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NARUTO - CLASH OF NINJA REVOLUTION 2: Shino Character FAQ
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1: NON-GUIDE STUFF
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1.1 - Index
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1: Non - Guide Stuff
1.1 - Index
1.2 - Legal
1.3 - Updates
2: Introduction
2.1 - What is Naruto: Clash of Ninja Revolution 2?
2.2 - Who is Shino Aburame?
2.3 - What This Guide is About.
3: Playing as Shino
3.1 - The Basics
3.1.1 = Blocking
3.1.2 = Movement
3.1.3 = Taijutsu
3.1.4 = Grabbing
3.1.5 = Jutsu
3.1.6 = Input Combos
3.2 - Advanced Techniques
3.2.1 = Substitution Jutsu
3.2.2 = Paper Bombs
3.2.3 = Hand Signs
3.2.4 = Y-cancels
3.2.5 = Tech Roll
3.2.6 = Special Techniques
3.3 - Shino's Moveset
3.4 - Special Techniques
3.4.1 = Bug Special
3.4.2 = Bug Grab
3.4.3 = Bug Wall
3.4.4 = Corpse Eating
3.4.5 = Y-cancel combos
3.4.6 = Substitution Lockdown
3.5 - The Mix-up and Mindgames
3.5.1 = Mind Games
3.5.2 = The Mix-up
3.6 - Synopsis of Shino
3.7 - Matchups and Stages
4: Other Stuff
4.1 - FAQ
4.2 - Contact Me
4.3 - Glossary
4.4 - End
1.2 - Legal
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Copyright 2009 Luke Wasacz
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
1.3 - Updates
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March 20th, 2009 - The idea for this guide is created and this guide is
started.
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2: INTRODUCTION
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2.1 - 2.1 - What is Naruto: Clash of Ninja Revolution 2?
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Naruto is a popular mange/anime series in both the United States and Japan.
it is about a young boy, Naruto Uzumaki, living in a quasi-feudal Japan-esque
world, who is striving to become a Ninja.
Being that the series has reached massive levels of popularity, naturally
much merchandise is released, and being that Naruto is a shonen series, then
invariably a great number of fighting games based around the prolific battles
of the series would be made.
This is one such game. This series (the "Clash of Ninja series") has been
around since the Gamble, starting with Clash of Ninja, which featured a
small cast of characters, but was charming, and spawned sequels. As thus,
the far-improved Clash of Ninja 2 was released for the Gamecube. This game
featured a much larger character roster, and the adittion of multiplayer
battles.
For the series next installment on the Nintendo Wii, Naruto: Clash of Ninja
Revolution was released, and was criticized in part for not expanding the
cast or making any major imporvements over Clash of Ninja 2.
However, by far the greatests title in the entire series so far is Clash of
Ninja Revolution 2, the game this guide covers (although Shino was also in
Clash of Ninja Revolution, and most of the stuff described here works in that
game). It largely improved upon the game mechanics, introducing new modes,
and new offensive and defensive options, as well as a much enlarged cast of
characters and stage selection to choose from.
Naruto Clash of Ninja Revolution 2 (hereafter abreviated as CoNR2 to prevent
me from having to type that thousands of times) is the first game in the
series that seems to be picking up any attention from the competetive game
scene. While small, CoNR2 has proved, at least, that it is worth a shot
analyzing.
2.2 - Who is Shino Aburame?
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Being an avid fan of Naruto myself (why else would I be playing these games?)
I know who Shino Aburame is. He is part of the Aburame clan of the Hidden
Leaf Village, the main setting of Naruto. His clan is famous for the fact
that from an early age they live symbiotically with parasitic insects that
infest their body. Controlling their insects with their taming skills alone,
they can use them as a formidable weapon in combat.
This translates well into the Clash of Ninja series. Shino's special attacks
swarm the field with bugs from various directions, and he can use his bugs
as a potent ranged weapon to manipulate the field and pummel his opponents
into submissions.
2.3 - What this Guide is About
------------------------------
I have been play as Shino as one of my main characters since Clash of Ninja:
Revolution (my other mains including Iruka, Naruto and Shikamaru, if your
the curious kind) and find that he has incredible potential that is often
unnoticed by many.
I wanted to write this FAQ for a couple of reasons: 1) I wanted to contribute
to GameFAQs, one of my favorite websites, 2) I wanted to share with the
community the powerful techniques of Shino.
This guide will tell you a few things. It will explain primarily how I play
as Shino, and what I see as his better attacks. This guide also dispenses
several techniques for Shino that I use, that would likely be indispensible
for anyone wishing to play as Shino well. I also intend to have this guide
list how Shino performs against other characters, and what matchups are
favorable for him, and which are not, and how to deal with those.
So sit back, and enjoy the juicy bug-filled knowledge.
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3: PLAYING AS SHINO
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3.1 - The Basics
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Have to start somewhere, right? This section will simply cover the basics of
playing CoNR2, and some trusty tips for adjusting this stratagy to how Shino
plays.
CoNR2 is a regular fighting game. At the top of the screen, both players
have health bars, and depleting your opponent's health bar to zero through
hitting them with your attacks will win you the game. Below those health bars
are those glowy bars, right? That is your chakra bar. Think of it as the
super meter, for people who play other fighting games. If your chakra bar is
full, you can press the special button (depending on what controller you're
using) to perform a special attack. Each character has at least two special
attacks, but some (coughnarutocough) have up to 4. Your chakra meter can be
used for other purposes too, but we'll get into that later.
