Shiki Misaki is one of the main characters of The World Ends with You and serves as Neku's partner during his first Reapers' Game.
Shiki tries her best to help others. If she has something to say, she won't hesitate to say it. She always acts kind and positive. Despite the happy attitude she likes to show, Shiki feels inferior or useless to others, which make her jealous of her idols. Still, she tries her best to not let these feelings affect her and turns them around into positive ones. She is an amazing seamstress and wants to be a fashion designer when she grows up. She even made the clothes she wears!
Shiki's one psych involves her animating Mr. Mew through psychomancy. The stuffed animal comes alive and becomes a ferocious, clawing beast that attacks enemies. She also seems to be capable of duplicating Mr. Mew. This has only been done during her fusion attacks with Neku and in the storyline, but NOT in battle as a special attack. While Shiki seems to be able to command Mr. Mew, her control is indirect at best; she states that he "does his own thing". Her ability to animate objects only works on Mr. Mew. Her fusion attacks also allow her to transform Mr. Mew into more powerful, larger forms with stronger abilities. She can also jump which doubles her attack and guard against enemy attacks.
It is assumed from the Mr. Mew suit description that some degree of this ability originates from before she entered the UG, although this is not confirmed.
To avoid any confusion, Shiki's stuffed animal will be referred as Mr. Mew.
Size - 6/10
She's not exactly the tall type. She's around the same height of Luigi.
Weight - 3/10
She's also pretty light. Not saying girls are fragile, but...you get what i mean.
Power - 5/10
While nothing impressive, her power does get stronger via her down special...
Ground Speed - 3/10
She's not exactly the fastest runner, is she?
Attack Speed - 8.5/10
She's actually a pretty fast fighter, just not Metaknight fast or anything.
Traction - 5/10
Traction's just okay here.
Jumps - 7.5/10
Shiki's jumps are actually pretty good, jumping 2 stage builder blocks on each jump.
Falling Speed - 4.5/10
She drops down kinda slow.
Range - 9/10
Shiki has great range, most of the time using her Mr. Mew toy to fight.
Priority - 7/10
Nothing impressive, but decent enough.
Recovery - 5.5/10
Above average here...probably going to edit this post as soon as a I make the special.
Crouch - 6/10
Shiki has almost all of her attacks focusing on her stuffed animal, Mr. Mew. It attacks where Shiki commands it to go, but depending how far the attack goes, Mr. Mew will stay on that spot, away from Shiki. If Shiki decides another attack while Mr. Mew is still away from her, he'll do as he's told, and attack in that direction he's told to attack at the same spot he's on. This basically means that this can help expand Shiki's range. Mr. Mew will float over pits. Beware though; the further away Mr. Mew is, the more exposed she is to danger. Mr. Mew moves when Shiki moves. When Shiki jumps, he jumps. When Shiki moves right, he moves right. And so on. Also, note that the original Mr. Mew does not suffer any knockback from attacks that deal less than 20% damage, where in that case, Mr. Mew will flinch (but is never sent flying). If Shiki is knocked away, Mr. Mew will be pulled along with her.
If Shiki has created a Mr. Mew clone via her neutral special, the clone will not be apart from Shiki, so she can use that clone to defend herself.
Neutral Special - Mr. Mew Clone
Shiki concentrates her energy, and Mr. Mew start glowing. After 2 seconds, Mr. Mew stops glowing, causing a second Mr. Mew to appear. Shiki cannot create another Mr. Mew clone, until after 10 seconds, and Shiki can only control 3 Mr. Mews at a time. What this can do to benefit Shiki is that after she uses an attack involving Mr. Mew, she can use another Mr. Mew to attack in a row, without worrying about ending or beginning lag during the attack.
The Mr. Mew clones follows Shiki like Pikmin, will never leave her side and can be easily dispatched by dealing 15% damage on each, though the original Mr. Mew can never be destroyed.
Side Special - Retreat
If Mr. Mew is away from Shiki, using the side special can help reposition him. Press the side special only once and quickly will cause Mr. Mew to move back towards Shiki half a stage builder block. Holding the Side special for a second will cause Mr. Mew to rocket straight back to Shiki, with anyone in the way will suffer 12% damage, with okay knockback. There is pretty much no lag (though it'll take half a second for Mr. Mew to return holding the side special), and this should be used often if Shiki's in a jam.
