Shinji

Introduction
Shinji, balance fighter with emphasis on ringout and excellent shunpo distance. His S series has good reach, but has poor tracking. He has many ringout options and abusable super in power up. However, his power up lacks a field effect, which can be seen as a weakness.

Pro Con
 * Long reaching S series
 * Long distance shunpo, covers ground fast
 * Ringout with Air S
 * B~A rank damage output
 * EX, sets opponent sky high, hard to interrupt
 * A, Projectile, safe on block/upclose
 * Anti superarmor/100% chip power up EX
 * Cero, O, can ringout, chip damage of 15%
 * Both EX can be R2 bursted easily
 * Activation Cero in PU, can leave Shinji wide open
 * No field effect
 * Air move are tricky to use
 * Not enough tracking on GS and S series

Movelist Analysis
S series

S-Slash 1 S-Slash 2 S-Slash 3 S-Kick Air S-Air Sweep GS-Thrust Grab-Toss Throw Special Moves
 * safe on block, long reach
 * safe on block, long reach
 * gap between S and Sx2 is tiny, unparryable
 * hit confirm
 * unsafe on block, long reach
 * gap between Sx2 and Sx3 is big, parryable
 * safe on block
 * gap between Sx3 and Sx4 is big, parryable
 * horizantal blast
 * guard crush during power up
 * hard to hit as air to ground
 * easy to use as air to air
 * sets up ringout and wall bounce
 * long reach, decent auto-guard
 * free combo afterward
 * hard to hit due to tracking issue
 * standard toss throw

A-Chiryuu (Ground Wave) B-Kiriage Air A-Kabutowari Supers
 * high priority projectile, vertical hit box
 * has an pop up mini launch effect
 * OTG
 * safe on block, fast recovery
 * fast 2 hit launcher
 * sets up juggle
 * guard crush during power up
 * vulnerable on block, can attempt to retaliate with Air S or Air A, parryable
 * knockdown slash
 * OTG
 * bound, launcher
 * depending on which height it hits, safe on block
 * guard crush during power up
 * sets up okizeme

O-Super Chiryuu Air O-Kuusatsu Nirengeki EX-Kuusatsu Yonrengeki Power Up PU-Activation Cero O-Cero Air O-Air Cero EX-Cero Fuusatsugata
 * Mid range projecctile, limited range
 * 2 hit, stun then launch, untechable down
 * OTG
 * can hit multiple enemies, high priority
 * 2 hit air combo finisher
 * dashs in the air long distances
 * knockdown, okizeme set up
 * long distance tackle into air combo
 * knockdown, okizeme set up
 * can link from a juggle
 * able to send opponent sky high, make it hard for enemy teammate to interrupt the combo
 * Damage increase
 * Changes in move property
 * Different supers
 * Upon activation fires a cero which bounces off walls for 8 times
 * about 20~30% damage on hit, sends enemy into the sky usually
 * about 20~40% chip damage on block
 * large opening upon firing
 * multi hit cero about 10 hits
 * does 15% chip damage on block
 * forces enemy into ringout on hit and on block
 * hits superarmor
 * leads to good combo ender
 * same as ground cero, but in the air
 * floats in the air
 * fires a cero in which separtes wider
 * on superarmor, can do 100% damage, burstable
 * near the wall, blocked EX leads to 100% chip damage
 * vulnerable from behind

Combo
1. Sx3, B, Delay Air S, Land A, O, OTG A 2. Sx3, B, Delay Air S, S, B, Air O 3. Sx3, B, Delay Air S, Delay Air O 4. Grab, S, B, Air A 5. Grab, Sx2, B, Air O or EX 6. Grab, Sx4 7. A, EX 8. Sx3, B (1 hit), EX 9. GS, Sx3~any combo 10. Air A, A 11. Sx3, B, Air S, or Sx4, Activation Power Up
 * May hit other opponents as well with O
 * Works in open area, no walls
 * Wall bounce combo
 * When you want to stay in the air during a combo, avoiding choas on the ground
 * Okizeme afterward
 * EX combo
 * Ringout combo
 * Projectile to EX link
 * EX combo
 * GS combo
 * A might hit as juggle or OTG
 * Activation used in a combo

1. Sx3, B, Delay Air S, A, O or EX 2. Sx3, B, Delay Air S, Sx2, A, O 3. Sx3, B (1 hit), EX 4. Grab, Sx4, O 5. Sx3, B, O
 * O ender does 40%, EX, ender does 60+%
 * Wall bounce combo
 * EX combo
 * Ringout combo
 * against superarmor combo
 * repeat it into loop combo against Bankai Hitsugaya

Strategy
Close Range Mid/Far Range Ringout Activation Cero Okizeme Running Around Strong Wind Bridge Stage
 * Sx2 hit confirm
 * 1) combo on hit
 * 2) whiff, B, tracks
 * 3) blocked, A for anti parry/retaliation cancel to EX or O if hit
 * 4) grab, if opponent don't move
 * O, cero if in PU, chip damage and ringout
 * Spam A
 * close the gap with shunpo
 * run away with shunpo
 * punish large opening with EX or shunpo (close range combat), or cero
 * prioritize, ringout with Sx3, B, Air S
 * after ringout, grab items or fire 1~2 A at other enemies
 * try to use activation as chip damage, more damaging and easier to achieve success
 * corner someone and activate, can chip up to 50%
 * can be used in combo with B(2 hit), PU, but rarely links
 * wall bounce activation combo is a practical activation use
 * Air A, quickdown, guard crush in PU
 * chase and grab or Sx2
 * Shunpo distance is unmatchable, can stay away from dangerous bankai with ease
 * Air shunpo, Air O, can easily get Shinji back on land, if the height is enough
 * Force enemy into the right side of bridge with reiatsu drain with cero, O.
 * Tactical advantage by draining reiatsu
 * PU EX cero chip damage, can be useful in this area