Table of Contents

Shredder

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Description

Manual

Originally intended for mining operations, the Shredder now sees plenty of combat time. One of the fastest HAR's, this unit can stun an enemy before it can form an adequate defense. The hands on the mech can actually be thrown at an enemy and the magnetic systems on the arms will return the hands back to the body. Shredder can also hurl itself head-first at an enemy, causing the blade on top of its head to do considerable harm. The unit's “Flip Kick” is a favorite move of many pilots, since it can jump over projectiles and then hit the source with incredible speed.

Matt's FAQ

The Shredder, while it is probably one of the best rounded 'bots in the game, doesn't really excell in any particular area. It has a couple of great Special Moves, some powerful Basic Moves, and looks cool to boot. But, the computer doesn't seem to respect its cool looks, as it plays against the 'bot quite well on the higher difficulty levels. However, I've been able to find a couple of cracks in the games's AI to let you win despite the fact that you're strategically challenged. Most important to remember when using the Shredder is that this 'bot's only advantage over the other 'bots is its virtually unlimited assortment of powerful combos. All of its Special Moves complement each other by being able work together in one combo. For an example of using this to your great advantage.


Strategies

Fast and small, the Shredder is the arc-typical close fighter, if he isn't within close range his options are limited. This bot specializes in combos, and to really enjoy this bot you should enjoy finding as many and as complicated combos as you can. The specials are varied but is mostly colored by the amazing Flip-Kick, this move does almost everything, it anti airs, it combos with itself and anything else, it can be canceled into another jump attack, it quickly approaches the opponents with an attack, and can even be used to jump over some projectiles or sliding attacks. The others, Flying Hands are mostly a harassment or limited ranged option but can also be used in some combos, and Head-butt generally have to many weaknesses for much use. The general idea is to get in, unleash the nastiest combo you can, and place yourself for repeating it. You will have to fight against the opponent every inch of the way in to set yourself up in the best combo position.

VS CPU/AI

Basically do or die, the shredders very low range makes it hard to approach with against the AI at times. But if you get in and fire off a good combo, most of the game is already done. And AI doesn't learn how to counter the Flip-Kick.

VS Human

Same as general strategy. The big catch here is that you depend allot on the Flip-Kick, if the opponent learns to counter it, you lose almost your entire approach vector.


Upgrades

Tournament Upgrades

Enhancement Effects

Enhancement Localization


Moves

Specials

Basic Attacks

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Bad:
Good:

Combos

This assumes default setting with Rehit mode on.

Basic Combos

Fancy Combos

Tournament Combos



Robyrt's FAQ

1. OVERVIEW

If you can't do his combos, Shredder is nothing special. He has some attacks for every range, but none of them are particularly impressive, and he often leaves himself open when his moves don't connect. Flip Kick is finicky and will often fail to combo even under ideal conditions. Fortunately, Shredder has a lot of ways to set up his combos, and they do so much damage that they're likely to kill the opponent outright. Shredder relies on speed and daring, so if you don't want to bring Crystal or Milano to the table, you should play a more conservative offensive bot like Chronos or Gargoyle.


2. MOVELIST

MOVE NAME        | COMMAND     | DMG.  | TYPE
-----------------+-------------+-------+-------------
Jump Punch       | (air) P     | 12.5  | Medium Jump
Jump Kick        | (air) K     | 12.5  | Medium Jump
Jab              | P           | 4.5   | Light AR
Fierce           | b+P         | 15    | Medium AR
Forward          | K           | 10    | Light AR
Roundhouse       | b+K         | 17.5  | Heavy
Low Jab          | df+P        | 4     | Light AR
Low Strong       | d+P         | 11    | Medium AR
Low Fierce       | db+P        | 15    | Medium
Low Short        | df+K        | 5     | Low
Low Forward      | d+K         | 11    | Low
Sweep            | db+K        | 17.5  | Low KD
Headbutt         | qcf+P       | 15    | Medium KD
Shadow Headbutt  | qcf,f+P     | 15    | Heavy KD
Air Headbutt     | (air) qcf+P | 15    | Medium KD E0
Flip Kick        | d,d+K       | 11+11 | Light AR
Flying Hands     | qcb+P       | 10+10 | Light AR
Turn Around Toss | (close) f+P | 22.5  | Heavy Throw

Scrap: d,f,P Destruction: d,u,u,P after 1st hit and before 4th hit Fire & Ice: u,ub,b,db,d+K right after destruction

Notes: The Flying Hands counts as a projectile, and the 1st enhancement gives it more range. The 2nd enhancement makes all headbutts faster. A connected headbutt leaves you in a normal jump situation. The Flip Kick counts as a Shadow move (i.e. invincible to projectiles on startup).

