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VF5 Shun Di Thread

Discussion in 'Shun' started by Ladon, Aug 1, 2006.

  1. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    <u>Final Update!</u>

    One of the biggest changes to Shun Di is in his new stance, Soukokukyu, which can be accessed during or after many of his strings. It allows him to mix up his offense substantially and adds a lot to his deceptive style.

    Note about new stance Soukokukyu: Many times when entering Soukokukyu or BT Soukokukyu, Shun will take an automatic drink if you press nothing. If you do he will go into the stance, from which back dash, forward dash, and dodging are all available. If you buffer in an attack before Shun takes his automatic drink, you can cancel the drink and do the attack instead; movement does not cancel the drinking, only an attack will, so if you're going to enter Soukokukyu make sure you know what you're doing before hand (you have to be really fast with the cancels)

    VF5 Shun Di's Command List
    New Moves (FT moves included)

    /forums/images/%%GRAEMLIN_URL%%/p.gif strings--
    As far as the safety of these strings go, Shun's game isn't really better for it but it certainly plays to the deception aspect a lot. These additions also will allow you to legitimately mix up /forums/images/%%GRAEMLIN_URL%%/p.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

    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(To Soukokukyu) It's only three inputs but Shun actually does four punches, the first three are high and the last one is mid. Is probably not a string until a certain number of dp is reached, but it is useful in combos. This is the only way to enter Soukokukyu that doesn't require you to buffer a move to avoid taking an automatic drink.

    Mixup Factor:If the opponent expects this string, he can duck the third /forums/images/%%GRAEMLIN_URL%%/p.gif and low punch for an MC. If he's expecting /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, however, he will likely guard high, and the disadvantage Shun has from the third /forums/images/%%GRAEMLIN_URL%%/p.gif is enough for opponents to hit Shun out of the kick with a quick /forums/images/%%GRAEMLIN_URL%%/p.gif and follow up with a combo (as the move leaves you airborn). Going into Soukokukyu takes as long as finishing with the attack, so your options still aren't any better. In short: use this when your opponent is guarding high. /forums/images/%%GRAEMLIN_URL%%/p.gif blocked puts you at a slight disadvantage, and since Shun doesn't have a fast mid-hitting move from Soukokukyu you're going to need to know your options, be a step ahead of your opponent, and be deceptive.


    /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.gif To Soukokukyu) Shun does a jumping spin kick, no DP required. The third /forums/images/%%GRAEMLIN_URL%%/p.gif is still special mid, and the last kick is a half-circular mid. Blocked it leaves you at a pretty large disadvantage, but it pushes the opponent away far enough that a retaliation is not guaranteed. Cancel the /forums/images/%%GRAEMLIN_URL%%/k.gif with /forums/images/%%GRAEMLIN_URL%%/b.gif really early to enter Soukokukyu. If the /forums/images/%%GRAEMLIN_URL%%/k.gif hits, then the opponent is considered to be in a side-turned situation.

    Mixup Factor:If the opponent crouches after the second /forums/images/%%GRAEMLIN_URL%%/p.gif it will beat your other options more or less, but not this one. Since you're only at a moderate disadvantage after they crouchguard your third /forums/images/%%GRAEMLIN_URL%%/p.gif in this string, you can go for the /forums/images/%%GRAEMLIN_URL%%/k.gif or the Soukokukyu option freely without much fear of retaliation. Unfortunately the /forums/images/%%GRAEMLIN_URL%%/k.gif cannot be delayed, but if you choose not to go for it and use other moves on a fearful opponent, you have much to gain.