[ 12% ]
Down Special - Light Puck
After less than half a second, Shiki will start having a green circle glow around her. With this green glow, at the end of every combo (which is pretty much any attack that deals more than flinching knockback), the power will multiple X2. Also, after being multiplied once, the main combo will be multiplied by 1.5 (while holding the light puck of course). The power can be multiplied once more to a X3 on the finishing combo, and a X2 on the main combo.
After doing the finishing combo, The light puck will then travel to the opponent in a short second, attaching to them, giving THEM the effect. However, the light puck will automatically travel back to Shiki after 10 seconds. The light puck doesn't travel back to the opponent automatically, giving her the advantage of this move. If you mess up for some reason, pressing and holding the down special button for 2 seconds will cause the light puck to disappear.
Up Special - Piggie Ride
Shiki lets out a, "Go, Mr. Mew!" This causes Mr. Mew to grow 1.5 of Shiki's size, which takes only half a second. Mr. Mew will then carry Shiki, flying her to safety. He'll carry Shiki in any direction, up to 6 stage builder blocks. This has little lag at both ends.
Note that Shiki cannot use her Giant Mr. Mew to fend off enemies (though if you created a Mr. Mew clone, Shiki can use that). However, considering you can't really hurt a stuffed animal, Shiki's is perfectly safe from below, while riding Mr. Mew. If going in a complete straight direction, Mr. Mew can attack opponents by charging into for 12% damage, with okay knockback. If Mr. Mew was away from Shiki when using this move, it'll take an extra second of lag for the recovery to work and he'll return to Shiki's side.
[ 12% ]
Neutral A attack - Cat Guard
Mr. Mew will let out a purple glow, and will then create a psychic barrier that will fully protect Shiki all around her. It'll protect her from almost any attack that deals less than 20% damage. However, if Shiki is attacked 20% damage or more, the barrier will immediately break, though the attack does 5% less damage. It'll take half a second for the barrier to appear, and after another second, the barrier will disappear.
[ 0% ]
Side tilt - Cat Attack
Shiki points forward, sending Mr. Mew flying forward to attack anyone in 2 stage builder blocks range (this is also where Mr. Mew will end up). Anyone within that range will be locked on for an attack by Mr. Mew. Mr. Mew will scratch the opponent 4 times, each dealing 2% damage and a flinch each, and finishes it off with a claw uppercut, dealing 4% damage, and little knockback. The general combo is really fast, though there's above average ending lag. The finishing combo has a good hitbox and priority.
[ 2% x 4 + 6% ]
Up tilt - Cat Strike
Mr. Mew lets out a yellow charge, and charges straight up 1 stage builder block...and just floats there. Anyway, hitting anyone in that charge will deal a decent 12% damage and okay upwards vertical knockback. This has hardly any beginning lag, but a bit of ending lag. The hitbox is mostly the yellow charge surround Mr. Mew, and has decent priority. If used right against bigger opponents like Bowser, it can be used to juggle opponents upwards, as Mr. Mew can continuously go upwards with the opponent. It's near impossible to juggle smaller opponents though.
[ 13% ]
Down tilt - Cat Bam
Shiki points at Mr. Mew, which causes him to rise into the air. He'll then headbutt back into the ground, causing an earthquake which expands around Mr. Mew 2 stage builder blocks. Anyone getting hit by this shockwave from the ground will suffer 10% damage with little knockback. This has only a bit of beginning lag, but average ending lag. This move has okay priority, and one of the few moves that don't change Mr. Mew's position. Opponents can easily avoid this by being in the air.
[ 10% ]
Dash Attack - Cat Latch
Mr. Mew quickly sticks his right arm forward and dashes forward. If the opponent is in a 2 stage builder block range, Mr. Mew will latch himself onto the opponent's face, causing the opponent to be distracted for 2 seconds. This has hardly any beginning lag, but will result in above average ending lag. This has okay priority. If Shiki has created a Mr. Mew clone when using the dash attack, they'll latch on to the opponent too for 5% damage each (provided that they're in range too). While Mr. Mew is still latched onto the opponent, Shiki can move around without Mr. Mew copying where she moves.
[ 5% ]
Forward Smash - Super Mr. Mew
Shiki points forward and lets out a, "Why don't you back off!?" This will cause Mr. Mew to grow to Bowser's size (which is also the size of the hitbox), and lets out his right paw while charging 2 stage builder blocks forward, before changing back to normal. Anyone within the beast's range will suffer 16% damage, with nice knockback uncharged, while fully charged, it deals off 21% damage with great knockback. There's above average of lag at both ends, though it's made up good priority.
