Introduction
Shaheen is a poke-heavy rushdown character with great punishment, solid movement, and strong mixups from both Full Crouch (FC) and Stealth Step (SNK). His gameplan revolves around establishing pressure with fast pokes and punishment, then using the respect he builds to transition into his FC and SNK mixups. This creates a smooth offense that wears opponents down, forcing them into mistakes and overextensions.
He is very effective at chipping away at the opponent's life while controlling the pace of the match. Shaheen also has some of the most accessible grey-health removal tools in the game. Moves like b+2, b1+3, and f:b+2 make it a nightmare for opponents to make a comeback without grey health.
His FC mixup is especially threatening due to how easily he can access it through pokes such as d+1, d+3, and SS.2. It allows him to repeatedly pressure opponents with strong lows and mid threats while maintaining offensive momentum.
Shaheen's flexible and creative combo game is one of his most unique strengths. His combos can be as simple or as complex as the player wants, allowing unique optimization and personal expression. He is also the only character in the game with a sideswitch tornado, giving him the ability to avoid unfavorable wall positioning and sidewalls. Combined with his excellent wall carry, thanks to the iconic AK WS3 loops, Shaheen can consistently convert combos into strong positional advantage and oki.
While Shaheen has strong mixups and an excellent poking game, he lacks powerful counter-hit launchers and generally deals lower damage than a lot of the cast. He often needs to win more interactions than other characters to close out a round due to his poke-heavy gameplan. He lacks explosive rewards, which can make him feel more demanding or uncomfortable to play for some players.
Top 10 Moves
Jab string with exceptional second hit tracking, has three different extensions, and is CH confirmable on all of them.
1,2,3 is all natural on CH, and it can go into snk if you press df after the last hit. The last hit is very delayable, making it a CH-confirmable jab string. It's good to just throw out if you're trying to call out their buttons, but don't want to risk your life doing so. Common options done after 1,2,3 are SNK 1+2 and slide. SNK.df+1,2 is a frame trap here as well and removes grey health.
You can think of 1,2,2 as Bryan's 1,2,1 but -11 on the third hit. It's a natural string on CH, and if the third hit lands on CH, you get a full launcher. Generally not the best jab string to use, but if you see them mashing after pressing 1,2 often, you can delay the third hit after 1,2 to really sell it and collect your CH launch.
1,2,4 is one of the best panic moves in the game near the wall. It wallsplats from really far and is also CH-confirmable with practice. If it wallsplats from really far, you can use running 3 to tornado, but usually you can just run up and do 3+4 to tornado to preserve wall positioning.h, h, i10, -3 oB, +8 oH
Shaheen's go-to mid check. It's -1 on block, which can set up your jab strings depending on their response to blocking it. It also tracks Shaheen's weak side, making it a staple move in his game plan. It doesn't do much damage, but it being -1 makes it super annoying to deal with. They'll have to guess between sidestep into buttons, immediate jab string after, or just another df1. It allows you to play a really annoying game with the defender. Df+1 spam is also one of the best round enders that he has. Most opponents want to hard call out something big like a low with hopkick, so staying solid with a -1 df1 is a great idea. m, i13~14, -1 oB, +5 oH
This is the move that starts Shaheen's offense. Since it's a sidestep move, it’s hard for the defender to sidestep because Shaheen's sidestep realigns the axis. It also high evades, so it kind of freezes the opponent if they haven't truly labbed it. Stepping for another SS.1+2, doing a low that leaves you in FC, such as D+1, and going for 1,2 to counter hit confirm one of his jab strings are the most common options after. It also gives a free b+4 on ch into great oki. I see a lot of Shaheen players rely on this move a ton for their pressure, and it works exceptionally well. m, i19~20, +3 oB, +22g oH, +35a oCH