    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif strings--
    (DP 2)/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (/forums/images/%%GRAEMLIN_URL%%/b.gif To Backturned Soukokukyu)
    (DP 4)/forums/images/%%GRAEMLIN_URL%%/f.gif/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.gif To Backturned Soukokukyu)
    (DP 6)/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/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.gif To Backturned Soukokukyu) the /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif hits mid, Shun ducks quickly and rises with an uppercut. It can be delayed quite a bit, and on an MC floats. Press /forums/images/%%GRAEMLIN_URL%%/b.gif to cancel the /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to go into BT Soukokukyu.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif strings--
    (DP 2)/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif(/forums/images/%%GRAEMLIN_URL%%/b.gif To Backturned Soukokukyu) This will combo if the first hit is an MC and there is no delay.
    (DP 4)/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/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.gif To Backturned Soukokukyu)
    (DP 6)/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/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.gif To Backturned Soukokukyu)the /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif hits mid, Shun ducks quickly and rises with an uppercut. it can be delayed quite a bit, and on an MC floats. Press /forums/images/%%GRAEMLIN_URL%%/b.gif to cancel it and go into BT Soukokukyu.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif this is Shun's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif from Evo, and is now full-circular.
    (DP 8 )/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 To Backturned Soukokukyu) the second /forums/images/%%GRAEMLIN_URL%%/p.gif is an uppercut with some reach, making it useful in combos. Once again, you need to cancel the second /forums/images/%%GRAEMLIN_URL%%/p.gif with /forums/images/%%GRAEMLIN_URL%%/b.gif to enter BT SOU.
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif high backhand, half-circular. It's also a very short-ranged attack
    (DP 4)/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/b.gif To Backturned Soukokukyu) The follow up is the same as the above.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif causes a stagger instead of a float. This move also has lower hit detection than it had in evo, making it more useful for bounce combos. The opponent can recover from the stagger fast enough to prevent nitaku, but if they're slow in recovery you can get a chowan combo for big damage. The move is also safe on block at -8!

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/b.gif To BT Soukokukyu) entering into BT Soukokukyu from this move cancels the punch and gives good forward movement, but you'll be left backturned if you get hit in the motion. The move now floats on CH only if you have at least 23 drinks.

    /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif introduced in FT, it's a mid kick with low hit detection...
    /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif followed by a high punch (that slams)

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif now causes a float high enough for combos. Possible combos include /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (weight is likely an issue if you want all four to connect, but three will always connect), /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, and /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). I'm not sure about the former, but the latter works on all weight classes

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif knocks down

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif +4 DP

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif Requires 8 dp as usual, but doesn't sacrifice dp when used. Can also be used while running, which doesn't require any dp

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif no change here, but an important move nonetheless /forums/images/%%GRAEMLIN_URL%%/grin.gif

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif Shun's bounce move. It's pretty much useless in combos, but it's engineered for ringouts in stages with the short walls, so its use in combos or flowcharts in those situations cannot be overlooked.

    /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif Shun does a backwards cartwheel just like Pai that staggers the opponent on hit. The move Shun used to have with this command has been removed.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif(To Choukarou) two high punches that leaves Shun in advantage if blocked and gives bigger advantage on hit. It's not a long range move and doesn't track well, and since it's high opponents can duck and retaliate, so this move should be used with some discretion. It has the same number of executing frames as Chowan, so if you want big reward that's the way to go. However, if you want a fast and strong way to go into Choukarou, this is it. It's not as reliable as /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, but since it doesn't knock down on MC (instead offering guaranteed follow-ups), it's not a useless move in my book.

    /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 leans back while drinking. Adds 1dp and causes high attacks, and some mids, to whiff.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/p.gif attack with good reach and decent recovery, can be delayed. Good for offensive drinking!
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(On Guard or Hit)/forums/images/%%GRAEMLIN_URL%%/p.gif has better recovery on guard and pushes the opponent back, and knocks down on a hit. The timing is pretty strict, but the extra /forums/images/%%GRAEMLIN_URL%%/p.gif gives you two extra mid hits.

    (During Evade)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif Shun's evade attack from Evo and FT
    (OM)/forums/images/%%GRAEMLIN_URL%%/p.gif See OM threads for more info
    (OM)/forums/images/%%GRAEMLIN_URL%%/k.gif See OM threads for more info

    Zapantetsu (Sitting Down)
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif

    Zapantetsu Attacks
    /forums/images/%%GRAEMLIN_URL%%/d.gifor/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(To Drunken Walk)
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif +2 DP

    Tentouritsu (Handstand)
    nothing new it seems.

