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Shun Tactical Guide by Shiwapon

Discussion in 'Shun' started by VolcanoShed, Sep 17, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154503

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Shun Tactical Guide

    Beginner

    Increase your alcohol intake no matter what

    Shun is a Drunken Boxer, so he is able to drink alcohol during matches.

    The more alcohol he drinks, the more damage his techniques do, and the more techniques he can use based on his current number of drinks, etc., so during a match, he should drink whenever he sees a chance.

    Your opponent can also reduce your alcohol intake by hitting you with certain techniques, so try to avoid getting hit by such attacks as much as possible.

    First, choose the options where you can drink.

    You can get one drink with P+K+G, but this has some weaknesses so it's generally not used at close range.

    For the quickest way to earn the most drinks, we recommend throwing.
    P+G gives you 2 drinks, 66P+G gives you 4 drinks, back throw gives you 6 drinks, and throwing against a wall gives you 5 drinks.

    However, throwing is weak against attacks, and the opponent will be wary of throwing, so try to earn alcohol with attacks as well.
    If you want to earn alcohol by attacking, we recommend 6P+K.

    When this hits, it becomes a special animation and you can earn 5 drinks.
    However, it is generally difficult to hit because it starts up slowly.

    Therefore, use it in a combo starting from 8K+G, or when you predict your opponent's throw.
    By the way, while you are drinking after 6P+K, you are defenseless, so if your opponent approaches you, use the derivative moves P and K to punish them.

    The next best option is P+G when hitting 4P+K.
    This is a half-circular mid attack, so it can hit the opponent's evade or crouch.
    Also, it is excellent in that it does not receive a guaranteed counterattack even if it is blocked.

    After you get a hit, you can drink three drinks and continue your attack.

    You can also earn alcohol through combos.
    PP4P is used as a combo part, and if you press P+K+G after the move, you will drink a cup and move into a stance.

    Also, since this character is prone to mid-range battles, it's important to frequently use P+K+G or 6P+K+G if the opponent is far away.

    You can drink alcohol even after winning a round

    If you win by anything other than time-up, you can drink alcohol between rounds.
    At this time, the amount of time you can drink will vary greatly depending on the move that resulted in a KO, but the basic formula is 3P4 → P+K+G×2, which will earn you 4 drinks.

    If you win a round with a skill you like or a long throw, you may end up with only 3P4.
    Also, if you finish with a move that won't knock down your opponent for a while, such as P, 2P, 3K, or 1K+G, you can also drink with 6P+K, so if you want to drink big, try aiming for a KO with these.

    Use 2_3P and throws in two-choice [nitaku] situations

    Since Shun doesn't have elbows, it's difficult to put the opponent in nitaku, but when his P or 2P hits as a counter hit, he has a chance to go for nitaku.
    At that time, use 2_3P and throws to force the opponent to make a choice.

    Your opponent will definitely go wild! If you know that, you can also go for a drink with 8K+G or 4P+K.

    The two options 1KK and K+G are reliable even when you don't have alcohol.

    Shun has 1KK and K+G.
    Both of these are half-circular attacks, and 1KK in particular is an excellent technique that can knock them down on hit.

    Let's show K+G, which is a half-circular that hits in the opposite direction of 1KK, and set up a choice between mid and low.
    After taking down the opponent with 1KK, use 1KK and K+G again, or 4P+K, which is good against crouchers, to attack the opponent on their wakeup.

    Or you can attack with 6P+K+G while drinking alcohol.

    Once you reach 4 drinks, try to set up reads from 4P.

    Once you reach 4 drinks, you will be able to use exclusive techniques to enhance your offense.
    There are several that you can use, but I recommend 4PP.

    This is a mid-hitting string follow-up that can be used with 4 or more drinks, and if it hits a counter hit, it will result in a combo.
    Of course, your opponent will be wary of this, so you can launch attacks that take into account the follow-up, such as 4P to 1KK or 4P to throw.

    Intermediate

    Let's play the distance game, which is Shun's forte.

    Shun's techniques have a long reach, so it is possible for him to play by daring to stay back and drink, while using long-range techniques to deter opponents who come close to him.
    In particular, the 3P is very long, so the opponent needs to be wary of this technique and move forward.

    If your opponent is wary of this move and has their guard up, try to come forward and break down their guard with a throw or 1KK.
    After that, you can attack while your opponent is still in the process of getting up, or it can be fun to drop back and engage in distance fighting again.

    Let's attack from the back of Sōkokukyū

    This character has multiple stances, so make use of them as well.
    The first one I would recommend is the backturned Sōkokukyū , which can be set up from 3P4 or 4PP4.

    From here on, let's attack the opponent with the low attack backturned Sōkokukyū 2K and the mid into half-circular mid attack backturned Sōkokukyū PK.
    They develop very quickly, and both are easy to hit if the opponent is not used to them. (Especially the low attack).

    If your opponent tries to attack, you can use the backturned Sōkokukyū P+K sabaki technique to sabaki the attack and then go for a combo.

    Let's make a choice from Chōkarō.

    Now I'll show you how to attack from a different stance.
    After 6K, Shun shifts to Chōkarō stance, and even if he is guarded, Shun has a huge advantage [+6].

    From here on, Chōkarō K or Chōkarō P+K can't be interrupted, so use Chōkarō P against evading opponents and Chōkarō P+G to break opponents who are guarding.

    As for situations where you can use it, taking into account the slow start-up of the 6K, try using it to attack the opponent when they are waking up.

    Super mode when the amount of drinks reaches 8

    If the amount of drinks reaches 8, powerful techniques will be unlocked.
    The first one I want to get used to is the 236PP Chowan.