[ 16-21% ]
Up Smash - Surprise Attack
Shiki points at Mr. Mew, causing him to crouch down for an attack. Shiki then says, "Go!" causing 2 Mr. Mew clones to appear on each side of the original, doing a claw uppercut reaching upwards a stage builder block, before disappearing again. Getting hit by this will get you suffering 17% damage with nice knockback uncharged, with 21% damage with good knockback fully charged. The Mr. Mews stretch out for 2 1/2 stage builder blocks. This move has above average beginning and ending lag, making it somewhat predictable, but it does have good priority.
[ 17-21% ]
Down Smash - Shiki's Barrage
Shiki says, "Ready to die?" before disappearing along with Mr. Mew. Suddenly, with anyone within a 2 stage builder block all around range will be attack from all sides by a reappearing Shiki doing a shockwave slash, and Mr. Mew doing a claw attack, dealing 5 slashes worth 3% damage with a flinch each for when both are separated, before returning to their original spots. Uncharged, the final attack only does little knockback, but fully charged will get good knockback. This barely any beginning lag, but ends with above average lag. If Shiki and Mr. Mew are together, they'll combine their slashes for more damage, for a total of possibly 30% damage. If there is more than one opponent, Shiki and Mr. Mew will home into the nearest opponent.
Use the first attack in this video for more clarification.
[ 3-30% ]
Neutral Aerial - Cut Shield
Shiki floats in midair, and Mr. Mew will go around Shiki really fast, clawing all around her (Mr. Mew being all by himself will just have in slashing on the spot), creating a virtual shield signified by blood-red scratch marks. Each slash 5% damage and can easily juggle opponents. This move is lagless at the beginning, though ends with above average lag, though it has good priority. You can only hold out this move for 3 seconds. This can easily be stopped by any projectile.
[ 5% ]
Forward Aerial - Crimson Cat
Shiki floats in midair and quickly sends Mr. Mew forward 2 stage builder blocks. An opponent with in that range will get locked and attacked by Mr. Mew with 3 claw attacks that deal 2% damage and a flinch each. Suddenly, Mr. Mew transforms into a crimson red boomerang shape pointing forward, and flies straight forward, with anyone in the way will suffer 8-9% damage with nice knockback. This part of the move has great priority. The attack overall is really fast at the beginning, but ends with somewhat heavy lag. This is arguably Shiki's best aerial, and it sends Mr. Mew forward the furthest of all Shiki's moves.
[ 2% x 3 + 8-9% ]
Backwards Aerial - Back Saver
Shiki quickly sends Mr. Mew flying behind her, homing in and bashing into her opponent for 12% damage with okay knockback. This hardly takes up any beginning lag, but average ending lag. This has good priority, and puts Mr. Mew in a different position behind her, whether it be where he hit the opponent, or exactly 3 blocks behind him (if the opponent is not in range.)
During an aerial attack, if the opponent is behind her, quickly moving the control stick behind her with the will cause Shiki to use this attack automatically, saving you in time. Mr. Mew's location does not matter.
[ 12% ]
Down Aerial - Lazer Beams
Shiki quickly says, "Go!" Mr. Mew quickly looks downwards, and his eyes shine, firing 2 thin pink lazer beams from them, reaching 2 stage builder blocks. Getting hit by these beams will deal off 12% damage with nice knockback. This has a bit of beginning and above average ending lag. The lazer beams have good priority, and the bounce off of floors and walls, until they fade out after 2 seconds. They travel at the speed of Pikachu's neutral special.
[ 12% ]
Upwards Aerial - Mewiconrana
Mr. Mew flies upward a stage builder block, and anyone caught in the way will have Mr. Mew grab them in midair and throw them 2 stage builder blocks in the direction you choose with 8% damage. This has only a bit of lag at either ends. This has good priority. If used correctly by constantly throwing the opponent upwards, it can be used to aerial chain grab, but it is easy to DI out at lower percentages.
[ 8% ]
Grab - Mew's Power
Mr. Mew will grab his opponent with one of his arms, lifting them off the ground. This has short range, but is very fast.
Pummel - Cat Punch
Mr. Mew uses his free arm to pound on the opponent for 1% damage a pummel. It's goes at a really fast pace.