CoNR2 has many offensive and defensive options. And, to better organize this
section, I will list them by their type.
3.1.1 = Blocking
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Let's start with the simplest. If you are blocking, your opponent's attacks
do very little damage compared to when your are not blocking. This is a
staple fighting game mechanic. Blocking will reduce the damage done by
Taijutsu and Jutsus, but not grabs, paper bombs or special attacks.
The Clash of Ninja series makes it extra easy to block. All you have to do is
not press any other buttons, and you will automatically be blocking.
3.1.2 = Movement
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To hit your opponent, you are going to have to move your on screen character.
Press left or right on your controller to move in those directions, and up to
jump. Just lightly pressing left or right causes the character to walk to the
opponent, but jamming the controll stick on hammering the control pad cause
your character to run full speed ahead at the opponent. If your press up one
more time while in the air, you will jump again, but that is the highest
extent of your jumping for the most part.
You can perform different attacks while not moving, while running, and while
jumping.
Another thing of note is that.
3.1.3 = Taijutsu
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On the gamecube controller, one can perform Taijutsu attacks by pressing the
B button. On the Wii remote, depending on which setting you have it to, you
either shake the Wii remote or press right on the control pad to perform
taijutsu. For ease of reading, I will just refer to whatever method you are
using as pressing the "Taijutsu button"
Taijutsu is just the basic punches and kicks of the game. It comes in many
forms, as each character has the following Taijutsu:
1) neutral attack
This attack is performed just by hitting the Taijutsu button while not
pressing any direction on the control stick.
2) directional attack
While holding a direction (Up, down, left and right all work) on the
control pad/stick, hit the Taijutsu button. The up attack will likely
shoot your character into the air with an uppercut or something. The down
attack goes for your opponent's kness. The left attack is usually a
counter (and by left, I mean the direction facing away from your opponent)
and the right attack usually causes the character to jump forward,
like in Naruto's forward taijutsu.
3) dashing attack
While running towards an opponent, press the Taijutsu button. Your
character will probably do a sliding tackle soccer style, or something.
4) aerial attack
After jumping, press the Taijutsu button in the air. Your character will
most likely shoot a kunai or something, but it really varies from
character to character.
3.1.4 = Grabs
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Grabs are nice and simple. When near an opponent, press the grab button on
your controller. On Gamecube controllers, it will be the y button. On Wii
remotes, it will be the c button.
After grabbing an opponent, it will go into a short animation where your
character throws the opponent up into the air.
The 2 most important things about grabs are 1) They will always break an
opponent's gaurd, meaning they will hit and damage well even a blocking
opponent, and 2) they can set up for wicked combos.
3.1.5 = Jutsu
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By presing the Jutsu button (A on both the gamecube and Wii remote) your
character will perform a special attack called a Jutsu. Each character has
six jutsu: neutral (press A while doing nothing else), up (press A while
pressing up on your controller), down, left, right, and aerial.
For many characters, the neutral Jutsu represents the basis of the characters
moveset. The neutral Jutsu is usually either just throw a projectile, or do
something special. The forward Jutsu can also take on a variety of roles,
but will often be a forward-reaching attack. The back Jutsu is usually a
counter, but can be used for other special attacks. The up Jutsu will likely
hit the air, and the aerial Jutsu usually just throws a projectile from the
air.
Jutsus are very usefull attacks because are really the stuff that
differentiates you from your opponent. Sure, everyone has different combos,
and specials, and the Taijutsu does matter, don't get me wrong, but your
Jutsu will likely be the most important part of your character to learn that
is exclusive to your character. For example, someone who is good with
Taijutsu could play as Neji just as easily as they could play as Naruto,
using just Taijutsu. However, they would not be able to carry over all of
their Neji strategy to Naruto becasue Naruto has different Jutsu then Neji.
In short: Know your Jutsu. Use them. Love them.
3.1.6 = Input Combos
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Finally, the last component of the basic techniques section: Input combos.
If you pause the game, then you will see one of your options is "Combos".
Selecting that will bring you to a list of combos listed as "Combo 1",
"Combo 2", and so on and so forth. Under these names will be lists of
a mix of the A and B button, along with some directions.
These are input combos, one of the most basic parts of fighting games. If you
hit your opponent with an attack, almost any attack, then press the buttons
after that attack listed under any combo, your character will hit your
opponent several times with your opponent unable to do almost anything about
it before the combo has ended. If you have played a fighting game before,
then this is all obvious stuff to you.
And with this section, so ends the basic techniques section. Yes, there is
some pretty basic stuff to this game that is descirbed in the following
"Advanced Techniques" section, as well as some pretty advanced stuff, but
this section above all described the basic bread-and-butter components of a
fighting game that this game has for people new to the genre, or that are
new to the Clash of Ninja series.
Anyway, read on to learn the rest of the expansive offensive and defensive
options in the game.
3.2 - Advanced Techniques
-------------------------
CoNR2 offers several advanced techniques that are usefull in battle. They
are described here.
3.2.1 = Replacement Jutsu
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Okay, fine, this is the least advanced of the advanced techniques, however,
it is better to list it here because it is something unique to the Clash of
Ninja series.
The replacement jutsu is the only way to escape from any combo. Simply, when
you have 75% or more chakra (each of the little flames orbs on the chakra bar
are 25% when full, so when three of them are flaming, then you can
substitute) you can press L or R on the Gamecube controller and B or Z on the
Wii Remote to dissapear and reapper behind your opponent. Depending on which
of the buttons you hit, you will either appear behind your opponent and do
nothing or you will attack your opponent. Both are usefull, it just depends
on the situation.
