1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Shun info

Discussion in 'Shun' started by Steam, Jan 24, 2008.

  1. Steam

    Steam Active Member

    Hey guys. Since there's been so little information on Shun I put it upon myself to write some stuff down even though I'm not that great.
    Shun is a wonderful character to play and once you get used to his stances they can flow really beautifully.
    Anyways, here's some stuff on him. It's not complete yet but it might serve as a base. Please feel free to add comments and whatnot.

    I reserve the right to be completely wrong about stuff and please don't shout at me for being so. Critic is welcome.

    Combo Starters/launchers:
    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/p.gif on 6dp(chou wan) on any hit
    Unsafe on guard at -8 unless you have 6dp and do the second hit as well, at which point it's -4 on guard.
    Follow up with a second chou wan for maximum guaranteed damage on any char(I think)
    An alternative is to do/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/b.gifand cancel into /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to hit them when they techroll. IF they don't techroll you will whif but no guaranteed punishment since they should still be lying down. This is best done when you hit them close range, and works up to wolf, might work on jeff really close as well.
    Chouwan is special Mid which means that it will force the opponent to stand up if he is crouching, though it will no longer knock down. If the opponent is crouching and guarding he will be stood up and the second hit at 8dp will be guaranteed.

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/df.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif on any hit
    Avoids highs and stumbles on any hit. It's faster than it looks. Is unsafe on block at -8
    Follow upp with:
    /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif k on 16dp)
    on slow stagger recovery /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif(followed by chouwan followup)

    /forums/images/%%GRAEMLIN_URL%%/d_.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif +/forums/images/%%GRAEMLIN_URL%%/p.gif) on CH(stomach crumble)
    Unsafe on guard at -8(a pattern is emerging?)
    Follow up with /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif on 16dp)

    BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif any Hit(stomach crumble)
    You should definately try to wait with the p until you know that your opponent is not guarding since it's -15 on guard whereas the sabaki attack(/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif) is -7. If you hear the sabaki sound(you'll learn which it is) or hands slapping then you can go ahead with the p. It takes some practice but once you learn it, it's invaluable.
    Follow upp with stomach crumble combo

    /forums/images/%%GRAEMLIN_URL%%/u.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif on any hit
    Launches the opponent quite high up into the air, though you wont have time to float him it is a good move to use against low attackers. It has some pretty good properties like hit avoids alot of hits. I've noticed it avoids alot of low and also high attack. Mids will hit you so be careful of those.
    Follow up with /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif for 4dp. Be careful, after you do this. If your opponent techrolls he can get to you will Shun is still in drink animation if he's fast enough.
    For 1dp, more damage and safer you can do /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,p then p on hit. It's harder to do but has some advantages. If you are low on dp, it's recommended to always go for /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif.
    You can also do evade(failed), /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif combo.

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif on any hit
    Hits mid but is very unsafe on block at -15. It launches for /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif combo. Though the /forums/images/%%GRAEMLIN_URL%%/k.gif doesn't actually hit very often so either leave that out or cancel into SOU Only advantage of using is that it covers a bit more ground than the rest of the launchers but that is little compensation. At 8dp you get better long range weapon(/forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif) Recomended to use sparingly.

    How to get drinks
    Sometimes it can be hard to rack up those drinks which can be very annoying. One thing to learn early on is that you can win without any drinks at all. You just have fewer options to do so. Try to think of the drinks as a bonus instead of as a neccessity. Albeit a very nice bonus that potentionaly makes Shun very strong.

    Basic
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    Shun will stand still while drinking. Avoids Highs if timed correctly.
    /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    Shun will move forward a little bit and drink. if you add a p right after Shun will do a mid punch after that is unsfe at -9 on guard. Though, on hit or guard you can do p for 2 extra punches that are safe on guard and knocks down on any hit. If it hits, you can do another one right after for one more dp and some more damage.

    Throws
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    This grab is his most basic one and gives you 4dp. It's easy to escape since Shun wants the drinks and the opponent knows this. On escape Shun is backturned.

