Impostor Variant In the Impostor variation Shinnok gains two special moves, Mimicry (Down, Back+1) and the Air Tricky Portal (Down, Up in the air). You can take a risk and cancel it into a special move for a bit more damage, without an overhead attack to make an opponent stop blocking low, this won't get you far. The Shin Kick (Back+3) is a decent low attack, but it doesn't lead into anything. If it hit you can cancel into a special move for additional damage. While the Divine Power combo (Forward+2,2) is not safe if the opponent blocks, it covers a lot of range and you have plenty of time to determine if it hit or if the opponent blocked. The Immense Power combo (3,1,2) is very similar in that many characters have difficulty punishing the combo if it's blocked.
If the combo connects, cancel into a special move after the third hit to maximize your damage. The last hit is an overhead, and if the opponent blocks the combo is safe against most characters in the game. Use the Dark Magic combo (1,1,2,3) as you main poking string of choice at close range. In fact he doesn't have any low attacks that start a combo and not a single standalone overhead in his universal move list. He has to use meter to stay safe and does not have a good overhead or low attack that can be used as a mix-up. His basic attacks and combos that are universal don't add up to much. Basic Strategy Shinnok is a character that relies almost entirely on the attacks he gains from his variations.
Enhanced special moves should always take priority over The Devil's Hand unless using the X-Ray will finish off an opponent and you can guarantee it will hit. You can combo into it to guarantee it will hit, but Shinnok is a character that relies quite a bit on meter in order to keep himself safe and to get decent damage from his combos. The Devil's Hand (X-Ray) Shinnok's X-Ray is very similar to most other X-Ray attacks in Mortal Kombat X, but it tracks the opponent and comes up right under them which makes it a little easier to connect. You can cancel many of Shinnok's combos into the Amulet Curse to maintain offensive pressure if you're willing to spend the meter. It also gives Shinnok significant advantage if it's blocked. The enhanced version (Amulet Curse) has even less range, but the same absorbing effect. It will only absorb a single projectile so enhanced versions that shoot multiple projectiles will still get through. You have to time the Amulet Strike correctly, but it will completely cancel out an opponent's projectile instead of passing through it like most other projectile attacks. However, what it does do is absorb an opponent's projectile attack. The range is a little less than half a screen length, it doesn't inflict very much damage, and it's not safe if an opponent blocks it. At first glance the normal version of the Amulet Strike may not seem to have much use. Amulet Strike Notation: Back, Forward+1 Enhanced: Yes, but no armor. This special move is best used to end combos to make combo string safe with Hell Blast if you have meter to burn. The enhanced version (Hell Blast) offers the same options but executes a little faster and inflicts more damage. If it's blocked Shinnok is not only safe, but has advantage to continue offensive pressure. After any of the fireballs you can press Block to burn one meter and launch the opponent into the air for a combo if it hits. If these are blocked a smart opponent can punish Shinnok.
They cover the area directly in front of Shinnok and extend to nearly full screen. The Hell Sparks consist of three fireballs that shoot upward from the ground in rapid succession.
Hell Sparks Notation: Down, Back+2 Enhanced: Yes, but no armor. Both versions are not safe if the opponent blocks, but this is Shinnok's only option for an armored attack after getting knocked to the ground. The enhanced version (Krushing Shoulder) inflicts more damage, has armor and you can combo after it if the opponent is cornered. Shinnok's Charging Shoulder stops just short of covering the entire length of the screen and works well for punishing attacks from that distance that would otherwise be safe. Notation Key PlayStation/Xbox 1 - Square/X 2 - Triangle/Y 3 - X/A 4 - Circle/B Charging Shoulder Notation: Back, Forward+3 Enhanced: Yes, with armor. In the Impostor variant he can steal an opponent's special move and gains an aerial teleport, but most consider this to be his weakest variation. The Bone Shaper variation gives him an overhead/low mix-up and a lot of range, while the Necromancer variant offers a few decent zoning options. Most of his combos require meter to get decent damage, and he also needs meter to stay safe after many of his combos. Shinnok is a character that relies more on his super meter than almost any other character in Mortal Kombat X.