3.2.2 = Paper Bombs
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The game offers a much better tutorial on Paper bombs than I do, so I would
reccommend looking at that, but I will explain it here anyway:
Once you enter Paper bomb stance (c+b on the Wii remote and R+L on the
Gamecube controller), then you can press do anything relating to Paper Bombs.
So what are paper bombs? Paper bombs are projectiles that when they hit your
opponent, will break their gaurd and cause them to be launched into the air.
They are great for starting combos, messing up your opponent, and spacing.
Paper bombs can also be placed on the ground instead of thrown. In this
case, if your opponent runs over them, then they will explode and have the
effect of throwing a paper bomb. As one more option, you can also attach
paper bombs to the stage objects (crates, rocks, etc.) If an opponent touches
those stage hazards, then it will have the effect of them being hit with a
paper bomb.
But there is even another option available. While in Paper Bomb stance, you
can press B to explode all of your Paper bombs on the field.
Paper bombs, since they are good strategically, cost 25% chakra, and
exploding them also costs some. Paper bombs offer such a wide range of
strategical uses, that it is very important to utilize them well. You can:
- Close off part of the field to your opponent with ground paper bombs
- Control space
- Break your opponent's guard and set up yourself for comboes
- Set up a damage trap
- Demarcate stage objects for yourself.
Know Paper bombs, because they are important and can decide a match.
Oh, and one last thing. Some characters don't have Paper bombs.
For example, Lee. Just warning you. That doesn't really apply anyway since
this is a Shino FAQ though.
3.2.3 = Hand Signs
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Loved by many, apparently banned by some, Hand signs are the other new
advanced technique in the series that makes it debut in CoNR2. Hand signs
can only be performed with the Wii remote. You have to enter Hand sign
stance to perform them, and if you fail, your character does a little
failure animation that leaves you open for a long time, so be careful with
them.
Once in hand sign stance, do a clockwise circle to gain 25% chakra and a
counterclockwise circle to get boosted attack which drains chakra until
you have none.
Used well, Handsigns can be devasting. One of my freinds is very good with
Handsigns, and can perform some pretty crazy stuff - After knocking an
opponent down, he can quickly handsign to full chakra and unleash a chidori
or lightning blade as they get up. He can also spam Water Style: Water Shark
Bomb Jutsu easily like this. These are just examples of good use of
Handsigns.
As with paper bombs, the game probably offers a better guide on how to
perform handsings than I do, so refer to the game for more information.
3.2.4 = Y-cancels
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Ah, Y-cancels, the most fabled of the advanced techniques, and probably the
one most deserving of the title of "Advanced Technique". You know y-cancels
are important and advanced because they are not explained or mentioned at
all in the game. Computor's don't y-cancel either. That's not to say its a
bug, in fact, it is supposed to be part of the game. Its just something
very important to know.
So what are they? To y-cancel, press Y on the gamecube controller (that's
why its called y-cancelling) during a combo while your opponent is in the
air while you have 25% or more chakra. After pressing y, the combo will
instantly end, and you will be free to do whatever you want.
Why are these important? Like paper bombs, it has various uses. With some
characters that require heavy setup to work, like Shino, they give you a
chance to end a combo and then get far away to set up. The most typical
use, however, is that you can y-cancel a combo and go right into another
combo from it, allowing you to string together large combos as long as you
have enough chakra.
A move that is commonly y-canceled is Gaara's up Jutsu. It hits opponents
into the air with a blast of sand from under them. Since they are in the
air, the Gaara player can hit y to y-cancel and then hit the opponent with
another y-cancel while they are still in the air. A good Gaara player can
use this move 5-6 times when they have full chakra, I beleive. This is a good
move to practice y-cancelling with.
That being said, Shino honestly doesn't y-cancel alot. You need that chakra
for a special, and adittionally, very few of Shino's attack will leave an
opponent in the air so that they can y-cancel. The only time I ever y-cancel
is to string together a large combo off of hitting the opponent in the air
from a grab, and even then, the y-cancels are used up quickly.
3.2.5 = Tech Roll
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This is gonna be a quick one. When you hit the ground, if you press the
Taijutsu button immediately, then you will roll and stand up quickly.
Useful for recovering quickly from attacks.
3.2.5 = Special Techniques
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What are Special Techniques? These Techniques are
special combinations of moves, often exclusive to certain characters, that
often form the foundation of their game. They're difficult to describe, but
very important. I mention this because Shino is BUILT around his crazy
techniques. They are the most important thing to remember when playing as
Shino.
As thus, we conclude the long, drawn out how to play section. I hope that
this section has at the very least opened up your eyes to the different
things each character can do with their offensive and defensive options.
3.3 - Shino's Moveset
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The Nitty Gritty of the FAQ: Shino's moveset. This section covers all of
Shino's moves, as well as his input comboes
This section will detail the move, its description, is damage on a scale of
1-5, and its usefullness
Neutral Taijutsu - Punch
Quite simply, really.
Damage: 1
Usefullness: Starts six combos. Its okay. Really only
useful as part of combos. Use in close combat with opponent, since it is a
very fast attack.
Forward Taijutsu - Backhand Punch
Shino wips a punch across the opponent's face.