    /forums/images/%%GRAEMLIN_URL%%/u.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif at 10dp
    Shuns most damaging throw gives you 4dp

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif opponent backturned
    Gives you 5dp

    /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif when opponent has back against a wall
    Gives you 5dp

    Other
    /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    As stated before this attack gives you 4dp but can be unsafe to use. It is still recommended to be used once in a while since it's a great way to get drinks.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif
    This is the basic way to enter BT SOU which is a very powerful stance where Shun gets access to his best sabaki and other great moves. If you don't enter anything after the cancelation(/forums/images/%%GRAEMLIN_URL%%/b.gif) then Shun will automatically drink for 2dp. It is safe on guard at -5 though unlike its twin when used in combo it will not knock down on CH.

    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif
    These two string which at 2dp, 4dp and 6dp gets an additional attack added to them can be used to enter BT SOU if you after the last /forums/images/%%GRAEMLIN_URL%%/p.gif enter /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif.
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif is only 11i which is very nice though /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif is only 12i which is basically the same if you take into account the fact that you h ave to move your hand move with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gifwhich might account for more than 1 frame if you're not buffering. But this is being too number specific.

    /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif (/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif at 4dp)
    This will enter BT SOU as well.

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif (/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif at 8dp)
    Will make Shun enter BT SOU.

    All of these are strong options to use even without the cancellation into BT SOU since it will make the /forums/images/%%GRAEMLIN_URL%%/df.gif + /forums/images/%%GRAEMLIN_URL%%/p.gifattack which is mid and if used in this way will knockdown on CH and safe on guard at -7(crouch dash fuzzy). If you do knockdown with this attack at 8dp you can do /forums/images/%%GRAEMLIN_URL%%/df.gif +/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif for additional damage.

    When Shun is in his various Stances except for CHOU(Standing on one leg) and TEN(handstand) he will do some kind of drinkin with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    It's good practice to drink to bait if you have the upper hand, and drink while opponent is knocked down. Sometimes it also a good idea to drink in the middle of things just catch your opponent of guard. You'd be surprised how often this actually works.

    Drinking after you win a round is great. The most basic thing is 3x/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. You should learn to do /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif while Shun drinks you hold /forums/images/%%GRAEMLIN_URL%%/df.gif then as soon as he stops drinking you do /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif to get 2dp and then add another /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif while in BT SOU. It takes some practice since you have to be farily quick in doing it but this will net you 4dp.
    If you end a round with something light that will makes the opponent stand there for a while before falling down you should do one normal drink then /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif for 5dp. If you sense you wont have time with that just do the /forums/images/%%GRAEMLIN_URL%%/f.gif + /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif.

    Stances
    SOU
    SOU has /forums/images/%%GRAEMLIN_URL%%/p.gif which is one of Shuns quickest mid attack. If used alone it moves Shun back into SOU but it also has /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif followup. They're all easily blocked though the /forums/images/%%GRAEMLIN_URL%%/k.gif is half circular and stumbles on any hit. If you started the string in close distance you can add /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for knockdown.
    /forums/images/%%GRAEMLIN_URL%%/k.gif option is also mid. It's linear and punishable on block so be careful. If you hold in /forums/images/%%GRAEMLIN_URL%%/k.gif Shun will stay in Chou stance which will be a bit safer. It stumbles on any hit though so it can be quite powerful to use if used directly from say a cancelled /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. It will be a delayed mid attack which stumbles. Another option is to do /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif instead when you cancel the string to do a low kick which foot crumbles on counter hit, which is quite common. Shun is safe from high attacks when doing this kick. SOU has a sabaki with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. It doesn't sabaki as much as the BT one does but it's quite good for people who rely on /forums/images/%%GRAEMLIN_URL%%/p.gif strings. The/forums/images/%%GRAEMLIN_URL%%/p.gif follow up is good to put on since it's safe on block and gives good advantage on both hit and counter hit. It pushes opponent away though so not too much you can do afterwards. /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a nice surprising move which knockdown on any hit and avoids lows.
    You can drink with /forums/images/%%GRAEMLIN_URL%%/b.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif or without the direction. If you do /forums/images/%%GRAEMLIN_URL%%/b.gif option Shun will be put into BT SOU.

