Secondly, Shin Hisako's forward dash will teleport to the orb. Creating setups involving the orb is one of the main parts of Shin Hisako's scary mixup-driven offense. To attack from the front instead, simply use any normal or special move like Shin On Ryo Zan. After a knockdown, such as sweep or throw, Shin Hisako can place an orb, then use Spirit Slice to both create a projectile and appear behind the opponent in an instant. The other use is as a cross-up mixup using Spirit Slice. Because the summoning action and the katana swing are two separate, fast actions, it is not easy to stop by traditional means like jumping - trying to jump as a response will probably just run into Shin Hisako's extremely beefy Awakened Soul uppercut. The most obvious use is as a mid-screen control tool creating slow moving projectiles that can destroy other projectiles gives Shin Hisako a nice way to pester her opponent from around half screen away. While the projectile itself will not go full screen, it can be helpful for a few purposes. The projectile also has high durability, which means it will destroy many projectiles it comes in contact with and still keep going. Most of the common moves that will fire the orb, like standing MP and Spirit Slice, will send the orb horizontally. The angle at which the projectile travels is move dependent, determined by the direction the katana was swung when the projectile was created. Any katana move will work here, which means all of her medium or heavy normals and any special move will fire the orb forward. Heavy normals send the projectile a little faster than medium normals, and it can move at different angles depending on the attack.įirstly, and perhaps the most common use of her orb, Shin Hisako can attack the orb with her katana and create a projectile. Any normal or special that uses the katana can send the orb traveling as a projectile. Hold forward briefly after summoning it to send it slowly traveling in a straight line. Press all three punches to summon a Spirit Orb from either the ground or the air. The 2-meter combo needs a medium auto-double to help fit the double shadows in, but it does slightly more damage than doing the 1-meter combo with a shadow ender. If you forget which one to use in the heat of the moment, both will fit inside the lockout window just fine, but avoid using the 5-hit rekka shadow move, as it is needlessly slow and does the same damage as the faster shadows. The 1-meter combo uses shadow Air SORZ as the linker at the end, because it keeps you on the same side you can replace it with shadow Spirit Slice for the exact same damage if you want to switch sides. The 0-meter combo is pretty standard, using three heavy doubles and the fastest linker to separate them. Notes: Shin Hisako's kick auto-doubles are faster than her punch auto-doubles, so they are mandatory to use in these counter breaker combos. You can expect your damage to be much higher if you counter break in the middle of a normal combo.) Keeping the initial combo as small as possible helps isolate the counter breaker damage, but this is an unlikely scenario in real matches. Best Counter-Breaker Combos 0 Meter: HK double > light Shin On Ryo Zan > HK double > light Shin On Ryo Zan > HK double > Awakened Soul ender (44%)ġ Meter: HK double > light Shin On Ryo Zan > HK double > light Shin On Ryo Zan > Shadow Air Shin On Ryo Zan > Awakened Soul ender (51%)Ģ Meter: HK double > light Shin On Ryo Zan > MK double > Shadow Spirit Slice > Shadow Spirit Slice > Awakened Soul ender (57%)ĭamage calculation notes These damage numbers were achieved after a light Shin Air On Ryo Zan opener, followed by a counter breaker.
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