Damage: 1.1
Usefullness: Starts 4 combos.Longer reach than neutral taijutsu. Overall, these
two attacks are as bland and as equal as can be. Interchange them depend on
the situation. This attack is slower but has more range than the neutral
Taijutsu.
Backward Taijutsu - Double Backflip Kick
Shino does two cartwheels, hitting the opponent with his legs.
Damage: 1.3
Usefullness: Starts 4 combos. Huge range. Great attack for fending off
opponent coming near. Note that the range of this attack is so large that
timed properly, you can hit an opponent that is landing from a grab with it.
As with all back Taijutsu, its also a counter (As in, if you get hit while
performing the move, then you will not be stunned and finish the move,
allowing you to use it to hit even an opponent that's in a combo.
Down Taijutsu - Sliding Kick
Shino crouches down and throws a sliding kick at his opponent's legs.
Damage: 0.9
Usefullness: Starts 2 combos. Okay-ish. Has long range, but Shino's back
jutsu has better range and is an all around better attack.
Up Taijutsu - Jumping Punch
Shino jumps up slightly and hits his opponent into the ground with a punch
from above. The opponent bounces up after getting hit before returning to
the ground.
Damage: 2
Usefullness: Starts NO combos, unfortunately. However, its tied with his
backwards Taijutsu for his best Taijutsu. It has great damage, and when
your opponent bounces upward, you can catch them in a combo with any of your
other attack. So in essence, it can start every one of Shino's combos. Great
attack. Has the least range of all of Shino's Taijutsus though.
Dashing Taijutsu - Dashing Knee
Shino dashes in and delivers a knee to the opponent's face.
Damage: 1
Usefullness: Starts 2 combos. Okay damage, but the combos it starts are
great, so its a pretty good attack.
Aerial Taijutsu - Shino From Above
Shino flies down on the opponent with a kick.
Damage: 2
Usefullness: Strong attack, can be y-cancelled into combos.
Good attack.
Overall Taijutsu: Use up Taijutsu, Dashing Taijutsu and Aerial Taijutsu to
release combos. Use backwards Taijutsu for range. Neutral Taijutsu is you
best bet in close combat.
Grab
Shino grabs the opponent around the neck and chucks them up into the air.
Damage: 0.5
Usefullness: Don't let the damage deter you, this is a great attack, as with
all grabs. Breaks guard. Can lead into combos and various other shenanigans.
Neutral Jutsu - Bug Swarm
Shino outstretches his arm and releases a swarm of bugs from his fist. They
travel along the ground towards the opponent. If they hit the opponent, they
will drain chakra and stun them. Can be charged. If charged (the A button is
held) then more bugs will be released, and the swarm will last for longer. If
the bugs are hit with Kunai's or other projectile attacks, they will die.
Damage: 1 (uncharged) - 3 (fully charged)
Usefullness: This is Shino's best attack. Refer to the "Special Techniques"
section to learn why and learn more about the attack. It can be used to
stop opponent and to do major damage. Because charging the bugs takes so
long, I would reccomend only ever releasing completely uncharged bugs, but
it may be wise in some situations to charge them.
Forward Jutsu - Bug Spray (lol)
Shino shoots a wide blast of bugs from his hands.
Damage: 1
Usefullness: Has great range, but it is a very slow attack. And why use this
attack when you can use Shino's aerial jutsu, which is the same thing, but
much, much faster? Sorry forward Jutsu, you just aren't that usefull. Ah, at
least it drains chakra.
Backward Jutsu - Substitution by Insects
Shino enters a counter stance for 3-4 seconds. While in this stance, if
Shino is hit, he will dissapear and reappear behind the opponent. The
opponent's feet will be held in place by bugs, and you will be free to do
anything you want, as they are immobilized and helpless.
Damage: .5
Usefullness: One of Shino's best attacks. This, in my oppinnion, is probably
the best counter in the game. From this, you can whack your opponent with a
free special attack, or start a brutal combo, or just run away and set up
your defense. It also drains chakra. Great attack.
Down Jutsu - "Below!"
Shino puts his hands to the ground, and a swarm of bugs appear below at the
opponent's feet. If they are not blocking, the bugs will grab and immobilize
the opponent, allowing you to do whatever you want.
Damage: 1
Usefullness: Man, Shino is just on a roll with great attacks. This attack is
like his counter just more flexible. Drains chakra.
Up Jutsu - "Above!" -or- "Bugs!" -or- Bug Wall
Shino raises a hand, and a stream of bugs fall from the sky on the opponent.
Damage: 2
Usefullness: Another good attack. This attack can control the air from
anywhere, and shuts down aerial strategies and attacks. Like Shino's other
Jutsus, it also drains chakra.
Aerial Jutsu: - Bug Spray
Shino shoots a wide blast of bugs from his hands. He moves backward greatly.
Damage: 2
Usefullness: Its a pretty good attack. Drains chakra. Can be used as a third
jump in the air. Has long range. Overall, pretty good attack.
Running Jutsu - Super Punch
Shino dashes in and nails the opponent in the face with a hard punch. The
opponent goes flying.
Damage: 1.5
Usefullness: Shino's only non bug based Jutsu. It is a pretty good attack, as
it knocks the opponent away, and sets up perfectly for some neutral jutsu
action. However, I would rather use his running Taijutsu. This is another
good option though, so mix up the two to keep your opponent guessing.
Overall Jutsu: Shino has a crazy jutsu lineup. Of all of his jutsu, only 1 of
them is "bad" per se, and thats only because the aerial jutsu is a much
better version of it. While shino has some good Taijutsu, his Jutsus go
above and beyond the call of duty. He is a truly jutsu centered character.