    Oushin (Lying Down)
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/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%%/k.gif

    Oushin Attacks
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif +2 DP

    Choukarou Attacks (Drunken Stance)
    /forums/images/%%GRAEMLIN_URL%%/p.gif works exactly Works exactly like /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif with the exception that the follow up /forums/images/%%GRAEMLIN_URL%%/p.gif is available at 4 dp instead of at 8
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/d.gifor/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/u.gif yes, you have to pres both direction (i know /forums/images/%%GRAEMLIN_URL%%/cry.gif) after the evade Shun is left in normal stance

    Soukokukyu Attacks (New "Stance")
    Note: It's possible to dash forward or backwards after entering the stance, without cancelling it.
    /forums/images/%%GRAEMLIN_URL%%/p.gif mid punch that staggers. To Soukokukyu
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif high follow up, strings with previous on stagger hit
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif can be delayed a good amount and causes a butt stagger. it's a mid hop kick
    /forums/images/%%GRAEMLIN_URL%%/k.gif causes a heavy stagger on hit. If you hold /forums/images/%%GRAEMLIN_URL%%/k.gif Shun will go into Choukarou, and if the move was blocked then you'll have advantage. If you do not hold /forums/images/%%GRAEMLIN_URL%%/k.gif Shun will fall back into Soukokukyu.
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif on MC causes a foot crumple similar to Shun's Sitting Down. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif will hit after the crumple.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif High sabaki vs HP, MP, EL, and HK
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif Mid double punch after sabaki, is not guaranteed after a successful sabaki and does not crumple. it does string on a normal hit or a counter hit, though
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif forward flip, hits mid. Has good range and avoids low hits, and leaves you only moderately disadvantaged on block.
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/d.gifor/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/u.gif Shun does an evade that looks very similar to his DS evade (same sound and everything) and that leaves you in normal stance.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif Shun takes a quick drink while staying in Soukokukyu. DP +1
    /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 takes a step closer while he takes a drink. DP +1
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(To Backturned Soukokukyu) Shun takes a step back, turns around, and takes an elaborate swig. DP +1 and leaves you in BT Soukokukyu

    Backturned Soukokukyu Attacks
    Note:Just like you can backdash or forward dash in regular Soukokukyu, you can also do it in BT Soukokukyu. Dashing towards the opponent leaves you in BT SOU, but dashing away from your opponent turns Shun around (but still in SOU)
    /forums/images/%%GRAEMLIN_URL%%/p.gif(To Soukokukyu) mid punch. If you don't do the follow up /forums/images/%%GRAEMLIN_URL%%/k.gif Shun will pull back as he goes into normal SOU.
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(/forums/images/%%GRAEMLIN_URL%%/b.gif To Soukokukyu) a jumping spin kick that looks just like the one at the end of his /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, and if the /forums/images/%%GRAEMLIN_URL%%/p.gif hits then this hit is guaranteed. This /forums/images/%%GRAEMLIN_URL%%/k.gif also turns the opponent sideways on hit.
    /forums/images/%%GRAEMLIN_URL%%/k.gif Shun does a mid kick that, together with the pose, looks like something out of Swan Lake (not that i've seen it...). Flops on hit, but it's a slow flop meaning /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is still guaranteed (despite the moment Shun takes to exit the stance), and other combos may be available.
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif a low trip without much reach that knocks down on a normal hit
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif Shun's powerful new sabaki, overcomes HP, MP, EL, SK, and Knees. If blocked, both players are equal. If the sabaki does its job or hits on normal hit or MC, the /forums/images/%%GRAEMLIN_URL%%/p.gif follow up is guaranteed.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif Mid nut check after sabaki, stomach crumple on any hit, but Shun is at -11 if it's blocked (punch counterable for most characters).
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(/forums/images/%%GRAEMLIN_URL%%/g.gif To Oushin) big flip where Shun hits with his legs, staggers on any hit and on guard. If you press /forums/images/%%GRAEMLIN_URL%%/g.gif Shun goes straight to ZAP, and if you don't he hops up to his feet.
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/d.gifor/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/u.gif the same evade as SOU, leaves you in normal stance.
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(To Backturned Soukokukyu) Shun takes a quick drink while staying in BT Soukokukyu.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(To Soukokukyu) Shun turns around in place and takes an elaborate swig. +1 DP
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(To Soukokukyu) Shun takes a step back, turns around, and takes an elaborate swig. DP +1 and leaves you in Soukokukyu