    BT SOU
    The first move to learn properly from BT SOU is without a doubt /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif follow up with /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif combo.
    Other options include the /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif which knocks down on any hit and /forums/images/%%GRAEMLIN_URL%%/k.gif which knocks down as well. Though there's no real incentive to use it since /forums/images/%%GRAEMLIN_URL%%/p.gif is the same speed safe on block(/forums/images/%%GRAEMLIN_URL%%/k.gif is -8, /forums/images/%%GRAEMLIN_URL%%/p.gif is -6) both are Mids and /forums/images/%%GRAEMLIN_URL%%/p.gif has /forums/images/%%GRAEMLIN_URL%%/k.gif as follow up which behaves the same way as /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif so you can cancel it into SOU if you'd like. Also /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is good in that it avoids lows and hits mid and knockdowns on any hit and staggers on guard making it fairly safe. It's still slow and you will be hit by mids and highs. You can cancel into OU(lying down) from which you have some options.

    OU
    In OU you have a decent mid low game but everything is very punishable. The Basic /forums/images/%%GRAEMLIN_URL%%/k.gif hits M and should be follow up with /forums/images/%%GRAEMLIN_URL%%/p.gif for the basic reason that it's safer on guard, hit and CH. In fact on CH it leave you even. At 10dp you have /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif which knockdowns on any hit and can be cancelled into down(lying down on stomach, feet towards. You get -1dp for doing this). Before you get 10dp you can do /forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif do down which sometimes is safer than doing the /forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif. Especially on block.
    Other options include /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif which knocks down on any hit and leaves you in OU. This move has quite long range and can surprise enemies if cought of guard.
    /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is half circular and knocks down on any hit. Shun will immediately stand up after doing this move.
    Drinking while lying down will give you 2dp though it's not recommended to do so unless you're doing it after a winning round.

    Chou
    Chou has some nice, safe moves. /forums/images/%%GRAEMLIN_URL%%/p.gif is 15 frames and +1 even on guard. If you do /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif to go into Chou the /forums/images/%%GRAEMLIN_URL%%/p.gif will beat opponents standing /forums/images/%%GRAEMLIN_URL%%/p.gif and give you counter hit and +12 frames advantage. /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is also 15 frames but hits mid and is only -6 on guard. You can follow up with /forums/images/%%GRAEMLIN_URL%%/k.gif which stumbles on any hit. It's pretty safe even on guard since Shun moves so far back when doing the kick. From here you can add /forums/images/%%GRAEMLIN_URL%%/p.gif for suprising mid which stomach crumbles on any hit and stumbles on guard. If you hit, use stomach crumble combo, /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif etc. If you do /forums/images/%%GRAEMLIN_URL%%/k.gif instead you will do a low kick which leaves Shun lying down, face down feet towards opponent. This makes it possible to do /forums/images/%%GRAEMLIN_URL%%/u.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif kick. You can even evade from Chou by doing /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/d.gif or /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/u.gif. You will leave Chou stance in doing so. If you cancel Chou with /forums/images/%%GRAEMLIN_URL%%/g.gif you will recover backturned.
    /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will make Shun roll forward into standing position. From here you can do nothing, good option for throwing or just mixing it up. /forums/images/%%GRAEMLIN_URL%%/p.gif safe mid which knocks down and /forums/images/%%GRAEMLIN_URL%%/k.gif low kick which knockdown. All three options are good. Be careful though since you are very open to attacks and low throws while rolling.
    If you do /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif Shun will enter Za(sitting down) and if you do /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif shun will enter Ou. You are often pretty close when you enter Chou so be careful when doing the stance changes. /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will perform a hit throw from which Shun will end up in Ou if successful and in normal stance is unsuccessful.