Forward Throw - Cat Latcher
Mr. Mew latches on to the opponents face, scratching them furiously for 10% damage, before knocking them away with little knockback.
[ 10% ]
Backwards Throw - Around The World
Mr. Mew throws his opponent around and around, like Mario's back throw, except, you know, he's floating in midair. It deals off 12% damage with okay knockback. What is this stuffed animal drinking?
[ 12% ]
Down Throw - SmackDown
Mr. Mew throws his opponent so hard down to the ground, they bounce off the floor with 13% damage with nice knockback.
[ 13% ]
Up Throw - Spin
Mr. Mew hurls his opponent round and round like a ball and chain. He then will throw his opponent upwards, being bored of throwing them for 12% damage with okay knockback.
[ 12% ]
Mewzilla
Shiki Misaki has grabbed the Smash ball! Neku appears by Shiki's side, with her saying, "Go Mr. Mew!" While Neku says, "Get em, Piggie!" Suddenly, Mr. Mew grows to Godzilla-like proportions, in the background, while Shiki and Neku stand on his shoulders. Suddenly, Mr. Mew's eyes grow bright pink, blasting the stage with a huge lazer beam. It covers 7/8ths of Final Destination any one caught in the ray's blast will suffer a huge 40% damage with great knockback. Generic final smash, i know, but for every opponent that's caught in the blast, they'll heal Shiki 5% each.
Shiki has one thing that gives her an advantage over most characters: Her stuffed animal, Mr. Mew. Now, she can use Mr. Mew to attack from far ranges while just standing there, making her look like a lazy b*tch. Use her side tilt, forward smash, and forward aerial, she can move Mr. Mew forward. Using her up tilt, up smash and up aerial, it'll move Mr. Mew upwards. Use those moves and her side special to get Mr. Mew into the right position for an attack. Whenever you feel that Mr. Mew is too far from Shiki, use her side special to get Mr. Mew flying back to her.
As for basic damage racking, her side tilt is the way to go. It's a really fast attack, and if all the hits connect, it'll be 16% damage every time. However, that only targets what's right in front of her, so if you want an all around range, her down smash is the next best option, especially if Mr. Mew is with Shiki and it has KO potential, but it's risky, so you might want to be careful at the end. You can even try latching Mr. Mew onto the opponent using the dash attack, and then following it up with an up smash. Speaking of KOs, you'll definitely want to use her forward smash and up smash, while both being laggy, they do have good range, hitboxes and priority, making them good options to finishing opponents off.
Of course, while Mr. Mew being far away gives her range, it also exposes her more to danger. Considering she's the not the fastest runner, and is on the light side, she'll have a rather tough time trying to suck up any hits. That's where her side special comes in. Mr. Mew will come in rushing to Shiki's side, for you to use your neutral A to protect yourself. If opponents are coming from above, use her up tilt to immediately stop them, and juggle. Opponents coming with an attack that is sure to break through the neutral A shield, use your down tilt to blow them away. It'll take a whole second for Mr. Mew to return of course, so I would advise using it as soon as the opponent is in a 2 stage builder block range. Then again, you could always use your down smash, as it's the only attack Shiki can do on her own...
Shiki's air game is decent enough. Shiki will definitely want to use her forward aerial the most as not only does it deal some good damage, and knockback, it'll also send Mr. Mew forward the most out of all her attacks. For opponents coming in close, use her neutral aerial to shake them away. You should use her back aerial often as well, as opponents can easily get behind her. Actually, it's good for a fast and a surprise attack. Her up aerial will come in handy if opponents don't like being aerial chained by throwing them upwards continuously.
Overall, Shiki has range, attack speed and power easily covered. She'll just be open a lot if Mr. Mew's not around her (you'll get nowhere if you just keep calling Mr. Mew back.) If you want, you can try making Mr. Mew not going more than 2 stage builder blocks away from her, but that shortens her already decent range.
< Extras >
Up Taunt
Shiki looks at her Cellphone, plays with it, and puts it away.
Side Taunt
Shiki takes out a burger from her pocket and says, "It's Delicious!"
Down Taunt
Shiki dances around and Mr. Mew dances around too.
Victory Pose 1
Shiki lets out her hands, and says, "Losing's not an option!"
Victory Pose 2
Shiki hugs Mr. Mew into her arms and smiles. Awww...ain't that cute?
Victory Pose 3
Shiki will take off her hat, bows, and then Mr. Mew flies on top of her head, and pumps his fist.