Shaheen's best low, D+1, is a +4 i20 low that puts him into FC, giving him access to his FC mix. You have to do moves like ws1 or ws4 to frame trap them and condition them to not press to start his strong mix like FC.df+4, slide, and manual SNK to access SNK mix. This move staggers on CH, leaving you at a ridiculous +28. It does push back a bit, but doing slide, uf+1, and manual FC SNK(FC.df3+4) are options I recommend after. L, i20~21, -13 oB, +4 oH, +28g oCH
A standard 15f safe mid-launcher. It doesn’t launch crouching, doesn’t have high crushing, and doesn’t have much tracking unless it counter-hits. Decent range and good keep-out tool. This move is also Shaheen's main counter-hit launcher. It's very important to look at what your opponent does after this move. If they delay timing into a button, make sure to disrespect once in a while. I like doing df+2 again, df+1, SSR SS.1+2, or d+3 depending on the opponent's response. m, i15~16, -7 oB, +34a (+24) oH
One of the best power crushes in the game, i16 safe, high power crush with deceivingly good range. Amazing keepout tool, and can set up this move with a lot of his beefy safe mids into it. Some examples are listed in the knowledge checks section of this guide. h, i16, -9 oB, +19a (+9) oH
His best while running move, a +5 beefy mid that deals chip damage and wallsplats. This move locks down the opponent from doing anything on wakeup after slide > SNK.2. It is kind of evasive, so mix it up and don't be predictable with it. At the wall, frame trapping with f+4 beats steppers and mashers, and wallsplats. m, i17~18, +5 oB, +13c oH
A low that has great tracking that goes into SNK and has an extension(FC.df+4,1). Easily loopable by cancelling SNK into it again. Using the extension near the wall is a great knowledge check because, although duckable, it wallsplats, is safe, and is natural on CH. It also works on experienced players because they have to guess between only the first hit, the first hit into SNK, or the whole string. L, i16~17, -14 oB, +1 oH
His indisputable best move in SNK. It's a +4 mid heat engager that leaves you in crouch. This move should be your go-to in SNK. Heat dashing this move also gives a launcher, although it's only worth doing that if you are on a tiny bit of heat. Frame trapping with ws+1 guarantees a db+2,1 heat engager on CH, and if they have a tendency to step after this move, FC.df+4 tracks both sides. Slide after this move is also really effective, and if you see them completely respect this move, you can start your SS.1+2 mix if you don't want to play as risky with the FC mix. m, i19, +4c oB, +8c oH
This input is manual SNK. What makes manual SNK so good is that you can buffer slide off of it. Doing this move from range 4 automatically closes the gap and turns it into a mix between SNK.1+2, slide, or uf+1. If you do it closer, it's just an instant SNK mix. A lot of Shaheen players use this for oki after his knockdown moves, since it takes a lot of frames to tech roll/wake up from grounded state. It allows you to keep piling on the pressure and momentum without giving them space.sp
Combos
df+2 | uf+4 3df ▶ SNK df+2 ▶ df4,1df ▶ SNK 1 ▶ f2,3 T! ▶ FC.df+2 ▶ f,F+3
uf+3 D+2 ▶ db+2 df ▶ SNK 1 ▶ df+4,1 SNK ▶ db, ws+3,3 T! ▶ FC.df+2 ▶ f,F+3
f,F+3 | low parryfc df+2 ▶ df+1 ▶ df+4,1df ▶ SNK 1 ▶ db+2 df ▶ SNK 3
CH b+4d+2 ▶ db+2 df ▶ snk1 ▶ df+4,1 df ▶ SNK 1 ▶ 3+4 T! ▶ FC.df+2 ▶ f,F+3
CH 4,13df ▶ SNK 2 ▶ df4,1df ▶ SNK db ▶ n ws+3,3 T! ▶ FC.df+2 ▶ f,F+3
ws+2 | db+43df ▶ SNK 2 ▶ df4,1df ▶ SNK 1 ▶ f2,3 T! ▶ FC.df+2 ▶ f,F+3
Notable Moves
The same exact mindset with d+1 applies to this move. This move is faster and is much less plus, being neutral on hit. You can also transition into SNK off this move. Don't over-rely on this move for pure pressure, as this move is more so just a faster low poke that tracks better than d+1. Also, keep in mind this move is -14, so using this move against characters that have i14 ws launchers is risky.L, i16~17, -14 oB, +0 oH
A grey health removal tool with really fast recovery that tracks really well. Fish for this move when your opponent has a lot of grey health, and It's overall a really good move to throw out when you just aren't sure what else to do.m(th), i14~15, -9 oB, -2d oH
