HNK/Shin

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Overview

Overview

Shin is a hard-hitting power type character, notable for his ability to Guard Crush any opponent. During the early days of the game's release, he was considered the strongest character, but he has since fallen off greatly, as the other characters have become more and more developed while he has stayed mostly the same.

Between his command grab, 2B, and IAD j.B, Shin has very good mixups and okizeme, especially in the corner. However, his ability to apply continued pressure is lacking in comparison to other characters, and he has a very tough time getting out of bad situations. The simplicity and high damage of his combos, in addition to his general ease of use, make him a very good starter character, much like Kenshiro. Unfortunately, he lacks the same potential - of all characters, Shin has the hardest and least practical 100% combos.
Shin
HNK Shin Portrait.png
Damage Taken
100%
Jump Startup
4f
Backdash
1f

 Shin Is a simple, hard-hitting character who takes advantage of his strong up-close mixups and solid, versatile toolkit.

Pros
Cons
  • Heavyweight: One of two characters of the Heavy weight class alongside Mr. Heart. Because of this all characters have a gaurd gauge against him, limiting how long they can block.
  • Practical Damage: Very easy and powerful Banishing Strike combos give Shin respectable threat off his tools and make him easy to pick up.
  • Strong mixups: With the help of his +7 low, his large and rewarding jump-ins, and Nanto Gyakushinsou, Shin boasts powerful mixups, especially in the corner.
  • FKO Game: Shin has great star reducing ability and a Fatal KO that is simple to combo into allow Shin to consistently use his Fatal KO to close out matches.
  • Boost Dependent: Both Shin's damage and neutral heavily depends on the Boost.
  • Defense: Has difficulty getting out of pressure due to slow defensive tools across the board.
  • Tall: Is very easy to perform Hyakuretsu combos on due to his hurtbox and the extra bouncing height.
  • Execution: Shin's 100% combos are extremely difficult and generally considered impractical, limiting Shin's maximum damage.

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 4 4 +1

Used in some combos as well as as an anti-air.

On-Hit Boost Gain Aura Gain GC Level

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 3 8 0

Used in some combos.

On-Hit Boost Gain Aura Gain GC Level

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 3 18 -2

Can chain into a Banishing Strike. Used in many combos.

On-Hit Boost Gain Aura Gain GC Level

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 10 3,4 11 +1

Used in many combos.

On-Hit Boost Gain Aura Gain GC Level

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 4 4 +3

Used in some combos.

On-Hit Boost Gain Aura Gain GC Level

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 3 8 +2

Good for zoning, and also used in some combos.

On-Hit Boost Gain Aura Gain GC Level

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 14 3,3 16 -3

Has great range, which makes it useful for preventing opponents from jumping or for baiting an Air Recovery.

Doesn't hit most crouching characters. Recovery is quite long so it is necessary to pick your spots carefully when using it.

On-Hit Boost Gain Aura Gain GC Level

f.D

f.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 3 22 -5
On-Hit Boost Gain Aura Gain GC Level

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 3 4 +4

Has less range than 2B, but the startup is quicker, making it useful for getting out of pressure. Also possible to use as an anti-air in some situations.

On-Hit Boost Gain Aura Gain GC Level

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 7 3 4 +7

One of Shin's most important normals.

Long range, quick startup, and advantage on guard. Loses to most other characters' 2Bs, but beats high-hitting moves like Toki's 2D. Can low profile moves such as Kenshiro's 623A/C and Juda's Dam super, as well as having fast enough recovery to block moves like Toki's Sekkatsukou when used as a meaty.

On-Hit Boost Gain Aura Gain GC Level

2C

2C
Guard Damage Startup Active Recovery On-Block Star Damage
All 11 4 16 -4

Fairly slow startup limits its use as an anti-air. Mostly used in combos.

On-Hit Boost Gain Aura Gain GC Level

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
Low 10 4 20 -4

A launching sweep used to start a combo from a 2B starter—will not connect near max 2B range.

Fairly short range in comparison to other characters' 2Ds, but slightly longer than that of 2B. Hit causes the opponent to be knocked into the air. Good to chain after 2B on hit to start a combo, though this will not connect at far ranges.