Special - Parasitic Insects Jutsu
Cutscene special. Shino releases a swarm of bugs that confuse the opponent.
Then, out of the swarm, he knock the opponent over and turns his back as his
bugs devour his opponent.
Damage: If you pull off all the action commands and/or are using the
gamecube controller, 5.
Usefullness: Very usefull, actually. See "Special Techniques" for why. It
also has the advantage of draining 50% chakra from your opponent.
Special - Bug Spear
Non-cinematic. Shino dissapears into the ground, and seconds later, a big
spear of bugs shoots out of the ground at each opponent, then Shino reapears.
Damage: 3
Usefullness: Don't try this in 1-on-1, becuase its very punishable and
easy to dodge. Its a great attack in multiplayer though, if you're into
playing multiplayer. It drains chakra, at least.
Overall Special: 1/2 of Shino's specials are usefull, which is good compared
to the usual 0 specials being usefull for most characters, so Shino is
technically good in this department too.
Note for the combo section: Here's how I will tell you the combos: T stands
for taijutsu, J for jutsu, and use words for directions, dashing, and aerial
attacks.
Combo 1: T T T T
Hits: 4
A series of punches and kicks which ends with Shino kncoking the opponent
away with a kick.
Damage: 3.5
Usefullness: A very good combo, actually. Because it knocks opponent's away,
you can use it to set up for bugs.
Y-cancels: Only after the opponent has been knocked away, which may be a good
idea though, because it allows you to get bugs out quicker.
Combo 2: T T T J
Hits: 4
Like the last combo, but instead of punching them away, Shino shoots a stream
of bugs from his hand for the last hit that drain chakra.
Damage: 3
Usefullness: Not a good combo. Leaves your opponent almost immediately open
while you're still stunned. If you really need to drain their chakra. . .
but there are better ways to do it, so avoid this combo most of the time.
Also, less damage than the previous combo, so yeah.
Y-cancels: None
Combo 3: T T J T T
Hits: 5
Shino hits the opponent a few times, shoots a spray of bugs, then finishes
the combo by hitting them in the face. They fall right to the ground.
Damage: 3.5
Usefullness: This combo is like Combo 1 and 2 except mixed together and
better. It drains chakra, and instead of hitting the opponent away, it hits
them straight to the ground, so you can use your bugs before they have a
chance to get away. A good combo.
Y-cancels: None
Combo 4: T T J T J T T
Hits: 7
Shino hits the opponent a few times, releases a jet of bugs, hits them again,
dissapears behind them, and then finished them with a punch to the face that
sends them straight to the ground.
Damage: 4
Usefullness: This is a great one. Lots of damage, hits them straight to the
ground, and drains chakra. However, they can tech roll out of this attack
unlike Combo 3, so that's something to consider. Overall, it depends. This
one can be a finisher, while Combo 3 is just more of a damage type of thing.
Y-cancels: Only at the end. Not a really a great idea unless your opponent
doesn't tech roll.
Combo 5: T T J T J T J
Hits: 7
Shino hits the opponent, shoots a spray of bugs, dissapears behind them, hits
them again, then shoots another spray of bugs.
Damage: 4
Usefullness: This one drains chakra twice, so it is a better chakra drainer
than Combo 2. Since you wind up behind your opponent, this attack is actually
okay, and is good for draining chakra.
Y-cancels: None
Combo 6: T T J T J J
Hits: 6
Shino hits the opponent, shoots a swarm of bugs, dissapear behind them, and
places his hands on the ground, causing bugs to appear below the opponent and
hold their feet in place
Damage: 3.5
Usefullness: This is one of Shino's best combos, perhaps his best. It drains
chakra, has decent damage, and holds the opponent in place, allowing you to
go into another combo or use a bug special. Note that if you chain this combo
into this combo again, you can beat on your opponent infintely until they
substitute. However, between the fifth hit and final hit, there is a small
window of time where your opponent will be able to move. Not many people
will take advantage of this because they won't realize it quick enough, but
people that do can escape this combo before it finishes.
Y-cancels: None
Combo 7: ForwardT T T
Hits: 3
Shino hits the opponent with a backhand punch, then hits them again, and then
again with a final punch that sends them straight to the ground
Damage: 3
Usefullness: Sets up for bugs, so its okay.
Y - cancels: None
Combo 8: ForwardT T J T T
Hits: 5
Shin hits the opponent twice, then dissapears behind them and hits them away
with a punch.
Damage: 3.7
Usefullness: This combo is okay and damage, doesn't drain any chakra, and
is overall average.
Y-cancels: only at the end, which isn't too bad. Opponent's can tech out of
this, so it might be a good idea.
Combo 9: ForwardT T J T J
Hits: 5
Shino hits the opponent, teleports behind the opponent, hits them in the
back of the knee and then shoots a jet of bugs at them.
Damage: 3.7
Usefullness: Drains Chakra, does average damage. Useable because you will
often wind up hitting your opponent while their back is turned to you.
y-cancels: only at the end.
Combo 10: ForwardT T J J
Hits: 4
Shino hits the opponent a few times with some punches, then he dissapears
behind them, puts his hands on the ground, and bugs appear from the ground
and hold his opponent in place.