Really good move to look for near the wall when you have heat. This move is hit confirmable, so fishing for db+2 is really important around the wall. On top of that, db+2 can transition into SNK. This gives free pressure a lot of the time because of the threat of the second hit of the string. If they do tend to jab you out of your stance after the first hit, you can keep that in the back of your head and finish the string near the wall to potentially wall-splat them if they do jab it again.m, h, i14, -11 oB, +15c oH
His best pure tracking move. It's really fast and wallsplats near the wall, making it a good move to use after running 2. Against characters with exceptional sidesteps, such as Alisa and Lili, who will be able to step moves other characters can't, you should use this move a bit more than usual.h, i15~16, +0 oB, +13g oH
A secret move that Shaheen has. It's a generic d4 with most characters, but Shaheen already has a d4 and d3. This is just a really good round ender. l, i12, -15 oB, -4 oH
This is a really good move to use from up close. Using this move into SNK, cancelling SNK, and seeing your opponent's response is very important. If they tend to respect the stance in fear of df+4,1,3, it gives you free SNK pressure. If they tend to jab you after the first two hits, you can keep that in the back of your head, and when their back is to the wall, you can let the full string rip and collect your free wallsplat if they still jab after the first 2 hits. This exact situation applies to db+2, with the threat of db+2,1.m, m, i14, -9 oB, +2 oH
In season 3, they increased the window of the 2nd hit to be inputted so it can be hit confirmed. This is the best frame trap option after 2,3 and it also removes grey health on top of doing absurd damage. It's also a great move to use after raw SNK in neutral, has really good tracking to the right, Shaheen's weak side. It's also a good knowledge check because if they don't duck it, it becomes a free mid check that does 50 damage and removes grey health.m, h, i15~16, -4 oB, 0 oH
This is the only true frame trap Shaheen has after his SNK transitions from D+3, H.f1+2, and FC.df+4. They could still low jab after every transition from those moves, but if they do anything else, this lands as a CH. It's +14, guaranteeing a heat engager(db+2,1), or a knockdown in df+4,3. Definitely use this if you don't see them respecting your stance transitions.h, i12, -1 oB, +5 oH, +14 oCH
This is his orbital, one of his best moves to mix slide with. Although it's weak to steps from both sides, the threat of slide, which tracks both ways, deters people from stepping. It is also safe and forward advancing. It's one of his most powerful launchers, guaranteeing at least 85 damage on an optimal combo. Definitely a great move to use if you catch an opponent on a fuzzy timing.m, i25~26, -7 oB, +24 oH
Defensive Move Handling
Low parry second hit to option select it completely, duck second hit, and stay ducking for the third hit.h, L, h, i12, -7 oB, +10g oH, +14c oCH
LOW JAB! On hit, every option gets beaten by low jab except for SNK 3, which is an option no one does in stance. Make them cancel the stance and have to not autopilot their pressure. Certain characters can also SSR duck every option, such as Leo. Test if your character can as well.L, i16~17, -14 oB, +0 oH
This is the most annoying move that Shaheen has. I recommend not pressing into it and just backdash because, although it is only +3, sidestep is a common option, and so is frame trapping with df1. A lot of people loop it, doing SS.1+2 and doing it again. If you see jabs as a common option, parry after is also good. m, i19~20, +3 oB, +22g oH, +35a oCH
This is also a move you're going to see a LOT. This is a +4 mid heat engager that comes out of stance. You can sidestep this move to the right, and SSR beats a lot of other options in SNK. If you block it, you can SSR duck. SSR duck beats a lot of options but loses to ws1. I recommend backdash into duck. It makes everything but ws2 whiff, and beats slide. m, i19, +4c oB, +8c oH
Do not let him get away with this move. Even on hit, you can still duck the second hit and launch.L, h, i16~17, -2 oB, +24a (+15) oH
Duck second hit and launch.m, h, i14, -11 oB, +15c oH