HNK/Shin/Combos

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< HNK‎ | Shin
Shin
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HT = Heart
JA = Jagi
JU = Juda
KE = Kenshiro
MA = Mamiya
RA = Raoh
RE = Rei
SH = Shin
SO = Souther
TO = Toki

Beginner.png Beginner Combos

Hakuen Combos

Shin is not able to jump cancel any of his attacks, and instead makes use of his Hakuen special move which allows him to cancel his normals and leap into the air.

Basic Hakuen Combo #1

~2D > 236D > j.B or j.C > 623B

Does not remove any stars but can be done anywhere on the screen and creates a favorable situation for Shin to continue pressuring his opponent. Using jump B does slightly less damage but is a good alternative to jump C if you are having difficulty with the timing.

Basic Hakuen Combo #2

~2D > 236D > j.C > CD or 214C

Takes off one star, but does not allow for a wakeup. The final hit will miss midscreen against some characters if you are too far away when connecting with 2D. Finishing with a Banishing Strike give better meter gain but does not work on Toki or Mamiya unless very close or in the corner, whereas using 214C does a bit more damage.

Basic Hakuen Combo #3

~2D > 236D > j.C > 2C > CD or 214C or 236236C

Must be close to your opponent when the 2D connects, or near the corner. On Kenshiro and Rei this combo can be performed anywhere regardless of distance from opponent.

Basic Hakuen Combo #4

~2D > 236D > j.C > 2C > CD > E > B > 2C > 214C or 236236C

Same requirements as above combo, uses 1 Boost to take off an extra star and do a little more damage.

Basic Hakuen Corner Combo

~2D > 236D > j.C > 2C or c.D(1 hit) > AC > j.Axn > 623B

A basic corner combo that makes use of the Chikuseki bug and causes the meter gain of your following wakeup attack to be increased significantly. Jump A can be used at least 5 times, with more hits possible against some characters. On Kenshiro, Rei, and Juda you should be able to do 7 easily.


Banishing Strike Combos

Shin's basic Banishing Strike combos are extremely damaging and easy to perform. Unless you need the extra damage to finish off your opponent, it is always best to select a combo that allows you to go for a wakeup attack on your opponent.

Note that close C will not combo into a Banishing Strike against Jagi when he is crouching, due to his fast recovery, and you will need to use Boost or go for a Hakuen combo instead.

Basic Banishing Strike Combo

2B > c.C > C+D > 6 > c.C > 236C > A or c.C > 236C > 214C

Shin's most basic Banishing Strike combo, takes off 2 stars and does not require any meter. Has the downside of not being able to continue into a mixup due to the fact that 214C is an OTG hit.

Optimal Basic Banishing Strike Combo #1

2B > c.C > CD > 6 > c.C > 214C > E > A or c.C > 236C > A > 214C

For use when you are at midscreen or closer to the corner. Preferable to the above combo as you are able to dash in to mixup your opponent on wakeup. The last 214C must be delayed slightly so that it hits the opponent as they rebound off the wall. If the beginning of the combo before the Banishing Strike has more than 2 hits, ie. you did airdash j.B > 2A > c.C > CD, the knockback will be too great for the 214C to connect. In such cases it is best to end the combo at standing A and dash in to go for a wakeup attack.

Optimal Basic Banishing Strike Combo #2

2B > c.C > CD > 6 > AB > (E >) E > C > 236C > A > 214C

Takes off 3 stars and does not require any meter. For use when you are at midscreen or farther away from the corner. The first E in brackets is a Movement Boost, done during the charging animation of the Heavy Strike, and is only necessary when you are very far away from the corner.

Advanced Combos

Hakuen Combos

Grave Install Hakuen Corner Combo

~2D > 236D > C > 2C > (D >) CD > AC+E > 2147E~C

Takes off 3 stars, requires 1 Boost.


Banishing Strike Combos

Grave Install Banishing Strike Combo

2B > c.C > CD > 6 > (2C >) AC > 2369E~C > A > 214C

Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. Superior to the above Optimal Basic Banishing Strike Combo #1, but more difficult to perform. The trick to doing Grave Install is to input the 2369 motion before the Grave Strike hits, then quickly press E~C. This along with the Optimal Basic Banishing Strike Combo #2 should be your two bread and butter Banishing Strike combos.

3-star Banishing Strike Finisher

2B > c.C > CD > 6 > (2C >) AC > 2147E~C (> 2B or 2D)

A short Banishing Strike combo used to take off 3-stars and finish off an opponent with low health.