Stats: Forward Speed: 4.8 Back Speed: 3.6 Jump Speed: 13.5 Fall Speed: 1 Armor: 105 Stun Res: 27.5


3. MOVE DETAILS

Normal Moves

P: Jab. Generic as ever, Shredder is lacking in the range department but makes up for it in speed. Use as anti-air, where you can easily follow up with a Flip Kick combo for huge damage. Shredder's fastest move, it chains into his fierce if you need free damage but you'd probably be better off using it to create pressure. If they start ducking jabs, they'll start getting hit by instant air headbutts.

b+P: Fierce. Shredder punches straight forward. Quite short-ranged for a fierce attack, and not as fast as it looks, this move has great priority. You can't use it as a generic poke because it hits high and it kills your momentum, but it'll stuff a lot of really important attacks your opponents try. Nearly guaranteed to connect in an air combo.

K: Forward. Unlike most forward kicks, Shredder's actually doesn't have much priority, or much usefulness. Watch for low attacks when you're playing Shredder, as his only real counter to them is a headbutt.

b+K: Roundhouse. Shredder does a roundhouse kick to the opponent's face. Chains into itself and a lot of other moves, making it mainly useful in combos. It's also good anti-air, at a shallow angle.

Crouching Moves

df+P: Low jab. Blindingly fast, this is a key move for Shredder. Chains into itself, but you'll rarely want to use more than one. Great priority because of its weird animation - takes down headbutts, leaps, etc. with ease. Plus, like his standing jab, feel free to combo if it knocks them into the air.

d+P: Low strong. Shredder does a crouching version of his fierce punch. Less useful than it seems, it's basically to remind the opponent that your range isn't really as bad as all your other moves make it look.

db+P: Low fierce. Slower version of low strong. Shredder's quite vulnerable already, he doesn't need slow normals weighing him down, especially ones that don't combo. Don't use this.

df+K: Low short. Quite fast and unfortunately short-ranged. Just to annoy the opponent and keep them from doing slow moves, as it doesn't really do anything else. Chains into itself.

d+K: Low forward, same as low short but slower. This move actually combos into headbutt within throw range, and Shredder is in throw range quite often.

db+K: Sweep. Shredder's sweep is agonizingly slow and doesn't combo. Avoid it. Shredder's more effective when they don't duck anyway.

Special Moves

qcf+P: The glitchy Headbutt is Shredder's most important move. Shredder flies straight forward headfirst. Up close, it's got crazy priority but is unsafe when blocked and doesn't combo when it hits, making it a big risk to use. During flight, press d,d+K to stop it at any time nearly instantaneously (this has obvious advantages in every situation). When it connects (hit or blocked) while in flight, it has zero recovery - leading to a free combo and/or a free followup attack. Hold back when it's blocked to bounce back farther than most bots can punish. Headbutting properly is the key to a good Shredder.

hcf+P: Shadow Headbutt. Travels faster and farther, slightly slower. Think of this move as a run forward that happens to hit people, that you can stop with a Flip Kick command. As long as you don't use it close up, it's extremely good.

qcb+P: Flying Hands. Shredder throws his hands forward; hits once with each hand. Trades with everything, unless it's a crouching move or a side-switching attack. It's also got loads of range, it's hilariously good at stopping people from jumping, and it's great in combos against slow opponents. Because it's got such odd priority, opponents will be wary of standing up when they're low on life, meaning you're free to headbutt their stuff.

d,d+K: Flip Kick. Shredder does a big slow vault through the air with one leg extended. The first hit is high, goes through projectiles, and works great as anti-air or a combo starter. The second hit is cancelable at any time (even after it hits!) into a jump attack, has great range and starts ground combos, and hopefully combos after the first hit. This move is awful against bots who crouch low (because they can duck the first hit and the most powerful options afterwards), but still his signature move. See the followups list below.

