Buff
· Summoned Fiend
o Improve tracking Buff
o Safe(r) on block Buff
o Becomes a Low Buff
o Reduce start up frames (fast enough to anti-air) Buff
o Able to Brutality off of
· Judgment Fist
o Becomes an 11 Frame Overhead instead of Unblockable (similar to Tremor’s Rock Drop) Buff
o Cancel-able if it does not become an 11 frame overhead (cancel similar to MK9 Jax’s Ground Pound) Buff
o Note: Judgment Smash still remains a slow unblockable. with it able to still crush opponents on delayed wake-up.
o Note: Judgment Smash still remains a slow unblockable. with it able to still crush opponents on delayed wake-up.
· Judgment Smash – Cancel-able but faster than Judgment Fist's cancel (like the difference in advantage between cancelling LK's fire ball and cancelling his Ex-fire ball) Buff
· Summoned Slam
o Able to utilize twice in one combo Buff
o Armored Buff
o Armored Buff
· Variation Aesthetics – Remove silly bone hands in exchange for another aesthetic identifier (possibly Pimp Rings)
Impostor:
· Stolen Moves – Different stolen moves from the following characters:
o Kenshi; currently steals Rising Sword
o Takeda; currently steals Tornado Kick
o Jacqui; currently steals Bionic Dash
o Ferra/Torr; currently steals Deep Stab
o Raiden; currently steals Electric Fly
o Goro; currently steals Stomp
o Jason; currently steals Killing Machine
o Predator; currently steals Stealth
· Mimicry
o Kenshi – Steal “Blade Reflect” or “Rising Karma” instead of “Rising Sword”
o Takeda – Steal “Fist Whirlwind” instead of “Tornado Kick”
o Raiden – Steal “Shocker” instead of “Electric Fly”
o Predator – Steal “Scimitar Slam” instead of “Stealth”, or add the ability to combo into Mimicry while Stealth is already active at the cost of removing the invisibility.
o Add an Enhanced Mimicry or a MB version of Mimicry with the following properties:
- Armor while using the stolen move Buff
- Gains the Ex-properties of the stolen move if he does not already Buff
- Able to hit full screen like Quan Chi's trance Buff
· Air-Tricky Portal
o Can Air-Tricky Portal while grounded (just Tricky Portal); Ex-Version of grounded Tricky Portal with armor upon reaching the destination Shinnok teleported to. Buff
o Can teleport in place, in addition to behind or in front of the opponent. Buff
o Increase recovery frames Nerf
Bone Shaper:
· Dark Beam – Revert to -8 on block instead of -12. Buff
· F221+3 – Make the “1+3” part of the string able to come out on block (currently +2 but not possible to come out and block; also, come out as a Mid not a throw/grab) Buff
· F4, 1, D2, U2
o U2 is at least 0 on block Buff
o U2 has enough hit advantage to follow up with Sceptor Slam and Sceptor Launch Buff
o Gap between D2 and U2
o Note: Apply the same changes to F3, 1, D2, U2
o U2 has enough hit advantage to follow up with Sceptor Slam and Sceptor Launch Buff
o Gap between D2 and U2
o Note: Apply the same changes to F3, 1, D2, U2
· Sceptor Quake – Pops the opponent up into the air; strict timing to combo off it. Buff
· Krushing Shoulder – Can combo off it with Sceptor Slam/Sceptor Launch Buff
Both Impostor and Necromancer:
· Krushing Shoulder – Able to juggle off it with F22 Buff
· F2, 2, 4
o Fix hit box issues; some female characters low profile this mid hitting string while crouching or crouch blocking. Buff
o Add more cancel advantage frames to '4' Buff
o Less minus on block (currently -17) Buff
o Add more cancel advantage frames to '4' Buff
o Less minus on block (currently -17) Buff
· Amulet Strike
o Reduce start up frames Buff
o Reduce recovery frames Buff
o Safe on block (around -5/-6) Buff
o Made into a Mid instead of a High. Buff
o Implement one of the 3 following options: Buff
o Similar to Sun God, Shinnok's Amulet Strike contains 3 different stages: Buff
o Implement one of the 3 following options: Buff
- When Shinnok negates a projectile, 20-25% of a meter is gained
- When Shinnok negates a projectile, 2% of health is gained back
- When Shinnok negates a projectile, the next time Amulet Strike is used, it comes out faster with projectile absorbing properties, ~10% damage, ~3% chip damage, and at least neutral on block (similar to Ronin Takeda's Piercing Beam)
- 1st Stage - When one projectile is negated, Shinnok has the option to release a mid-hitting projectile at 6% damage with a new input of DF+1 (utilizes one stock).
- 2nd Stage - Once the 2nd projectile has been negated, and if DF+1 has not been used, a new input (DF+3) replenishes 50% of a bar, or remove 50% of a bar from the opponent (utilizes the two stocks).
- 3rd Stage - Replenish 12% of health (utilizing three stocks) with a new input (DF+2).
- Add some sort of visual indicator of the number of stocks in the Amulet.
Last edited: