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: Sou Koku Kyuu (Front)

Discussion in 'Shun' started by raoul, Feb 2, 2007.

  1. raoul

    raoul Well-Known Member

    Sou Koku Kyuu (Front) (quick translation from the black book)

    You can get to forward facing Sou Koku Kyuu from Hon Shin Tan Ka (PP4P) and by inputting a back cancel during Ren Kan Chou Geki (PPPK) or Hai Shin Ren Kan Chou Geki (BT SOU, PK).
    From there, a strong followup is the mid-low nitaku between Koku Kyuu Dan Teki (SOU, K) and Koku Kyuu Zen Sou (SOU 2K). The former is a mid that causes a butt crumple on hit, and if you go into Chou Ka Rou gives advantage on block. The latter is a fast half circular low. It gives +4 on normal hit, and a foot crumple on anything better than minor counter. When going into SOU from a canceled Ren Kan Chou Geki (PPPK) or Hai Shin Ren Kan Chou Geki (BT SOU, PK), these moves come out quickly, so this is an easy nitaku to set up. When both players are waiting, going into SOU from Ren Kan Chou Geki (PPPK) is hard for your opponent to deal with.
    When coming from Hon Shin Tan Ka (PP4P), Ha Ou Kan Shu (SOU, P) beats 15 frame and slower moves even on block. Use this combined with the low P avoiding Koku Kyuu Tou Tetsu (SOU, K+G) and the sabaki Kai Bou Hon Shin (SOU, P+K) to build your offense.
     
  2. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    There are a few things I'd like to add to this, but first of all thanks a bunch raoul! This is definitely a handy chunk of information, and should surely help people get a handle on SOU, which is a vital part of VF5 Shun. Even though SOU and BT SOU have totally different moves, they are two parts of a whole and should always be viewed as such, I think.

    To clarify, yes, there are only two ways to go into front-facing SOU if you don't count coming from BT SOU. When using Hai Shin Ren Kan Chou Geki (BT SOU, /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif) you actually have to cancel the /forums/images/%%GRAEMLIN_URL%%/k.gif with /forums/images/%%GRAEMLIN_URL%%/b.gif in order to go into SOU. Another thing to keep in mind, however, is BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif, which executes fast, is safe on block, puts a bit of distance between your opponent and yourself, and leaves you in SOU. Use it to mix it up and confuse your opponent (and maybe sneak in some SOU drinking), but keep in mind that BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is a great option because it combos on normal hit (I'm pretty sure, but I may be wrong... it may require mC or higher to combo) and leaves your opponent side turned. Since BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif has decent reach, this may be achievable fairly often.

    I didn't know that SOU /forums/images/%%GRAEMLIN_URL%%/k.gif gives advantage on block when you go into CHO from it... that's amazing. Oh, note time~

    Note:SOU /forums/images/%%GRAEMLIN_URL%%/k.gif (hold down /forums/images/%%GRAEMLIN_URL%%/k.gif) takes you into Choukarou, while SOU /forums/images/%%GRAEMLIN_URL%%/k.gif (do not hold down /forums/images/%%GRAEMLIN_URL%%/k.gif) keeps you in Soukokukyuu. Thank Myke for this one! /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    Keep in mind that while /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif into SOU is hard for your opponent to deal with when both players are waiting, it becomes easy to deal with if your opponent sees it coming! Shun can't PPPK like most others characters can!

    And that bit of info surrounding the blocked /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is great, too. SOU /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is safe on guard (-7), has nice range and knocks down on any hit, so don't be afraid to use it. And while SOU /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif doesn't sabaki for as many frames as BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (1~13 compared to 1~23), it sabakis many of the same things. Keep in mind that the /forums/images/%%GRAEMLIN_URL%%/p.gif follow up is only guaranteed on a hit, and not on a successful sabaki (unlike BT SOU's /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif which will connect on a hit or on a succesful sabaki).

    I'm hyped.
     
  3. tribaL

    tribaL Well-Known Member

    how un/safe is bt sou p+kp on block?

    edit: http://hk-vf.net/vf5frame/index.html

    i don't know how accurate hk-vf is with this. it seems like some of the stuff is off on what people have translated already.
     
  4. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    It seems like BT SOU /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is -11 on block (we're assuming it's a black book error, because there's no way that move would be a +11 on block). The black book itself has a bunch of little errors like this, and a lot of them found their way here on vfdc and on hk-vf.net.

    The frame data is coming soon, and then when we get our copies of the game we can deny/confirm a lot of the stuff on there.
     
  5. tribaL

    tribaL Well-Known Member

    +11! HA! no f'ing way. yea, most probably -11, which really isn't that bad given what it gives.

    am i seeing this right in the vids where a MC gives a kkp juggle? on top of the sabaki it offers?
     
  6. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif if you have 16DP... regardless of foot stance /forums/images/%%GRAEMLIN_URL%%/wink.gif

    There'll be a combo guide in the near future, count on it. And if no one here gets to it before me, then it'll be me.
     
  7. DrDeelite

    DrDeelite Member

    The windmill sabaki from BT Sou gives you a crumple *even on normal hit*, no mC/MC needed. 16+DP Shun is ridiculous, kk2pk is stupid good.
     
  8. raoul

    raoul Well-Known Member

    Just to recap all the information (I'm afraid people just looking at this and the move list without having seen/played much of the game might get confused)

    - The previous few posts talk about the P+K sabaki from BT SOU, not from normal SOU
    - On block, the BT SOU P+K sabaki is even (it's 0/0/+3 according to black book, and that seems accurate)
    - The followup to BT SOU P+K, BT SOU P+KP, causes a stomach crumple on both normal and counter hit, but is -11 (i.e. punch punishable for a lot of characters) on block
    - The followup is guaranteed on hit/counter hit/sabaki of BT SOU P+K
    - It is very doable to hit check the P+K and decide to do the followup or not based on whether it hits (listen for the slapping sound)
    - On any stomach crumple, KKP is guaranteed, and KK2PK is guaranteed on 16+ drinks

    Sorry to reiterate all this information, I just want to avoid as many "I'm confused" posts as possible /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  9. tribaL

    tribaL Well-Known Member

    wow...that move kinda sounds... godly.
     

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