Shinobi/Moveset

## Moveset

### General

* **Renown: Assassin** - Earn more Renown in 1vX fights, by killing enemy Heroes, and getting killing streaks to unlock your feats in a match. (non-Dominion/Breach gamemodes only)
* **Revenge Mode** - Boosts Damage and Health. All Attacks are Uninterruptable. Parry and Throws knock enemies down. Attacks are Auto-Parried on activation.
* **Dodge: Deflect** - Dodge in the direction of an incoming Attack just before impact to Deflect it. A deflect does not interrupt the incoming attack, but in trade grants a Hero access to unique follow-ups.

### Hero Specific

* **Light Attack Combo** - The second Light Attack in Shadow Dancer and Ghoul's Rage are guaranteed if the first attack successfully hits and the second Light Attack is performed from the same direction.
* **Sickle Rain Finisher** - All Heavy Finishers are Sickle Rain attacks which will pin the enemy if they land, allowing for up to three Light follow-ups to be performed, each inflicting minor damage and extending the pin.
	+ **Timed Sickle Rain** - The Light Attacks in Sickle Rain require proper timing to perform. If performed too slowly or too quickly, the inputs will not register. Compared to other timed moves, Sickle Rain's timing is lenient.
	+ **Special Finishers** - Side Sickle Rain Finishers are Undodgeable. Top Sickle Rain Finishers are Unblockable.
	+ **Revenge Feeding Rain** - A successful Sickle Rain and Sickle Rain Lights will count as a Special Bash when it comes to feeding Revenge to the target, instead of feeding Revenge based on the damage they deal. As a result, they feed a lot more Revenge than normal.
* **Chain Openers** - Ghoul's Pain, Front Roll, Back Flip, Ghoul's Torment, and Ghoul's Affliction all count as Chain Openers, thus can lead into a Chain Light or a Sickle Rain Finisher.
	+ **Limited Chain Openers** - Teleport, Shadow Strike and the last strike of the Zone Attack count as the second Light in Chain, thus can only lead into a Sickle Rain Finisher. Teleport and Shadow Strike can also lead into their exclusive follow-up bash, Spectral Kick.
* **Double Dodge** - Cancel your Dodge by performing another Dodge (Space for PC, A for XB1, X for PS4). While you can perform a Double Dodge out of a back Dodge, you cannot perform a back Dodge after a Dodge as part of Double Dodge.
	+ **Special Double Dodge** - You can perform a Double Dodge out of a Front Roll or Back Flip.
	+ **Double Dodge Attacks** - Perform a Light or Heavy Chain Opener smoothly out of Double Dodge. You can also perform Reaper's Dance and Ghoul's Affliction out of a Double Dodge (only if the second Dodge is a Forward Dodge for Ghoul's Affliction.
* **Flip Kick** - Perform a Flip Kick with the Guardbreak input (MMB for PC, X for XB1, ⬜ for PS4) after a Front Roll or Back Flip.
* **Bash Heavy Follow-ups** - Upon performing a successful bash, pressing the Heavy input (RMB for PC, RT for XB1, R2 for PS4) will perform a guaranteed follow-up attack that are counted as bashes (thus not parriable). After a Flip Kick or Ghastly Chase, you can perform Ghoul's Torment. After a Reaper's Dance or Spectral Kick, you can perform Ghoul's Embrace.
* **Back Flip & Front Roll** - Press the Dodge input (Space for PC, A for XB1, X for PS4) during the recovery of any attack, including after each strike of Sickle Rain Lights. For most attacks, Shinobi will perform a Back Flip. If initiated after Ghoul's Embrace, Shinobi will instead perform a Front Roll. Back Flip and Front Roll have I-frames.
* **Zone Attack Cancels** - Zone Attack can be Cancelled with B (XB1), E (PC) and O (PS4) or a Back Flip with the Dodge input (Space for PC, A for XB1, X for PS4) before the last strike.
* **Teleport Deflect** - Deflects can be immediately followed-up by a guaranteed Teleport with the Guardbreak input (MMB for PC, X for XB1, ⬜ for PS4), which will interrupt the opponent, deal damage to them, along with teleporting Shinobi behind them.
	+ **Teleport Follow-up** - Teleport can be followed-up by either a Sickle Rain Finisher or Spectral Kick.
* **Super Sprint** - Enter Super Sprint by releasing and pressing the sprint button/key. Consumes Stamina overtime to increase Sprint Speed by ~12.5%. Release and press the sprint button/key again to go back to normal sprint.
	+ **Super Sprint into Combat** - Shinobi is not restricted from performing attacks such as Ghastly Chase or entering Guard Mode during Super Sprint.