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 Ziiko's How 2 Play Guides: Shikamaru

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Ziiko's How 2 Play Guides: Shikamaru Empty
PostSubject: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14Fri Apr 15, 2011 1:38 am

The lazy genius...
Gamer slang: http://www.arashiboards.com/t30-general-terminology


Nara Shikamaru: "A guide? So troublesome"
Ziiko's How 2 Play Guides: Shikamaru Shikamaru


index:

1......................intro

2......................Pros/cons

3......................Moveset

4......................items

5......................Support

6......................awakening

7......................Counter-picks

8......................Conclusion

.......................................................................................................................................................................

I. intro:

Nara Shikamaru, He has recently become a Shinobi and one of the smartest ninjas in the series, always impressing the viewers with his innovative traps. He belongs to Asuma's team along with Choji and Ino. He is mainly not motivated to do anything, but has recently become a great leader and a determined character after his sensei was murdered by the immortals. He mainly uses ninja tools and shadow related jutsus. Here I will give you tips to get off your ass and be as troublesome as you can be!

.....................................................................................................................................................................

II. Pros/cons:

Pros:

1. C. kunai causes SB.
2. Can U1/U2/tilt after c. dash.
3. Grab causes SB.
4. Tilt causes SB.
5. 1 of the best balance supporters.
6. Can cancel tilt into c. kunai.
7. Can SB loop with c. kunai.
8. U1/U2/tilt come out really fast!

Cons:

1. Generic Awakening.
2. U1 does not cause SB.
3. Hard to U2 off SB.
4. Slow movement.
5. Depends on his chakra moves. (up item restores 1/3 of his chakra)
6. U1/U2/tilt have terrible cool down.

.......................................................................................................................................................................

III.Moveset:

vid (ignore review)

Prostriker likes how every1 is using his vid idea! ^

*All combos consists on Shika linking his taijutsu with some ninja tools and shadow stitching jutsus.
*Remember you can cancel all the ground combos with kunai, c. kunai, air dash and U1. Just in case they KNJ.
*All combos are easy to KNJ.
*You are better off using his specials.

Combos:

Neutral- 15 hits, SB, opp loses chakra if not teched.
Side- 11 hits, SB.
Down- 12 hits, has cinematic at the end, opp ends OTG losing chakra.
Up- 18 hits, opp ends up in the air, can connect with U2 or c. kunai.
Air- 5 hits, OTG, connect with items.

Specials:

U1- Shadow Stitching Jutsu!
----Comes out fast!
----Leaves opponent OTG.
----No SB.
----Can connect after c. dash.
----7 hits
----Mid range attack.
----Use against c. dashers

U2- Shadow pull jutsu!
----He pulls this shadow string off the floor and if it hits you, the cinematic will start.
----Connect after c. dash!!!
----It has the same priority as Pain/Hinata/Neji's U1 and Itachi's/Konan's/Kisame's U2 (So they will clash)
----This is normally used after a succesful dash, so try not to spam it much because you might get caught in Itachi's U2 and others similar.
----If you dash at some1 that was jumping but hasn't landed yet, they can KNJ and probably will.
----Terrible cool down, DON'T MISS!!!


Tilt- Shadow stitch to punch!
----7 hits, 2 moves, hard to KNJ.
----Can cancel into c. kunai.
----Fats startup!
----Slow cool down.
----SB
----Connect after c. dash

Grab- Decent speed, cool down and range, SB, opp loses chakra.

kunai- standard 3 hits.

C. kunai- 1 kunai bomb.
----SB
----Bad tracking
----If you throw it close ranged while jumping, it'll stick to the ground and detonate if opp touches it.
----Multiple projectiles will cancel it out.
----It combines nicely as a balance support with: Asuma, Kakashi, Karin, Yamato, Tsunade, Kabuto, Orochimaru, Hidan, Kakuzu, Ino, Konan, Dei, Pain, Minato and Temari

.....................................................................................................................................................................

IV. items:

^ item- Restores 1/3 of chakra.
< item- 2 speed down tags, makes effect to blockers. Jump > tag > dash > U2.
> item- 2 explosive kunai.
v item- 2 defense up pills. Use after awakening.

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V. Support:

Use him as balance!
His c. kunai combines nicely with Asuma, Kakashi, Karin, Yamato, Tsunade, Kabuto, Orochimaru, Hidan,
Kakuzu, Ino, Konan, Dei, Pain, Minato and Temari.
It causes SB!

As a main character try Ino(bal) and Choji (atk)
Their c. kunai will stun you then knock you down and poison you. Her U1 blocks many projectiles and you can SpT. Choji's air U1 is good against c. dashers and if they block his ground U1 you can walk up to them and grab.

He teams up with Temari, Ino, Choji, Asuma and Konoha.
.......................................................................................................................................................................

VI. Awakening:

-Generic level 1 stats-up A-mode.
-Activates @ 50% damage and less.
-All stats up
-Buffed up U1, Shadow pinning jutsu! Connect after c. dash.
-Same moveset. Combos become harder to KNJ (look back at the combos descriptions) so have at it!
-Lasts around 15 counts (30 seconds)
-Better in singles, use it to run out the timer.

..........................................................................................................................................................................

VII. Counter-picks:

If you stay close, to long ranged characters you'll have the upper hand. When they spam kcombos, c.dash>U2. If they're too far to c. dash, NM and kunai sideways and towards them.

He has a hard time against Pain, Hinata and Neji because they are better close ranged and their U1 over prioritize all of his moves, so try to turtle and punish after their attacks.

Don't abuse your c. dash or you might get punished badly by fast U1's/U2's and U3.

Punishing SB... Instead of trying to land the U2 I recommend you to c. kunai, because when opp is airborne, the U2 becomes KNJ'able and if they do, you'll get punished badly during cooldown. It's better to keep c. kunai'ing until you can U3 which is easier to land and it's much harder to KNJ.

He counters Shino, most shinos will spam bugs while ninja moving around, simply c. dash > U2. If they U1 you can U2 if close. spam c. kunais and he'll be in disadvantage.

He has trouble against puppets especiallly Sasori because they can simply block all day and you might have trouble causing damage. If he dashes, jump and c. kunai. Use Ino(bal) and Pain(atk).

Try a small stage like Konoha to keep them close.

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VIII. Conclusion:

He has great pressure game and his c. kunai and dash to U1/U2/tilt are pretty spammable just make sure to have enough chakra and don't be too predictable. He has a great moveset and great attributes that make him pretty beast. Will update anytime necesarry.


Last edited by Ziiko on Fri May 13, 2011 11:34 pm; edited 12 times in total
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PostSubject: Re: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14Fri Apr 15, 2011 5:16 am

Anyone who has played Ranked doesn't need a guide for Shikamaru :problem:

Good job, but I don't know how much people are appreciating your hard work :/
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PostSubject: Re: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14Mon Apr 18, 2011 7:35 am

Me neither Crying
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PostSubject: Re: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14Mon May 02, 2011 9:56 am

Good guide, however you forgot to mention he teams with Temari as well under supports.
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PostSubject: Re: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14Tue May 03, 2011 7:50 am

Oh thanks, added. ^_^

I didn't know that.
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PostSubject: Re: Ziiko's How 2 Play Guides: Shikamaru   Ziiko's How 2 Play Guides: Shikamaru Clock14

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