Damage: 2
Usefullness: This is a really good one. Its easy, quick, nigh-unescapable,
and sets up perfectly for a special. Also, drains a little bit of chakra.
y-cancels: None
Combo 11: BackwardT T T
Hits: 3
Shino hits the opponent witha cartwheel kick, then he punches them, and
knockes them away with a kick
Damage: 3
Usefullness: A great combo to do out of your backwards taijutsu. It also
pushes them away, so this is a great one to remember.
y-cancels: Only at the end
Combo 12: BackwardT T J T
Hits: 4
Shino hits the opponent with a carthweel kick, then punches them, then
dissapears behind them, and then jumps and hits them with a downward punch
Damage: 3
Usefullness: Another good one of the backward taijutsu. While the other one
is great for creating space, this one is great for if you want to get right
up close and spam bugs.
y-cancels: None
Combo 13: BackwardT T J J
Hits: 4
Shino hits the opponent twice, then dissapears behind them and puts his hands
on the ground, and a pile of bugs appear to hold the opponent in place.
Damage: 3
Usefullness: Again, a great combo, pretty much Combo 10 except it starts with
a backward taijutsu.
y-cancels: None
Combo 14: BackwardT J
Hits: 2
Shino hits the opponent with a cartwheel kick, then unleashes a swarm of
bugs.
Damage: 2
Usefullness: This is a pretty sweet combo, also one of Shino's shortest. It
simply allows you to do your GREAT neutral jutsu out of an attack. This is a
really good one to use in some situations, always consider this when going
for a backwards taijutsu combo.
y-cancels: None
Combo 15: DownT T
Hits: 2
Shino sweeps the opponent's feet, causing them to fly into the air, and then
hits them with two backflip kicks on the way down.
Damage: 2
Usefullness: Okay. Not really much can be done out of this combo, and it
doesn't do a lot of damage. Shino's down taijutsu isn't very good anyway.
I would stay away from it.
y-cancels: None
Combo 16: DownT J
Hits: 2
Shino hits the opponent in the kneecaps with a kick, and then, while they are
stunned, raises his hand and unleashes a swarm of bugs from the sky to attack
them.
Damage: 2
Usefullness: Pretty much just as good as Combo 14, except that your down
Taijutsu isn't really the best attack. If you ever use a down Taijutsu, then
use this instead of combo 15.
y-cancels: None
Combo 17: DashingT T
Hits: 2
Shino dashes up to the opponent and knees them in the face. Then, while in
the air, he comes back down on them with a kick that sends them up into the
air.
Damage: 2.5
Usefullness: One of Shino's only y-cancel combo starters. This is a really
good combo if you're ever going for Taijutsu. Once the opponent is in the air,
then you can hit them in a combo on the way down, or do various other
shenanigans (neutral jutsu). A good combo.
y-cancels: Only at the end. I wouldn't reccomend it though, because you can
hit the opponent after the end regardless of whether you y-cancelled or not.
Combo 18: DashingT J
Hits: 2
Shino dashes up to the opponent and knees them in the face. Then, while in
the air, he sprays a jet of bugs that hits the opponent and drains chakra.
Damage: 2.5
Usefullness: This is Combo 17's weaker but cooler-looking cousin. A good
attack occassionally, and always a good alternative if you need to drain
chakra.
y-cancels: None
3.4 - Special Techniques
------------------------
Ah, finally. The coup de grace, the part that this FAQ is written for.
In the previous section, I explained all of Shino's moves, and the advantages
and uses of each of them. Now its time to apply them. Below are 5 techniques
for Shino that will prove invaluabele to any Shino player, and how to use
those techniques to assure victory.
3.4.1 - Bug Special
///////////////////
The Ultimate Technique
You know Shino's neutral Jutsu? While your opponent is being hit by that
Jutsu, they are unable to do anything else. Which means you can do anything
you want to them. You can grab em, you can hit them, you can . . . do a
special attack on them.
As long as you have full chakra and your opponent is getting hit with bugs,
this will work. Note that this will NOT work while your opponent is
blocking. They must be getting hit.
You can find multiple ways to hit your opponent's though. Provided you are
far enough away, you can spam neutral jutsu and watch as the bugs swarm your
opponent. If they block, refer to the next section to see how to deal with
that. If they don't, run up to them and smack them in the face with a special
attack, or, if you're low on chakra, you can combo or throw paper bomb, or
just keep spamming bugs. It really depends on the situation.
What would I do if I had low chakra? Well, I would likely keep spamming bugs.
Why? Becuse Shino takes a step forward every time he uses bugs, and as thus,
you will slowly reach your opponent WHILE spamming bugs in time to use a bug
special.
However, there is a large enough gap between when one swarm of bugs hits
and another swarm of bugs arrive that good opponents can escape and run
around trying to approach you, if you are spamming bugs from far enough away.
In this sitaution, I would combo to at least get in some damage while it is
still possible.
So what is this range sweetspot? How close do you have to be to just keep
spamming? Its difficult to judge sometimes, but in general, it is closer than
you think. Generally, if you're far enough away where you can't hit with
Shino's forward Jutsu, your opponent will be able to escape. As thus, it is
a very snicky trick to throw out a forward jutsu or a quick short hopped
aerial jutsu to judge your range and knock down your opponent before you
start releasing the bug swarm.
A note of caution to this tale: Do not let the fact that you need full chakra
for your special deter you from doing substitutions. I would avoid other
method of using chakra, but substitution is vitally important, and should
not be avoid just for the sake of this technique.
