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Shikamaru Update


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Major Update:

Hey guys, Shikamaru is finally updated and he's better than ever. There's a lot, so here we go:

- New HitSparks, Dash Dust, GuardSpark, SuperSpark, Poof Effect and Fire Particles.

- Re-touched the number effects and explosion effect. Mechanics remain.

- Created a custom effect for Chakra Trench Knife's slash with new effects.

- Created a custom effect for Portable Water Field. It's more of a Water Explosion now. (lol)

- Fixed various bugs that were plaguing Kage Yose No Jutsu. New explosion effects and sounds as well.

- Fixed some bugs that were missed the first time around.

That's basically it. His gameplay is un-touched and is still awesome. Enjoy guys.

p.s. You may be wondering about Itachi. If you don't know already, I'm having a custom Susano'o effect drawn for me so I have something to work with. Once it's done, Itachi's update will continue.



;-------------- SHIKAMARU'S README.txt ------------------;


Name: Shikamaru Nara

Author: Alexei Roschak (kenshinx0)

Description: Shikamaru is a quiet, logical fighter who has the ability to control shadows and masters in various ninja tools. He takes his

opponents down with wit, rather than brute force.

Version: 1.0

MUGEN Version: 1.0


Neimad for ripping the sprites from NZC.


;-------------------- COMMANDS --------------------------;


Basic Commands:

Walking - Yes

Run (Dashing) - Yes

Crouching - Yes

Jump - Yes

Launcher (via Crouching) - Yes

Air Dash - Yes

Commands are mapped across the a, b, and c keys for simple

play style. A is for lighter attacks, b for medium, and c for

stronger attacks.

Crouching + A or B is Shikamaru's Launcher. He a large shadowy fist emerges from the ground beneath the enemy and punches them upward.


Command Name - Command - Power Requirements (If Applicable)


Notes: If any.

Special Movements:

Ninpou: Kage Nui - QCF+a - 1000

Description: Shikamaru extends his shadow until it reaches the enemy. Once it does, spikes are formed from his shadow that pierce the enemy upward

into the air.

Ninpou: Kage Kubishibari No Jutsu - QCB+a - 1000

Description: Shikamaru extends his shadow until it reaches the enemy. Once it does, a large arm wraps around the enemy and strangles them.

Note: This move cannot be blocked, but it can be dodged fairly easily and does a lower amount of damage than most single-bar supers to make

things a little more fair.

Kage Mane Shuriken No Jutsu - QCF+b - 2000

Description: Shikamaru jumps into the air and throws his trench knives at the enemy. If they hit the ground, they will stay there for 3 seconds and

explode after the time is up. If they it the wall before they hit the ground, they explode on contact.

Note: They can be blocked but the knives will still follow their path and move past you. The trick to using this is either setting the enemy up for the 3-second

timer to go off, or by trying to throw the knives at the wall to make them explode on contact for a nice combo finisher.

This move can be used in the air, at which point, Shikamaru just throws the knives from his current position.

The explosion cannot hurt Shikamaru. (Making it hurt himself put him at a disadvantage if you consider the cost of this move.)

Chakra Trench Knife - QCB+b - 2000

Description: Shikamaru infuses his trench knives with his chakra and lunges upward at the enemy. If he hits, an after image of Azuma can be seen to indicate the

importance of this move to Shikamaru. The student has, indeed, surpassed the master.

Kage Yose No Jutsu - QCF+c - 3000

Description: Shikamaru extends his shadow toward the enemy. Once it reaches this point, large spikes (carrying paper bombs) trap the enemy and entangle them. While they are

trapped, Shikamaru pulls out a paper bomb and lights it on fire. Then, he throws it at the entangled enemy causing a huge explosion on contact.

Portable Water Field - QCB+c - 3000

Description: Shikamaru creates a water scroll that he activates by forming a hand sign and stepping on it. Then a large amount of powerfully flowing water

emerges from the bottom of the screen, submerging the enemy and causing a lot of damage.

Note: This move was used in the Anime only and it was not made to be source accurate. If you know this move, well, then you can understand why.

Pressing z, after guarding at least one attack, will consume

350 power to teleport Shikamaru using Kawarimi. He will appear

behind P2 ready to start comboing. Kawarimi is a log.


;--------------------- CONCLUSION -----------------------;


Shikamaru was pretty challenging to make due to all of his helpers, what those helpers have to actually do, and the complexity of each of his moves. The extending shadow came out great in my opinion and

is working as intended. I changed up some of his moves for the sake of the fairness of Shikamaru. For example, Kage Mane Shuriken No Jutsu does not actually use a shadow to stun the enemy. This was

originally implemented in the beta, but was removed in the final version, once more, for the sake of fairness.

A.I. (as always) is by me and scales with difficulty.


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