    New Throws
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif flings the opponent back, can be techrolled. similar animation to his Backturned /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/u.gifor/forums/images/%%GRAEMLIN_URL%%/d.gif cool attack animation that leaves the opponent standing but turned to the side, with shun at an advantage.
    (DP 3)/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif changed from evo's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, but works the same

    Besides discussion, I would also like this thread to point out any good Shun videos (on hk-vf.net or elsewhere), which could in turn bolster further discussion. There are already some good vids here, but a lot of the links don't work anymore, so let's start filling this up!

    Thanks Namflow for your contributions!!
    Thanks LiMeng for your contributions!!
    Thanks raoul for your contributions!!
    Thanks gregor_thewolf for your contributions!!
     
  2. Namflow

    Namflow Well-Known Member

    Shun's sebaki from the new stance is [P]+[K], which is the first half of a canned combo [P]+[K],[P]. The [P] is what gives you the crumple, not the sebaki itself. Of course if you get the sebaki the crumble is guaranteed if you hit [P].

    Shun has a funny new drinking dance in his new stance, if you keep hitting [4]+[P]+[K]+[G] he'll take a step back, drink, and switch facing forward and backward in the new stance. It's great cause you keep running away and drinking. /versus/images/graemlins/smile.gif
     
  3. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    I was right! /versus/images/graemlins/grin.gif awesome! Most of this was guesswork from watching so many Shun videos, I'm glad I was on the right track. I've seen that [4]+[P]+[K]+[G] dance a few times, and saw this one kage player whiff three different attacks trying to hit him out of it. On another vid, Shun vs Shun, both were doing it at the same time!

    Thanks a lot for clarifying that sabaki thing, I'll update the movelist immediately. Looking forward to seeing more of your videos when you get around to them!
     
  4. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Some more thoughts...

    for both the [6][P]([K]) and [4][6][P] strings the [P]+[K] is an uppercut. (I'm pretty sure its mid) You can delay it by quite a bit. If it gets a MC it floats and you can combo [3][P][P][K]

    [6][4][P] is Shun's old [4][P] from VF4, thus it's full circular (and not "possibly half-circular" as currently listed)

    As for [3][P][P][P][K] going to down, it's the same form VF4. If you hit [K] to end the string you'll fall down, but you can hit [P]+[K]+[G] to go into a handstand.

    after [6][6][K] you can hit [3][P][P][K].

    For the Drunken Stance [P] I'm 99% sure it acts the same as Shun's normal [6][4][P]

    From Drunken Stance if you hit [2] or [8] [P]+[K]+[G] you'll lie down and enter Oushin. If there is a command to go to Backturned Choukarou from Drunken Stance I don't know what it is.

    Soukokukyu [P] can stagger, and if it does the canned [P] following it is guaranteed. However, the [K] to end the string is not guaranteed.

    Soukokukyu [2][K] gives a similar crumple to sitting down's [2][K].

    Actually, the followups to the sebaki from normal Soukokukyu and backturned Soukokukyu are different. The backturned Soukokukyu [P]+[K],[P] will crumple and is guaranteed on successful sebaki. However, in normal Soukokukyu the second part of the [P]+[K],[P] string gives a different attack that doesn't crumple and isn't guaranteed after a successful sebaki.

    If you get a side crumble [K][K][P] or [3][P][P][K] are decent options. Once I accidenly did [P][P] -> [K][K] and it all hit. I'll have to experient more, I think there'll be some more damaging combos than just a [K][K][P].

