Shizuo kicks forward in front of him, while it has decent range it lacks in startup (7F) making it hard to use a button to contest. It can be used as a possible anti-air depending on the range of your opponents jump in. 5A will also serve as your main tick throw normal, if done close enough to your opponent on block you can choose between delay 2A to beat mash and cmd grab if they respect your pressure.
Shizuo swings an iron pipe in front of him, this is one of Shizuo’s best and go to grounded normals. Due to it being 5B it retains the 5B universal air unblockable property and covers a lot of range in front of him. 5B can be used to call out upbacks as a safer alternative to 214C.
Shizuo swings a giant road sign in front of him, it has a larger vertical range then 5B. While not recommended under most circumstances you can special cancel into his 236x series from this to keep the opponent blocking. Using his charged version is especially beneficial as it will be detailed below. It can kind of be used as an anti-air.
The charged version of his 5C moves Shizuo slightly forward with a bigger hitbox and wallbounds in the corner. On block it pushes the opponent back a good distance, this is good to utilize if you are in the life lead or want to create space while setting up an assist like Iriya. It can also be beneficial to check opponents trying to abuse pushblock to dash in and catch shizuos less then stellar recovery on normals when pressuring
Shizuo crouches down and punches in front of him, this is his fastest normal in the game (6F). This is mainly used for tick throw and pressure as it can chain into itself.
Shizuo kicks in front of him. This normal has relatively short range compared to his 5B. It is best used as a stagger tool to catch opponents trying to escape tick throw situation and in some instances a low anti air normal.
Shizuo sweeps with the road sign in front of him, this is also his other notable grounded normal in the game. Due to it’s long horizontal range it checks opponents trying to approach very well however be wary as due to it’s long recovery and extended hurtbox from moving forward it makes him vulnerable to jump-ins. Furthermore this move is -12 on block and can he ranbu punished at close ranges.
Shizuo does an angled kick forward, it’s his fastest air normal however is generally weak for air-to-air. It’s an option for a jump-in however generally you’d use jC or j[C] instead. The benefit of j.A as a jump in comes from its low blockstun creating a strike/throw mixup with 2A/command throw.
Shizuo swings his iron pipe forward in the air, this is one of the best normals in the game and allows for great spacing in the air and while descending. Because of its amazing horizontal range j.B is an effective tool to wall out opponents attempting to approach from the air, as well as catching opponents outside j.C range While it is strong be wary that is won’t hit crounchers.
Shizuo swings the road sign downwards, this move is great for jump-ins and cross up attempts however there is another move that out shines it.
The star of Shizuo’s moveset is his charged jC, it has a massive hitbox infront and behind him and he can jump cancel off it on hit or block. He can convert into full combo from this as well, it can be anti aired and reacted to with fast air to air normals so don’t be too trigger happy with it if your opponent starts to counter it raw.
Shizuo picks up a trash can and throws it at you, this is basically his projectile and depending on the button you press for it will determine the angle it’s thrown.This is mainly used at the end of block strings, rarely used for “projectile spacing” but can be applied for that use.
Thrown at a short downward angle, mainly used to end off blockstrings or longer pokes like 5B or 2C. Travels about ¼ screen.
Thrown at a straighter horizontal angle, mainly used for full screen spacing. Has a dead zone where it will whiff against crouching opponents.
Thrown at a slightly upward angle, mainly “snipes” characters who are trying to escape the projectiles from the air. Solid option at fullscreen to catch characters like Mikoto who take to the air a lot to use air special moves.
While this projectile doesn’t have invincibility it starts up fast at 11F (faster than his A version at 17F), it wall bounds in the corner. It’s mainly applied for combo extension for some extra damage. It's also safe on block and can be used to beat out some other projectiles as well as be a safe-ish option to snipe assists.
Shizuo’s command grab and another core part of his gameplay, It can be scary to deal with if applied correctly.
Grounded command grab that throws the opponent in front of him, it has about a 5A range. Good to use to keep the opponent in front of you if you’re getting closer to the corner.
Grounded command grab, similar to the A version however throws the opponent behind him. Better for getting out of the corner or if the opposite is closer to the corner you can use this version to give yourself better corner position sooner.
Anti-air command grab, it only grabs airborne opponents. Your opponent will attempt to jump out and this is good to mix in to keep them guessing about which command grab you’re going to do. This will be just about the only grab you can combo into and it can be used to catch neutral jump grab tech attempts if you feel your opponent is going to go for that.
The EX version is about the same as the A version with a single frame of startup faster, it can be canceled into from any version of the command grab and is great for some extenders.
Shizuo’s divekick, it can be used to quickly rushdown on your opponent from the air or throw off their anti air attempts. No matter the version you use they’re all unsafe so be wary about using this on offense too much. None of the versions are overhead either. Depending on the version you use determines the angle Shizuo divekicks down. If you have combo blast ready to go every version of divekick is an amazing combo starter that can lead to 50% or higher with the right combo and resources.
This divekick is the shortest and goes in the most downward angle. Best used to catch opponents attempting to anti air/run under Shizuo after he has used his double jump.
This divekick is more angled near the midscreen, maybe good for whiff punishing. I've found no reason to use this over C version in any situation.
This divekick while can be used to whiff punishing but could also be used to escape to the other side of the screen behind your opponent depending on how close they are to you.
This divekick has the same distance as the C version however with armor until he hits the ground, the armor can beat just about anything including blasts which will be punished by EX divekick if timed properly. This will also be an optimal combo starter with combo blast or an assist It is still punishable so be wary about using it if you’re ready to make it safe with an assist or combo blast.
Shizuo rushes forward with a car door in front of him. It’s strong for anti-airing and easy to ender your combos even from delayed 5C due to it’s large vertical hitbox. The armor is only on the car door so be wary of throwing this out as a reversal as it loses to lows. This move does 4 hits but the last hit is prone to whiffing on airborne opponents so be ready to cancel this move into an EX on the third hit most of the time.
Instead of a dragon punch like move Shizuo has a counter reversal, he stands in place and provokes you to attack him. There are a lot of weaknesses to this counter and is generally unsafe unless your opponent is being very aggressive and not looking out for it. The animation locks you in place, it can be safe jumped and it some cases activated and jump canceled out of. It can also be easily grabbed out of. I wouldn’t completely erase this reversal from your took kit but be cautious about when you apply it. It can be canceled into trump and combo blast on block. On hit it can be canceled into 236EX, ranbu, and climax for some extra damage.
Shizuo pulls out a guard rail from the ground and swings it upward. This is air unblockable and a very deceiving animation. Trumps are universally overheads however the animation of Shizuo pulled out a guard rail from the ground can catch new players off guard with the assumption it’s low. It has massive horizontal range compared to other trumps and average vertical range.
Shizuo throws various street signage full screen, primarily used for damage at the end of combos. Outside of combos it has fast startup and can whiff punish various things pretty well, it has long recovery so be wary about the range you use this at outside of combos.
Shizuo’s rushing ranbu super, it has full invul throughout it’s animation and is great for punishing common things such as unsafe trumps and other supers. At the end of combos it can be used to gain 20% blast and give you a better position for oki and command grab pressure.
Hit the opponent 2 times with either 214X or 63214BC for Attack Level 1 for 10 seconds. Can be activated twice a round.