    This starts a combo on normal hit, there is no guaranteed counterattack even if it is blocked, and it has long reach, making it a technique with exceptional performance.
    Because it's an EX mid-level attack, it won't count as a combo even if it hits a crouching opponent, so you'll basically need to step back and dodge the opponent's move before using it.

    Since the follow-up is a high attack, it's easy for the opponent to crouch and wait, so be sure to confirm the hit before using it.

    In addition, you will be able to use the low attack 2K+GKK, which deals high damage and knocks down your opponent (starting from 7 drinks).
    If it is blocked, the disadvantage is large, but it is difficult to block on reaction, so use it as a move to crush the opponent's standing guard.

    Additionally, 43P+KP is recommended as a mid attack string that is easy to create reads with.

    If 43P+K hits, the opponent will be staggered and the follow-up P will be confirmed.
    Even if you are blocked [43P+KP is blocked], you will not receive a guaranteed counterattack, so you can be aggressive.

    If you hit [43P+KP], you can knock the opponent down, so they will likely choose to guard or evade the [second] attack.
    In that case, try stopping after a single hit and breaking down the opponent with a throw, 1KK, 2K+GKK, etc.

    A wide variety of techniques to use in reverse nitaku situations

    Shun has many techniques that are useful when you are at a disadvantage, so use these to take advantage of your opponent.

    46PPP

    A punch with an 11F start-up.
    It can break the opponent's P -> elbow sequence and other sequences, so watch your opponent's offensive structure carefully.

    Also, from here, depending on the number of alcohol, you can get derivatives such as 46PP+K, 46PPP+K, and 46PPPP+K.
    This derivation [the P+K ender] becomes a combo if counter-hit.

    Of course, the opponent will be cautious, but if the opponent is cautious, try attacking from behind with 46PP+K4 etc.

    8K+G

    If it hits, you can aim for a combo.
    This move has the ability to momentarily dodge the opponent's low attack, so try using it when you predict your opponent's low attack or throw.

    Be careful not to overdo it as it is -13F when blocked!

    6K+G

    You can aim for a combo while dodging your opponent's low attacks.
    Unlike 8K+G, this one is attractive because there is no guaranteed counterattack even if it is blocked.

    1P+K+GP+K

    This attack is launched while taking a large step back, commonly known as a "kousokukouhi" (evasion from the opposite side).
    Use this when you read your opponent's short technique. [such as elbows]

    If you hit a missed swing of the opponent's technique, it will become a combo, and even if it is guarded, you will not receive a guaranteed counterattack.

    However, since it [1P+K+GP+K] is a high attack, be careful as you will receive a painful counterattack if your opponent crouches.

    2K

    Even if he hits, this low attack puts Shun at a significant disadvantage, but because his upper body is very low, it is quite easy for him to dodge the opponent's attacks.

    When your opponent has almost no physical strength, if you show him the option of going wild, your opponent will have no choice but to choose a blow that can crush him.

    When that happens, you can then start to eliminate your opponent's options by evading or making quick attacks.

    6P+K+G

    I was worried about this too.
    This stance is in a crouching position, allowing you to dodge the opponent's throws and turn the middle attack into an NH, so it's great for a quick rampage.
    However, if you get hit with an elbow from an attack like 6P, it will result in a crouching hit, which will likely keep you at a disadvantage.

    Let's use it against characters such as Brad, whose main attack in nitaku is an EX high attack. [2_6K]

    Advanced

    If the amount of alcohol consumed reaches 10, let's finish the match.

    When Shun has 10 or more drinks, he will be able to use many brutal techniques.

    In particular, the opponent will have to be aware of the technique that starts the combo from the low attack 214KK.
    Let's make a choice between this and the 4P+K mentioned above or the 214P+K mentioned below.

    However, whether this move [214KK] is blocked or not, the number of drinks will decrease when you use the move, so basically, you should try this after drinking about 15 drinks.

    214P+K is a strong mid attack choice.
    This is a mid attack that starts a combo, and even if it is blocked, Shun has a 4F advantage, making it an incredible move.
    After it's guarded, try shaking it up with 43P+K, 236PP, or 1KK and throws.
    Also, after using this, the amount of alcohol consumed will be reduced by 3.

    Both of the two [214KK and 214P+K] I just introduced are weak to evading due to them being linear attacks.
    That's where the 214P full-circular mid attack comes into play.

    This move is strong against evasion, and even if it is guarded against, you will not receive a counterattack.
    After it is used, the amount of drinks is reduced by 2.

    Also, when you have 10 or more drinks, the two types of throws, 63214P+G and 41236P+G, become more powerful.
    63214P+G will deal a lot of damage and earn you alcohol, while 41236P+G will give you an advantage that guarantees you 236P or more after the throw.

    Wall approach

    ●Opponent's back against the wall

    When your opponent is against a wall, the 4P+G wall throw is your favorite.
    You want to earn some drinks, but your opponent will be wary, so if you have 8 or more drinks, it's a good idea to aim for 236P from 6P+G.

    Also, if your opponent is crouching, start with 6K and launch an attack with Chōkarō.

    Chōkarō KP cannot be interrupted from 6K, and if it hits, it becomes a wall combo.
    Also, if your opponent is solidifying their guard, use Chōkarō P+G to continue attacking with the wall.
    If your opponent is evading, you can use Chōkarō P to make them stagger the wall, and then try to pin them down with 43P+K or 66K.

    ●Parallel to the wall, Shun's stomach facing the wall

    In this foot position, you can aim for wall stagger with K+G.
    From there, use 3K to get a side crumple and make a combo.

    ●Parallel to the wall, Shun's back facing the wall

    In this foot position, aim for a wall hit with 1KK.
    After it hits, follow up with 43P+K then attack while the opponent is getting up.​
     
    Last edited: Sep 17, 2024
    b4k4 and akai like this.

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