Another note of caution to this tale: Do not use you alternate special (Bug
Spear) with this. It will not hit. Why? There is lag between the activation
of the technique and when it actually hits. Whenever you activate a special,
all on screen bugs dissapear. This technique only works with Shino's regular
special becuase it hits fast enough to get the opponent before they stopped
being sutnned. As such, when you use this with Bug spear, your opponent
will be able to jump out of the way.
One last note: This also works out of Shino's counter: just counter,
then use your special on them.
3.4.2 = Bug Grab
////////////////
A supplemental technique to Bug special, Bug grab allows you to abuse your
neutral jutsu bugs even more. This, used together will Bug special, is deadly
and very difficult to deal with.
So, the questionr remains: Say I spam bugs to set myself up for a Bug special
and yet my opponent chooses to just block and not get hit. Then what do I
do? The answer: You Bug grab. To bug grab, simply run up to an opponent that
is blocking your nuetral A bugs and grab them. Because they are blocking,
they won't be able to hit you while you are doing it, and because the bugs
are swarming them, if they try to do something in retaliation, they will get
hit, and you will have a perfect little Bug Special set up.
Once bug grabbed, your opponent will be flying through the air, and you have
some diverse options: catch them out of the air for a combo. Spam bugs.
Use a Bug Wall (see the next section to see what this is). Nail them mid
flight with a paper bomb. Use bug spear. Do all 5. Whatever you choose to do,
Bug grab is a great technique.
I would reccommend catching your opponent out of the air with a combo (don't
use y-cancels, they will waste your chakra in this situation). And finish
the combo so that you are set up to start spamming bugs again.
3.4.3 = Bug Wall
////////////////
This is the first technique so far in this section that is not an abuse of
Shino's neutral Jutsu. Instead, we focus on his up Jutsu.
Shino's up Jutsu can monopolize the air, plain and simple. Its a strong, fast
attack that is difficult to deal with. Using it liberally will keep opponents
fearing for their life when they enter the air. It can push people backwards,
and stop airborn assualts or dodges. Its a great attack, only truly topped by
Shino's neutral Jutsu.
So how can be break this Jutsu three ways at sunday? Well, there are two
important things you can do:
1) Grab + Bug Wall. Simple if you think about, Just grab your opponent, then
nail them out of the air with an up jutsu.
2) Stop that pesky jumping away from Neutral bugs! Let me explain this a
bit. There are three ways that I've seen opponents try to deal with Neutral
bugs: 1) Don't do anything, get Bug Specialed. 2) Block, get Bug Grabbed
3) Jump while blocking.
The jumping at first seems problematic becuase it shuts down bugs, but that
is not so. The moment your opponent thinks that they're safe in the air, nab
them with a Bug Wall to complete the triad of techniques that make neutral
bugs crazy.
3.4.4 = Corpse Eating
/////////////////////
Not much of a technique, but devastating if done right.
Sometimes, you will be so provilaged as to knock an opponent into a corner
and be right next to them. RIGHT next to them. Also, they didn't tech recover
or you y-cancelled so that you can perform this or something.
Neutral Jutsu Bugs can hurt an opponent that is lying on the ground. And of
course, they will not be able to move while getting hit. As such, if you are
right next to that opponent, and spam bugs, they will hit continually and
render your opponent unable to get up for a period of time. This will deal
massive damage whenever it happens.
3.4.5 = Y-cancel combos
///////////////////////
COMING SOON
3.4.6 = Substition Lockdown
///////////////////////////
This is a rather untested idea (at least to my knowledge of Shino), but more
of a hypothetical strategy that could be deadly. Shino has two variations on
almost all of his attacks: One the is taijutsu that does more damage, and one
that unleashes bugs that drains chakra. A more skilled player than I could
probably manipulate Shino in such a way to deny their opponent enough
chakra to ever substitute, allowing for a complete combo beatdown with Shino.
This guide is obviously unfinished and needs refining, but perhaps the most
important thing to explore here would be the effectiveness of this strategy -
once you have become good with Shino and knowledgable with Shino, try this
out on some computors - just use Chakra eating attacks whenever their chakra
reaches threatening levels, and using damaging attacks otherwise.
I would definately like to expand this section of the guide, so if you find
anything interesting, please send it to me. I will be trying to research this
Idea in my own time.
And with this section we end the "Shino's Special Techniques" section. If you
read the whole guide from start to here, congrats. You now know all the
basic, technical knowledge there is to have of Shino - but the proof as to
whether he can be played well, as they say, is in the pudding (Yes, I did
just split an Idiom).
A staple of most character guides for any video game is a matchups section.
That section is coming after one last lesson with Shino - Mind games, a
staple for any good player and the stuff that differentiates the good players
from the great ones.
3.5 - The Mix up and the Mind Games
-----------------------------------
Alright, here's the deal. As David Sirlin calls it, fighting games have
Yomi layering. Yomi is word meaning "knowing the mind of your opponent". In
fighting games, if your opponent knows what your about to do, they most
likely have a way to counter it. However, if you know they are going to
counter it, then you can just do a different move instead. If they know you
are going to do a different move and try to counter THAT, then you can just
use the original move. This complex move vs. counter system produces two
important things: Mind games, and the Mix up Game.
3.5.1 = Mind Games
//////////////////
Mind games are when you control your opponent's thoughts, essentially, with
your actions. Its basically when you make your opponent think you're going to
do something, and then trick them by doing something else. Mind games are the
reason two people of equal technical skill can fight, and one demolish the
other anyway.
An example of mind games with Shino: Any time your opponent enters the air,
you can use your up Jutsu to shut them down. Eventually, any clever opponent
will do one of two things: Stop jumping or Jump while blocking.