1st hit connects as anti-air → Air Headbutt → air combo 1st hit connects on ground → 2nd hit → immediate jumpkick → ground combo 1st hit connects on ground → immediate Air Headbutt → air combo 1st hit blocked → immediate jump punch beats anti-air → ground combo 1st hit blocked → immediate jump punch blocked → you get comboed 1st hit blocked → jump punch blocked → you are safe 1st hit ducked up close → immediate Air Headbutt → air combo 1st hit whiffs at mid range → you get comboed 1st hit whiffs at long range → 2nd hit blocked → you are safe

(close) f+P: Throw. Shredder's throw is very unimpressive, as he throws the opponent behind them and it causes a wall hit. No free combos for you, sorry. You'll be throwing a lot, however, because Shredder is always in the opponent's face and blocking is the best tactic versus his other close moves.

Jumping Moves

P: Standard jump-in. Nothing special, actually not that great, but you'll be using it often enough.

K: The angle on this is perfect for air juggles or for after a Flip Kick, but not so hot for jumping in. If you're above them, it also works decently as air- to-air.

qcf+P: Air Headbutt. During a Flip Kick, if this connects, it leads to a world of pain from the opponent, as it starts juggles easily. However, it's horribly vulnerable if it doesn't hit, so use with caution.


4. COMBOS

Instant Kill Combo #1 (air) K → d,d+K xx qcf+P → qcf+P → df+P → hcf+P → P → qcb+P (→ b+P) Use on easily juggled opponents. (air) K → d,d+K (2 hits) xx K → b+K → b+K → df+P (opponent stunned) (air) K → d,d+K xx qcf+P → jabs → b+P → b+K (or previous combo again) Use on difficult-to-juggle opponents. (air) K → d,d+K xx qcf+P → df+P → b+P → hcf+P (→ b+K) Use on short opponents.

Instant Kill Combo #2 f+P, walk forward, repeat Tournament mode and 70% agility and full arm speed required.

Instant Kill Combo #3 air juggle → (wall) jab(s) → infinite repetitions of qcb+P When the second hit of qcb+P is just as Shredder's hands return to his arms, you'll know you can follow up with more Flying Hands forever.

Most Powerful Ground Combo d,d+K (2 hits) xx K → b+K → b+K → df+P (qcb+P against some opponents) (This combo will stun anyone in 1P mode, regardless of the conditions.)

Chain Combos and Special Move Cancels P → P/df+P P → b+P df+P → df+P (close) df+P → qcf/hcf+P b+K → P/df+P b+K → b+K b+K → qcb+P (close) b+K → qcf/hcf+P df+K → df+K (close) d+K → qcf+P qcf/hcf+P → d,d+K (displays only first frame of d,d+K animation) d,d+K → (air) P/K or (air) qcf+P

Since the combos already mentioned are usually enough to kill someone, these are all tricky combos:

* (close) f+P → df+P → qcf+P → P → hcf+P → d,d+K xx (air) qcf+P → qcb+P → b+P → db+P Yes, folks, a THROW COMBO for Shredder. This works only from a good distance away from the wall, so Shredder has time to turn around and df+P the opponent before the wall hit. As usual, once you've got one qcb+P, you've got as many as you need.

* combo starter → df+P → qcf+P → P → hcf+P → d,d+K xx (air) qcf+P → qcb+P → b+P → db+P Max 14 hits in one-player mode, no infinites. Note that this combo works anywhere from right up against the wall to about half-screen away.

* (air, wall) K → d,d+K xx (air) K → b+K x3 → hcf+P → b+P → hcf+P → P → d,d+K → (air) qcf+P → qcb+P → qcf+P → K → b+K Matt's 18-hit Death Combo for Shredder is actually pretty good. If you're not against a wall, simply omit the d,d+K→K at the beginning. Without enhancements, you can go into the Flying Hands infinite from this combo, and you can add some extra hits after the standing K, but this will work on pretty much anyone.


Frame Data

Frame Data Page


HAR's: Jaguar, Shadow, Thorn, Pyros, Electra, Katana, Shredder, Flail, Gargoyle, Chronos, Nova