    Shun's spike move is [6]+[K]+[G]. but so far I've had a lot of trouble using it in floats. The best I can get is [2][3][6][P] -> [6][K]+[G] -> [3][P][P], and this leaves you far away so pressing your advantage on a tech roller is hard. If you get a wall crumple I think you could use Shun's spike move to get a decent combo since he'll be so close.

    If you get a crumple off of Shun's new bt Soukokukyu sebaki or [3][P] you can hit [K][K][P], [2][P] -> [1][P],[K] or [2][P] -> [2_][3][P]. [K][K][P] seems to be the best followup because it's easy to keep the pressure on the tech roll and is decent damage.

    Shun's new throw [P]+[G][8] or [2] is great because it leaves the opponet sideturned and is very easy to keep the pressure on. If the opponet tries to attack a side kick will net you a side crumple and big damage.

    If you do [1][K][K][G] and fall down it seems a LOT easier for an opponet to get a back throw. From what I remember you need to be really fast to get the back throw in VF4, but now more than once I've thought I was safe and my opponet was a good distance away but I still got thrown.

    Going into backturned Soukokukyu can be risky since your turning your back to the opponet, thus opening yourself up to a back stagger or a back throw. However, there's so many different ways he can enter it, and he gets a sebaki that I'm pretty sure eats mid kicks, it can make it really hard for an opponet to deal with.

    If you use [P][P][4][P] to go into Soukokukyu but the opponet blocks the last punches, then I'm pretty sure your at a disadvantage. As far as I know there's only 2 ways to enter normal Soukokukyu from normal stance, [P][P][4][P] and [P][P][P][K][4].

    More than once I've tried to cheeze my way to victory with a ringout by doing [6][P][P][P][K] to an opponet near the edge of the ring and eaten an OM[K] and gotten a back crumple for my troubles. Ouch!

    One thing that I noticed is if I do [3][P][4] to enter Soukokukyu and if I don't hit anything else Shun'll automatically take a drink. This is weird cause I can avoid the drink by doing the [P]+[K] sebaki. I don't know why he takes a drink if all I hit is [3][P][4], I'll have to experiment with this some more.

    And that's about it. Hope my blabbering on helped.

    ps - if you've made it this far here's a shameless plug for a new video of me using Shun to fight an Akira player. I l like this match cause I win! /versus/images/graemlins/smile.gif

    pps - this is Namflow, I'm using Super's computer and forgot to log in as myself. opps!
     
  5. ice-9

    ice-9 Well-Known Member

    [ QUOTE ]
    For the Drunken Stance P I'm 99% sure it acts the same as Shun's normal fbP

    [/ QUOTE ]

    I'm not sure about VF5, but in VF4 [4][P] is full circular but Drunken Stance [P] is only half circular.
     
  6. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    According to the move lists on this site in VF4 and VF4Evo drunken stance [P] is semi-circular, but in FT it is full circular.
     
  7. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    Wow, thanks a lot for all that!! You wrote so much, I'm wondering where I should begin!

    I'll start with [3][P]([4]), I think. The movelist Srider got off Arcadia said that the move leads to Soukokukyu... and Shun doesn't automatically take a drink if he does nothing in Soukokukyu. Another reason why I think the movelist was incorrect (or outdated compared to current VF5 machines) is because I have seen the deep forward motion of [3][P] cancelled before the uppercut, and then immediately go into the BT Soukokukyu sabaki (you know, the good one). On video FN_01125 on hk-vf.net (Sh vs Ja), between 1:06 and 1:10 you can see the Shun player execute both sabakis after doing the same movement, the movement i'm figuring is [3][P][4]. If you have any idea what's going on here, I'd really appreciate it!

