Shotos

01/15/23

There’s a little bit of debate about the definition of “Shotos”, but for the purposes of this post (and I’d argue in general when talking about Smash Bros. Ultimate), it refers to Ryu and Ken. Here are some huge pictures of them that I don’t want to learn how to resize:

Ryu Ken

Normal Canceling

This is the main concept that differentiates Shotos (well, and Terry) from other fighters. I’ve seen it referred to as “Special Canceling” or just “Canceling” as well. The simplest way I can think of to explain it is “chaining moves together”. However, there are a couple concepts that I need to explain first before I can really get into the details.

Attack Animation

When a character performs an attack there are 3 basic stages to the animation:

Normals and Specials

I think this concept originates from Street Fighter itself. I don’t play Street Fighter (at least, not as much as I play Smash), so I’m probably going to get some of this wrong.

In Smash Bros., this translates roughly to “Normals” = “A moves”, and “Specials” = “B moves”. However, you can also perform specials using the original Street Fighter inputs for a little extra damage. This is typically how advanced Shoto players perform them.

Another thing I should mention is that shotos have certain variations on their moves that other characters don’t have:

The Rules of Normal Canceling

For most characters, there is no way to skip the cooldown animation unless an opponent hits you out of it. Shotos, however, can use normal canceling to skip the cooldown animation and immediately perform a follow-up attack. But they can’t just cancel every cooldown animation willy-nilly. Here are some rules:

There are of course some exceptions to these rules, mostly around down-smash:

I may have missed some rules/exceptions, but that’s enough to get the basic idea.

If performed correctly, you will skip the cooldown animation and immediately perform the special move. As you can imagine, this is an excellent way to land combos and deal a lot of damage. It’s also a practical way to “anchor” your character in place so the directional inputs of your special don’t get interpreted as movement.

Applications

At this point, you can basically mix-and-match your normals and your specials into infinite combinations, although some work better than others. Here are some of the most common:

(Click on videos to play)

Down-tilt (heavy) -> Hadoken (↓ → + A/B)


Down-tilt (light or heavy) -> Tatsumaki Senpukyaku (↓ ← + A/B)


Jab (heavy+close) -> Shoryuken (→ ↓ ↘ + A/B)


Now go get good!