    TEN
    Everything in TEN knockdowns on any hit and everything hits mid. /forums/images/%%GRAEMLIN_URL%%/k.gif is the fastest mid Shun has and possibly fastest mid in the game. 11 frames, though it is easily punichable on hit. The active frames if this attack is 19. That makes it extremely deadly since the opponent will think they are safe to attack but they will end up being hit.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif makes Shun roll like he does in Chou but here the options are different. If you do nothing Shun will do a mid which is safe on guard at -5 frames which is really good. If you cancel it with /forums/images/%%GRAEMLIN_URL%%/g.gif while rolling you will end up in OU, hopefully catching the opponent of guard and will land a /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif... combo.
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is another donkey kick. It launches the opponent and you are free to do /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif for 4dp etc.
    With /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif Shun will jump out towards the opponent and throw him. This hit throw is as usual unescebable but you are vulnerable against opponents with good reflexes, they can punch you while you're the air and the distance is a bit better than normal throws though not as good as you might think from seeing him jump. If the throw is failed Shun will recover back turned.

    ZA
    Has quite bad low mid mixup with only two attacks. /forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. They are quite good if they hit, knocking down and foot crumbling respectively but they are slow and very unsafe on guard. It's better to use this stance to confuse the opponent and enter another stance from it. /forums/images/%%GRAEMLIN_URL%%/b.gif enters TEN. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/d.gif enters OU and if you do /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif you recover backturned. You can drink from ZA with the normal input. it gives you 2dp but the recovery is extremely slow.

    BACKTURNED
    This isn't really a stance but since Shun has such a great BT game it might as well be counted as one.
    /forums/images/%%GRAEMLIN_URL%%/p.gif goes into the normal strings and is half circular. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is one of the worse attacks from BT, not necessarily bad since it avoids highs, hits low(not special low like the normal one does) and it's a half circular. But you are left at disadvantage even on counter hit. /forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif both knock down on any hit though they're a bit slower than the /forums/images/%%GRAEMLIN_URL%%/p.gif options. /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is the mid option from BT and also the second fastest attack after /forums/images/%%GRAEMLIN_URL%%/p.gif. It has /forums/images/%%GRAEMLIN_URL%%/k.gif followup which makes Shun lie down and loose 1dp. Unfortunately there's no cancel to this kick so you have to lie down. /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a great attack to use in BT. It's quick and safe and knockdown on any hit. Very popular to add another one on hit for additional damage. If the opponent doesn't recover quickly you can do a third one.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif does not drink in this case as it usually does. Here it does a high safe punch which has /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif followup. The first /forums/images/%%GRAEMLIN_URL%%/p.gif is special high which hits opponents who are PERFORMING a low attack. The second /forums/images/%%GRAEMLIN_URL%%/p.gif hits mid but it's very punishable on any hit UNLESS you have 10dp at which time Shun does a hit throw for more damage. Speaking of throws, Shun has a stand alone hit throw with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif at 5dp.

    Updated the info with the stuff I wrote before the site went down.
     
  2. Jemun

    Jemun Well-Known Member

    PSN:
    Double-Jemun
    nicely done Steam but i think a problem is /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. It can be easily TE when you use it too often. One question from me though: Which amount of drinks do you try to get in the first round?
     
  3. tribaL

    tribaL Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/g.gif also goes under high attacks for a short period of time, just a little fyi.

    about chou, sou facing forward and bt: learn the different ways to utilize all 3 and what stances they go into. all 3 stances have great options and the vast majority of them are completely safe. mess around with the moves and see what you can come up with (which is what i'm currently doing).

    going into chou from [/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif] and /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is obviously highly advised.

    if you ask me, the reason why there isn't too much shun discussion is because he's relatively the same character from the vf4 iterations. granted he gained sou and bt sou they're pretty easy to integrate into someones already present style of play.
     
  4. sterness

    sterness New Member

    good info ill use some of those combos in training to see how they do in off-line play
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice