Shiyuu
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Introduction
Shiyuu is the closest to the classic style of most fighting game's grapplers. Rather than mixing your opponent up, you play very stationarily. His normals are generally useful for to make up for his low speed, in addition to a parry that aids in dealing with the many projectiles that come your way. With effective pokes, he can catch his opponent off guard and take them to the ground. Once you're in on your opponent, it's very hard for them to escape his exhausting throw game and meaty set-ups.
Normals
4A: Rapid-Fire jab with good range. Cancellable, chains into 6A, 6B and 2B (Latter 2 do not combo).
5A: An overhead that, while timely, has one armor point on start-up. Cancellable, and leads to a grab.
- 5AA: A follow-up grab from 5A that does extra damage. Only cancellable by EX moves and Supers.
2A: A low jab similar to 4A, but is slightly slower and has less range. Cancellable, chains into 6A, 6B and 2B (Latter 2 do not combo).
6A: Another overhead with many perks. It can be chained into from 4A or 2A, avoids lows and grabs of all kinds. Great for oki thanks to a high number of active frames.
5B: 4-hit attack that breaks through blast counters. On hit, can be followed up with a 4A. Cancels into EX and Supers only.
6B: Big straight punch. A good poke that's hard to punish. Cancels into EX and Supers only.
4B: Launching uppercut. AA and Powerful corner combo tool. Cancellable.
2B: A sweep with good range. Cancellable.
3B: Low launcher. Cancels into EX and Supers only.
j.A Standard Jumping Light Attack. Good lingering hitbox to fall onto the opponent.
j.?A Dropkick. Misleading animation with lowering active frames than shown.
j.B Big falling headbutt. Somewhat slow.
j.2B Body splash. Very quick crosses up and is easy to confirm from.
Special Inputs
6 or 4(when attacked, air also): Parry: With good timing, negate some damage and gain frame advantage.
- Cancelling into EX moves, Super or Awaken Art makes for strong, immediate punishes.
Special Moves
236A/B: Running Grab
- Ignores Guard and grabs the opponent while running forward.
- Can connect when the opponent is juggled (not jumping).
236C: EX Running Grab
- Contains one armor point.
- Great combo ender.
214A/B: Pile Driver
- Token Command Grab.
- Good for catching rolls.
- Doesn't connect immediately at the start of the animation, and can be interrupted.
214C: EX Pile Driver
- Has full invincibility.
623A: Spinning Lariat
- Strong AA move.
- Can change position while active.
- Great meaty tool.
623B: Spinning Lariat
- 2-hit Variation.
- Can be trickier to block with good timing on movement.
623C: Spinning Lariat EX
- Completely vertical motion that sends the opponent across the screen.
- Invulnerability on start-up.
Super Moves
236236Aplaceholder