    As far as side crumples go, I remember seeing several times that bounces work on them (also head crumples, and possibly stomach crumples). It's a longshot, as I haven't played the game myself, but here are some things that may or may not work out for you after a side crumple:

    [6][K]+[G] > [4][6][P][P][P][P]+[K] >[1][K][K]
    [6][K]+[G] > [6_][P] > [6][K]+[G] > [2_][3][P]
    [6][K]+[G] > [4][6][P][P]+[K] > [K][K][2][P]([K] w/ 16DP) (not very likely!)
    [6][K]+[G] > [6][K]+[G] > [3][P][P][K]([P]+[K]+[G])
    [6][K]+[G] > [6_][P] > [K][K][P]([2][P]?) (a little more likely)

    If none of those work (which is likely, after all), I suppose it's not a bad idea to try some [6_][P]s and then use[4][6] (or [6])[P] strings into [P]+[K][4] (so you can enter BT Soukokukyu), and from there apply pressure (or enjoy some classy drinking /versus/images/graemlins/wink.gif) Please post any findings!

    After [P][P][4][P] is blocked I'm pretty sure you're at a disadvantage as well, but [K]+[G] looks like it could avoid a lowpunch. And if you have some range on your opponent and they whiff a low punch, [K] is perfect.

    [6][P]([K]) definitely fits the description of something that could be immensely punished by OM, but I've also noticed that it tracks a lot better than it ever has before. Pretty weird.

    I saw your Shun videos, and one thing came to mind... have you tried [6][K]+[G] after [8][K]/[8][K]+[G]? I don't think I've ever seen a bounce off of a flop, but if it works...! Good luck against that guy, I'll be mentioning some good Shun videos on hk-vf.net soon, I don't know if you've been on top of that, but it's like a goldmine... almost /versus/images/graemlins/grin.gif

    Thanks again!

    EDIT
    Just saw this YouTube video, and at 0:33 Shun uses [P][P][P][K][4] which cancels the [K], and then he takes a drink as part of the motion, so I guess what you were experiencing with [3][P][4] isn't limited to that string (though I have a feeling you were already aware of this...)

    However, in FN_01073 (a great match /versus/images/graemlins/smile.gif) at 1:00 or so, Shun uses [P][P][4][P] and doesn't appear to buffer anything in. Instead of taking a drink, though, he stands in an interesting stance! In that stance he takes a short step back and attacks using [P][P] from Soukokukyu!

    Hope this helps when you get around to figuring out all the little bits. Good luck, looking forward to hearing from you again Namflow!
     
  8. Namflow

    Namflow Well-Known Member

    You can't use [6][K]+[G] after [8]+[K]+[G] or a [2_][3][P] crumple. It's also really hard to use in [2][3][6][P] floats because it's likely to whiff unless you're close to point blank range, and even then it pushes the opponet too far away to press the offensive.

    I know [3][P][4] takes you to Shun's new stance (backturned), and you can quickly go into his sebaki (or pry another move), but if you only hit [3][P][4] without touching anything else he'll drink. I dont even touch any of the other buttons, and normally it takes [P]+[K]+[G] to drink in whatever stance your in. This was also true in the location test when the command to enter his new stance was [G]. Thus, when I kept hitting [G] after [3][P] out of habbit to cancel the [3][P][P][K] string he'd turn his back to the opponet and drink! I got nailed a lot because of that, and thank god they changed the command to enter the stance.

    What I think it is is if you use [3][P][4] (or maybe even the [4][6][P] or [6][P] varients to enter the new stance backturned) you have a choice to do an attack such as the sebaki, but if you don't he'll take a drink before you actually enter the stance. I need to test this more.

    I saw in a clip Shun do [8]+[K]+[G] -> [9][P]+[K]+[G] -> [2][P] -> [4][6][P][P][P][P]+[K] which looked pretty cool.

    That's about it for now. I'm wasting all my cash on VF5, I need to win more or else I won't be able to eat until my next paycheck! hahaha
     
  9. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    [ QUOTE ]
    Namflow said:
    You can't use [6][K]+[G] after [8]+[K]+[G] or a [2_][3][P] crumple. It's also really hard to use in [2][3][6][P] floats because it's likely to whiff unless you're close to point blank range, and even then it pushes the opponet too far away to press the offensive.