New Chikuseki Banishing Strike Combo #1

2B > c.C > Mash 2CD > 6 > c.C > c.D > 214C > E > 236D > j.A > j.C > ((j.D)) > jump j.A > (j.A) > j.A > ((j.D)) > jump j.A > (j.A) > air dash j.B > ((j.D)) > 2C~A > 6239D

For use when you are at midscreen or closer to the corner, takes off 2 stars and does not require any meter. A combo that makes use of the newly discovered fact that missed attacks and startup canceled moves count towards Chikuseki. Following the combo, if you are able to successfully score a hit on your opponent on wakeup you will gain a huge chunk of meter and almost instantly dizzy them.

Attacks in (brackets) are done normally but do not hit the opponent, whereas attacks in ((brackets)) are performed just before landing and do not actually execute at all. 2C~A is simply a Grave Shoot canceled from the startup of 2C, which adds a 'hit' to the Chikuseki count.

New Chikuseki Banishing Strike Combo #2

2B > c.C > Mash 2CD > 6 > c.C > 214C > E > c.C > c.D(1 hit) > 236D > j.A > j.C > ((j.D)) > jump j.A > (j.A) > j.A > ((j.D)) > jump j.A > (j.A) > air dash j.B > ((j.D)) > 2C~A > 6239D

Alternate route. Optimized for use on Kenshiro, Toki, Jagi, and Heart, but will work on other characters.

Tomono-shiki Gokuto Version

2B > c.C > CD > 6 > c.C > c.D > 214C > E > c.D > 236D > j.A > j.C > dash jump j.A > air dash j.C> AC > 6239D

Takes off 3 stars and does not require any meter. For use when you are at midscreen or closer to the corner. A modified version of a combo discovered by famous Shin-user Tomono. Very stylish but a bit more difficult to perform than a normal Grave Install Banishing combo.

Dribble Combos

Versus Raoh

Command Throw Starter

61234+A > j.Ax3 > j.C > 5D (2 hits) > 214+B > Boost~2B > 2A > 5Ax23 (around 33 hits total) > E > 5A > E > 5A > E > 2A > 2Ax3 > d.2A > Dribble

Fairly practical dribble setup on Raoh at the cost of only one Boost bar in the corner.

Sweep Starter

2B > 2B > 2D > 236+D > j.C > 5D (2 hits) > 214+B > Boost~2B > 2A > 5Ax26 (around 35 hits total) > E > 5A > E > 5A > E > 2A > 2Ax3 > d.2A > Dribble


J.C Counter Hit Starter

j.C (CH) > sj.Ax3 > sj.B > sj.C > 5D (2 hits) > 214+B > Boost~2B > 2A > 5Ax23 (around 33 hits total) > E > 5A > E > 5A > E > 2A > 2Ax3 > Dribble

Command Grab Combos

Command Grab Combo #1

63214A > CD or 236236C

Simple 2-star combo for use midscreen. Good for finishing off your opponent, but does pretty much the same damage as the below combo. Does not work on Raoh, Jagi, or Mamiya.

Command Grab Combo #2

63214A > AC > jump j.C > j.D > 623B

Works midscreen against Kenshiro, Toki, Rei, Shin, Juda, Thouther, and Heart. Possible on all characters if you add in a slight dash before the Grave Shoot, but a bit harder to perform.

Corner Command Grab Combo #1

63214A > jump j.A > j.A > j.C > B > 2C > AC > jump j.A > 623B

Easy no meter 2-star corner combo.

Corner Command Grab Combo #2

63214A > slight dash c.C > c.D(1 hit) > AC > jump j.C > j.D > 623B

Most damaging no-meter combo. Takes off 2-stars.

Corner Command Grab Combo #3

63214A > jump j.B > slight delay j.C > AC > jump j.Axn > 623B

A 2-star Chikuseki corner combo. Jump A can be used at least 5 times, with more hits possible against some characters. On Kenshiro, Rei, and Juda you should be able to do 7 easily. Difficult to perform on some character.

Corner Command Grab Combo #4

63214A > 2C > 6A or 6B > 2A > 2C > CD > E > B > 2C or c.D > 214C or 236236C

A 3-star corner combo that only requires 0.2 Boost. The 2C > 6A or 6B part must be done as quickly as possible.


Fatal KO Combos

0-star Hakuen FKO

~2D > 236D > j.C > FKO

Works midscreen as long as you are not too far from your opponent when the 2D hits.

1-star Command Grab FKO

63214A > (2C+E>) FKO

Works midscreen on Kenshiro, Toki, Rei, Juda, Thouther, and Heart. Must be in the corner or add in a Boost 2C before the FKO against other characters.