On-Hit Boost Gain Aura Gain GC Level

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High/Air 5 6 3

Good air-to-air move.

  • Self Cancelable
On-Hit Boost Gain Aura Gain GC Level

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High/Air 10 8 7

Shin's main air-to-ground move.

On-Hit Boost Gain Aura Gain GC Level

j.C

j.C
Guard Damage Startup Active Recovery On-Block Star Damage
High/Air 11 6 10

Used in some combos.

On-Hit Boost Gain Aura Gain GC Level

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High/Air 11 10 11

Useful in combos, and sometimes as an air-to-ground move.

On-Hit Boost Gain Aura Gain GC Level

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
High/Air 24 4 12 0

Follow up possible with the use of Boost. Good to throw into your mixup every now and again.

On-Hit Boost Gain Aura Gain GC Level

6B

6B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 21 4 14 0
On-Hit Boost Gain Aura Gain GC Level

Universal Mechanics

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 4 4

Follow up not possible. Mostly useless, especially because Shin has a great command grab.

On-Hit Boost Gain Aura Gain GC Level

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 9 4 16

Follow up not possible. Will catch Rei at the start of the round if he opens with a Grave Shoot. Situationally good to end rounds, as it gives a good chunk of meter on hit.

On-Hit Boost Gain Aura Gain GC Level

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
All 15 6 20 -7

Used in many combos. Not very reliable as an anti-air.

On-Hit Boost Gain Aura Gain GC Level
Grave Launch

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 41 8 16 N/A

Very long reach, making this likely the best Heavy Strike in the game. That said its use is still limited to combos for the most part.

On-Hit Boost Gain Aura Gain GC Level
Stagger

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 18-33 4 20 -5

Important combo part. Fairly short range.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

Nanto Senkyakusou

214B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 18 16 18 -14

A very high-risk, low-return sliding kick. Can be used to low-profile attacks.

On-Hit Boost Gain Aura Gain GC Level

Nanto Gokutoken

623B or 623D
Version Guard Damage Startup Active Recovery On-Block Star Damage
Nanto Gokutoken B All 11 17 Until landing
Nanto Gokutoken D All 21 12 Until landing + 14

The B grounded and air versions go diagonally upwards, while the D versions go horizontally across the screen. All versions take off a star on Counter Hit.

The grounded B version has invulnerability while rising, but not during startup, so cannot be used as a reversal. Causes wall bounce on hit, and it is possible to act in the air once the move has risen to it's peak. Misses all crouching characters except Heart. Very high return move, but often risky to use.

The air B version is mostly used as a combo ender. It does however hit overhead, so it is possible to use it after an air dash jump B as an alternative to landing and doing a 2B. This is quite hard to see, and effective to use every once in a while. Like the grounded D version, you will probably die if it is blocked, so caution is necessary when using it outside of combos.


The grounded D version knocks the opponent into the air on normal hit, and causes wall bounce on Counter Hit. Hits overhead, but is generally never used because your opponent can easily get a guaranteed combo on you if they block it, which isn't that hard to do.

The air D version is for the most part the same as the grounded D version. Has a few uses in some combos but otherwise is not very important.

Version On-Hit Boost Gain Aura Gain GC Level
623B
623D
  • 623B
  • 623D

Nanto Ryuuhayadan

236A
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 Mash to extend indefinitely 50 N/A

This is a terrible move that you will only ever use by accident.

Shoots two feathers upon executing the move, and one more for every time you press A. The feathers do no damage, but are unblockable and each hit adds to the opponent's unseen dizzy meter. Upon striking the opponent the word 'Faint' appears in a colored bubble, which ranges from yellow to red. The closer to red, the closer the opponent is to being dizzied - once it is fully red almost any hit will dizzy them. Feathers can also take out other projectiles and Juda's followers. This all sounds useful, but it has long recovery and the the opponent can just run through your projectiles and hit you.

On-Hit Boost Gain Aura Gain GC Level

Nanto Hakuhazan

214C
Guard Damage Startup Active Recovery On-Block Star Damage
All 21 8 18 -7

Mostly used in combos.

Shin does a big backhanded slash. Slow startup and long recovery, but has big range and upper-body invulnerability. Takes off one star on normal hit and two on Counter Hit. Can reflect most non-beam projectiles. Causes stun on grounded opponents.

