I don't think I play him enough to make a guide for him unfortunately.
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I don't think I play him enough to make a guide for him unfortunately.
Pretty good guide.
Surprising you didnt mention feinting his range attacks as a tactic.
Also the direction of his scythe in hand when charging is the visual tell for where the attack is coming from.
You also can roll in with a ranged attack even if it never reaches the person. (90% sure unless that was taken out)
Don't believe you mentioned that you can roll in if it's blocked as well.
Also you can back flip if you whiff an attack too. which is nice because shin needs to keep his range.
If his ranged heavy is blocked and shin is close enough that's a free GB for the enemy.
You can sort of delay both the second dash in double dash and the kick.
You can delay the kick after roll in extremely.
and unlike most heavies you can feint shins heavy a bit later as well.
the roll kick doesn't splat. I don't believe the kick after deflect does either.
I think that's everything I can remember that I didn't see in the guide.
overall the biggest tip I can give is learn to space and play patiently. I see too many shinobi expending all of their stamina quickly or playing over aggressively.
EDIT: just remembered a thing. his ranged attacks can be basically unpunishable when countered if he's at max range.
Shin also has wake up advantage. meaning he can GB/parry straight away while getting up. so people punishing him need to be careful.
Freeze I believe did a video on how each hero should punish shin safely in that state.
Pretty sure I mentioned most of the things from here, and that some of the things you said contradict with mine.
Feinting his range is only really effective if you already threw the first one, as the second one is the only one that can be feinted in the throw iirc
i definitely mentioned the factoids on the roll
you can backflip off of any missed attack yeah, I believe this is also mentioned
ranged heavy block into gb is free you say? I don't believe I have ever had this happen as the few times I do throw from such a close range, I have never had the enemy get a free gb.
Yes the backflip kick can be delayed a lot. I know many people make a point out of this, but I don't really find it very helpful myself.
Feint windows on attacks varies from hero to hero and attack to attack
I don't think I understand what you mean by the splat thing
He got his wake up nerfed iirc, but he still has an advantage yes, and I believe I mentioned that he is basically unpunishable if far enough away (granted it is not cent with his stupid jump, though he might be guard broken due to recovery after hitting shinobi during him standing up)
Yeah when I first read this I was super tired. Sorry for repeat mentioned things. but to get into your comments:
~I feint the spin up all the time. Like literally spam it. because you can basically nearly throw and instant ranged GB or normal ranged heavy if you get the timing right. it won't have the full range but it does trip people up.
~Yes it still is as far as i'm aware. It was one of the things were posting as a "counter" to his kick heavy spam back before kick was nerfed.
~It's because most tend to dodge asap. so getting the kick out quickly is usually the best option. but if you know your opponent is going to be smart about it and try to punish your whiffed kick you can delay on them for some cool stuff.
~yes feints do. But shin is one of the few that can feint his pretty late into the animation. this is super useful because his non ranged heavy is super telegraphed. so you can easily bait someone with it.
~meaning if you kicked the enemy into a surface they wouldn't get stunned. where as say if a warden Shoulder barges you against a wall you do get stunned.
Yeah as far as I was aware the jump heavy isn't a good idea against a recovering shin. as he gets a free untechable GB on that. I mean anyone who dodges the jump does. but shin gets it after eating a hit on wake up.
Thanks a lot for this guide!
I have some quick questions:
- The heavy attack after the side attack is guaranteed?
- You said the kick will be nerfed, did it happen already? I took a long break from this game, so i may be not up-to-date,
Regards,
Fips
The free range guardbreak after a light parry is still viable? I mean guaranteed. It is or not?
This guide is obsolete, the Shinobi is one of the weakest and most punishable heroes in the entire game. These tips are not effective in higher skill tiers, especially since so many heroes now have uninterruptible attacks and the double dodge is extremely vulnerable to guard break. Only thing you can really do is try to deflect everything in higher tiers. I say this a Rep 25 Shinobi. My recommendation to new Shinobi players is to master deflect, because nothing else will be very effective in higher tier matches.
I personally have problems when it come to guard break mostly when I double dodge I tend to get grabbed from way too far away. I personally hate the changes that they are making to the shinobi. The developer mention it being too hard to hit the shinobi even though that was the point of the character to begging with. The shinobi is too weak health wise to have his uninterruptible kicks taken away