2-star Command Grab FKO

63214A > 2C+E > 214C > FKO+E

Requires 1 Boost. Useful against characters that 63214A > CD doesn't connect on.

2-star Corner Hakuen FKO

~2D > 236D > C > 2C > (D >) 214C > CD+E > E > D > FKO

Requires 1 Boost.

2-star Banishing Strike FKO

2B > c.C > CD > 6 > C > 214C > E > (A >) FKO

Super easy no meter 2-star FKO combo. For use when at midscreen or closer to the corner.

2-star Banishing Strike FKO

2B > c.C > CD > 6 > AB > (E >) E > (A >) FKO

Super easy no meter 2-star FKO combo. For use when at midscreen or further from the corner.

3-star Command Grab FKO

63214A > CD > E > B > 2C or c.D(1 hit) > 214C > FKO+E

Requires 1 Boost. Does not work on Raoh, Jagi, or Mamiya. Against some characters you must delay the FKO or it will miss.

3-star Corner Command Grab FKO

63214A > 2C > 214C > CD+E > E > D > FKO

Requires 1 Boost. Against some characters you must delay or slightly charge the Banishing Strike or it will miss.

3-star Banishing Strike FKO

~2B > c.C > CD > 6 > c.C > 214C > CD+E(Max charge) > E > D > 236CD

Requires 1.2 Boost. Less meter efficient than Naori Special, but easier to pull off. Inputs must be performed as quickly as possible.

Naori Special (3 stars)

~2B > 2C > 214C~E > CD+E > 6 > (2C >) AC > 2369E~C > 236C~D

A 3-star FKO that requires only 1 Boost, and with 1.2 Boost can be hit confirmed from 2Bxn. The FKO is done by canceling the startup of the 236C followup move with a special input. While it may require some practice to get the hang of, this is without a doubt Shin's most important FKO combo.

Naori Special 2 (3 stars)

~2B > 2C > 214C~E > CD+E > AB+E > E > FKO

A modified and much easier to perform version of the above combo for use when far away from the corner. Required only 1 Boost.

Naori Special 3 (3 stars)

623B > (air dash) j.B or j.D > A > 236C > A > 214C > CD+E(Max charge) > E > c.D(1 hit) > CD > E > B > 2C > FKO

A 3-star FKO from a Gokutoken hit. Can be performed in a variety of situations but requires a great deal of ad-lib. As long as you keep in the end part the rest can be changed as needed to whatever works for you. Requires 1.2 Boost, but as this is gained during the beginning part of the combo, it is essentially free to do.

Other Important Combos

6A Overhead Combo

6A > E > c.C > D > 214C > CD+E > E > D > 236236C or FKO

Requires just under 2 full bars of Boost, making it an extremely wasteful combo, but still worth having in your repertoire.

Gokutoken Air Hit Wall Combo

623B > (air dash) j.B > [dash jump j.A > j.C]x4~5 > [dash jump j.A > air dash j.C]x2 > (slight dash) CD > E > B > c.D > 236236C

For use when you hit the opponent high in the air. Very situation dependent and open to ad-lib - this is just one example of a possible combo. Depending on the distance to the corner you may or may not need to air dash.

Gokutoken Ground Hit Wall Combo

623B > (air dash) j.B or j.D > A > 236C > A > 214C

For use when you hit an opponent on the ground or low in the air. Very situation dependent and open to ad-lib - this is just one example of a possible combo.

Muteking

~2D > 236D > j.C > 2C > AC > 2369E~C > 623B

Arcade version only. Discovered by Tomono, when successfully performed Shin becomes completely invulnerable to all striking moves. The Gokutoken must be done just before landing, so that the sound plays but the move does not actually execute. As there is only a one frame window for Muteking to activate, even with practice it is extremely difficult to consistently pull it off. An example of Muteking being performed can be seen here.

Once you succeed and become invulnerable, there are several ways for this state to become undone:

1. Get thrown by your opponent(BD grabs do not work)
2. Get hit by a 'catch' move, like Kenshiro's Ryugekiko
3. Throw your opponent(Any type of throw)
4. Use a move with invulnerability(Gokutoken, Hakuen, both supers, backdash)

Against most characters you can just mash 2A forever and there is nothing they can do about it. Mamiya has no throw and so she can't do anything at all, which means you can just stand there until time runs out. If the opponent is a character with a 'catch' move like Kenshiro or Toki things become a bit more tricky, but for the most part as long as you don't accidentally undo it yourself, succeeding with Muteking should be a guaranteed win.

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