On-Hit Boost Gain Aura Gain GC Level

Nanto Senjuzan

236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 23 4,4,4,4,4 16 -4

Shin rushes forwards a strikes his opponent rapidly. Takes off a star on Counter Hit. Slow startup, and doesn't hit crouching characters. Used mostly in Banishing Strike combos.

Ambox warning.png WARNING!
In arcade version, Grave Shoot > Boost upward Senjuzan > B Gokutoken (A+C > 2369E~C > 623B) will cause Shin to remain strike invincible for the rest of the match. 
However, Shin is able to be thrown, guard pointed, and the invincibility will fade if Shin uses an invincible move again. 
THIS IS A BANNED TECHNIQUE IN CERTAIN ORGANIZED PLAY. YOU SHOULD NOT ATTEMPT THIS COMBINATION, unless they explicitly allow it.
On-Hit Boost Gain Aura Gain GC Level

Nanto Senjuzan follow-up

236C > 236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 8 48 -40

Follow up move to Nanto Senjuzan. Causes Shin to quickly turn around and attack his opponent while returning back to the side he started on. Takes a star on normal hit and two on Counter Hit. Also used mostly in Banishing Strike combos.

On-Hit Boost Gain Aura Gain GC Level

Nanto Gyakushisou

63214A
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 4 2 21 N/A

Shin grabs his opponent, pokes them, then throws them away. A 4-frame startup command grab. Takes off one star, and follow up is possible. Very important part of Shin's mixup game.

On-Hit Boost Gain Aura Gain GC Level

Nanto Hakuen Tenshou

236D or 214D
Version Guard Damage Startup Active Recovery On-Block Star Damage
Nanto Senjuzan Forwards N/A N/A N/A N/A total 54 N/A
Nanto Senjuzan Backwards N/A N/A N/A N/A total 54 N/A

Shin jumps up into the air and does a flip. The 236 version goes forwards, while the 214 version goes backwards. Can act midway through the jump. Mostly used in combos after a 2D. There is some invulnerability while jumping but it has no real use. It is also possible to triangle jump off of the wall if you come in contact with it while jumping, but once again this is completely useless.

Version On-Hit Boost Gain Aura Gain GC Level
236D N/A
214D N/A
  • 236D
  • 214D

Super Moves

Nanto Raishinshou

236236C
Guard Damage Startup Active Recovery On-Block Star Damage
All 39 -22

Shin hits the ground an a big geyser of power shoots out. Takes off one star on normal hit and two on Counter hit. Has full invulnerability until execution, but the startup is quite slow at 12 frames. Mostly used in combos, and very sparingly as a reversal.

On-Hit Boost Gain Aura Gain GC Level

Nanto Senshu Ryuugeki

214214C
Guard Damage Startup Active Recovery On-Block Star Damage
All 18+3 32 -21

Shin charges up then rushes forward and stabs at his opponent rapidly. Can be charged by holding C. Charging increases the amount of hits and damage done - on some characters the max charge will instantly Guard Crush them if they block it. The last hit takes off one star, and the first hit will take off 2 stars on Counter Hit, for a total of 3 stars if the last hit connects. Has invulnerability, but the startup is even slower than that of Raishinshou. Does not see much use except in some obscure combos.

On-Hit Boost Gain Aura Gain GC Level

"Omae no Ken deha, Shinan!"

412363214A with no stars left
Guard Damage Startup Active Recovery On-Block Star Damage
N/A Shin dies 318 N/A N/A N/A

Shin slowly retreats, then jumps to his death. Shin begins the next round with his stars restored to full. This could have been a very useful move, but unfortunately the startup animation is extremely long, making it impossible to use for all practical purposes.

On-Hit Boost Gain Aura Gain GC Level
N/A

Fatal KO

Nanto Shoushuu Tokyaku

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 13 4,20 64 -65

Shin does a high kick, then pokes his opponent to death while his underlings hold them. The kick move hits twice - the second hit must connect, or the FKO will fail.

On-Hit Boost Gain Aura Gain GC Level
  • Second hit must connect for cinematic to trigger

Colors

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