With this negative stimulus connecting to jumping founded, you can take
complete advantage of the fact that your opponent simply won't jump forward.
Sometimes, you can be in a position where you can't even use the move, but
your opponent won't jump anyway. Controlling your opponent's actions with
your mind. It works.
Beyond this, Mind games are really up to the player. There are simple ones -
get close to attack, but jump just out of range as your opponent attacks so
that you can punish them, or get close to attack, and just grab instead -
there is a large myriad of things you can do.
3.5.2 = Mix Up
//////////////
Have you ever been winning against an opponent, only to have them suddenly
pull out three victories and win because they finally found out how to
counter just one of your moves?
This happened to me in a few different games, and taught me just how
important the mix-up game can be. In one of the matches, a match with Shino,
I wasn't able to come with an answer fast enough, and lost. In another game,
(Super Smash Brothers. Brawl, for those interested) I realized that I needed
to change up my game, I did, and I came back from the brink of defeat to win
out of nowhere.
So, say you spam neutral jutsu. Your opponents eventually become smart, and
relaize that if they hit you while the bugs are out, the bugs dissapear. So,
they choose Kunai-throwing characters, and throw the kunais, cancelling your
bugs. You try out a different strategy since bugs aren't working - you use
Taijutsu attacks. They will probably counter with long range attacks.
As thus, you have to constrantly vary what you're doing so that your oppoent
can't guess it and counter it appropiately. Maybe if you go for a Taijutsu
strategy, but once they started standing still, use bugs . . .
Mind Games and the Mix up are very important and very closely related. Use
them and know them well.
3.6 - Synopsis of Shino
-----------------------
So, what have we learned?
Shino has powerful combos and powerful jutsus. Whenever you have the chance,
you can use his great neutral jutsu to hit opponents and drain their chakra,
as well as initate any of Shino's special techniques. His up jutsu can
terrorize the air, and his down jutsu can also be used to set up for his
special techniques. His forward jutsu is a good range attack and a third
jump while in the air.
Shino has a good Taijutsu line up. His up taijutsu, his running
taijutsu, and his aerial taijutsu all lead to combos. His backwards Taijutsu
has great range and is a counter.
Shino has a lot of good combos. Some of his very best are Combo 6 (for damage
and all around goodness, as well as setting up for a bug special), Combo 5
(for draining chakra), Combo 14 (for starting up a long chain of neutral
jutsus) and Combo 18 (for starting combos).
Shino's moveset gives him good mind game and mix up abilities.
Overall, in my oppinion, Shino has the potentail to be top tier in this game.
He is a very good character, and never underestimate him. You just might get
owned as a result.
3.7 - Matchups and Stages
-------------------------
I don't have access to a lot of other people that play this game, so I can't
relate reliable knowledge on how to match-ups. In a later version, I will add
at the least all the match-ups that happen in my area with people I know. In
the mean time, if you have any good data about match-ups, e-mail me.
++++++++++++++
4: OTHER STUFF
++++++++++++++
4.1 - FAQ
---------
If I get any questions, I will answer them here, unless the person asking
the question specifically requests not to have the question listed here.
4.2 - Contact Me
----------------
Did you have a question or need advice about this FAQ or CoNR2? I can be
emailed at:
[email protected]
Please make sure to include the words "Shino FAQ" in your e-mail, or else I
will likely not read it or delete it.
It may take me up to a week to read and respond to e-mail, but once I read
them I promise I will respond to them.
You can also call me out of the local forums. On the CoNR2 forums, a simple
"ATTN: Gawk" or "ATTN: Game and Watch Kirby" (as that is my name on the
forums) thread will catch my attention. However, my visits to the forum
are sporadic, so e-mail is a more reliable method of contacting me.
4.3 - Glossary
--------------
I figured some of my terms might be a bit confusing, so I defined them here
for reference.
Taijutsu - Whatever button on your controller setup that makes the character
do basic punch attacks, etc.
Jutsu - Whatever button on your controller setup that makes the character
do special attacks unique to that character.
Special Attack - By pressing a specific button on your controller, you can
cause your character to do a cinematic/super flashy special attack that
will oftne dish out tons of damage.
Special Technique - Combinations of attacks that form a deadly combo.
Tech or Tech Roll - Hitting a button as you land on the ground from a fall
to get up faster.
Y-cancel - Hitting y, or c for the Wii remote, to cancel an attack while the
opponent is in mid-air at the cost of some chakra and allow you to then
perform a different combo.
Input combo - Hitting a series of buttons in order that causes a series of
attacks on the opponent that they cannot escape.
Chakra - The "Special Meter" of this game, it is used to do substitutions and
do various other things.
Subsitution - A technique unique to this game, but paying some chakra, you
can escape a combo and appear behind your opponent.
If there are any other confusing terms in this guide, e-mail me and I will
them here.
4.4 - End
---------
Well, as Porky Pig would say, "That's All, Folks!"
Thanks for reading (or as the case likely is, skimming, which is
understandable) this FAQ. I put a lot of hard work into it. I would like to
thank Nintendo for the great system this game is on, the Wii, Masashi
Kishimoto for creating Naruto, TOMI for the clash series, everyone who
supported me on the forums, My friend for helping me playtest and analyze
matchups (As well as just being soemone to play this great game against) and
finally, GameFAQS for hosting this FAQ. Thanks you to all of you, and keep up
the goodwork.
- Game and Watch Kirby