    [/ QUOTE ]

    I guess that means the only time Shun can make good use of the bounce in [6][K]+[G] is after a side crumple or when he uses a Chowan by a wall. Not too awful /versus/images/graemlins/smile.gif

    [ QUOTE ]
    Namflow said:
    I know [3][P][4] takes you to Shun's new stance (backturned), and you can quickly go into his sebaki (or pry another move), but if you only hit [3][P][4] without touching anything else he'll drink. I dont even touch any of the other buttons, and normally it takes [P]+[K]+[G] to drink in whatever stance your in. This was also true in the location test when the command to enter his new stance was [G]. Thus, when I kept hitting [G] after [3][P] out of habbit to cancel the [3][P][P][K] string he'd turn his back to the opponet and drink! I got nailed a lot because of that, and thank god they changed the command to enter the stance.

    [/ QUOTE ]

    I remember you mentioning that back in May, and it worried me a bit because it gets in the way of guard cancelling strings. I can imagine how surprised you must have been trying to guard cancel and winding up back turned and drinking! D:

    As far as [3][P][4] leading to BT soukokukyu, I'm not so sure (i don't doubt at all, however, that he takes a swig if nothing is buffered). Refer to the hk-vf video I mentioned in my previous post (FN_01125, I made it a link now), Shun clearly does two different attacks after the sabaki from the [3][P] cancellation. Since you said that the attacks after Shun's Soukokukyu [P]+[K] sabaki differ depends on whether he's backturned or not, I took this to mean that he can opt for either Soukokukyu after [3][P][4]. Not yet sure how this came about or how it works... were it not for this, I would have surely thought that [3][P][4] leads to BT Soukokukyu.

    [ QUOTE ]
    Namflow said:
    What I think it is is if you use [3][P][4] (or maybe even the [4][6][P] or [6][P] varients to enter the new stance backturned) you have a choice to do an attack such as the sebaki, but if you don't he'll take a drink before you actually enter the stance. I need to test this more.

    [/ QUOTE ]

    Test it out on easy opponents /versus/images/graemlins/grin.gif I'm pretty sure you're right, but there are likely other little discrepencies, such as how [P][P][4][P] leaves you in a stance that allows you to keep your Soukokukyu options. I doubt there are many Shun players in your area, but I suggest tracking them down!

    [ QUOTE ]
    Namflow said:
    I saw in a clip Shun do [8]+[K]+[G] -> [9][P]+[K]+[G] -> [2][P] -> [4][6][P][P][P][P]+[K] which looked pretty cool.

    That's about it for now. I'm wasting all my cash on VF5, I need to win more or else I won't be able to eat until my next paycheck! hahaha

    [/ QUOTE ]

    Though many would disagree, I believe that food is more important than Virtua Fighter... but only marginally so /versus/images/graemlins/wink.gif Oh, I think i saw in one of your videos, after a killing [3][K] and its [6][P]+[K] for +4DP, you did [P]+[K]+[G] and managed to squeeze in another drink with [6][P]+[K]+[G] at the very last instant. VERY nice! One thing I hope you don't mind me pointing out, you don't really use Shun's [7]/[1][P]+[K]+[G] much. That player is quick to take advantage of your disadvantage, and this move might work in your favor. Good luck to you!
     
  10. LiMeng

    LiMeng Well-Known Member

  11. Crazy_Galaxy

    Crazy_Galaxy Well-Known Member

    great finds,
    if anyone spots any itabashi vids link them here too please! /versus/images/graemlins/laugh.gif
     
  12. Namflow

    Namflow Well-Known Member

    Hey all. I've managed to work my way up to 7th dan (horray!) and thought I'd post some more Shun thoughts.

    (10 drinks) [4][P]+[K] sabaki seems a bit weaker. If the sabaki doesnt hit and the opponet tries to throw you you'll get the clash animation instead of crumpling the opponet.

    After [8][K]+[G] I've been working on some new combos to use before 8 drinks and [8][K]+[G] -> [3][P][P][K].

    Against heavys in closed stance you can do [8][K]+[G] -> [P] (whiff, for timing) -> [K][K][P]

    Against almost all other weights you can do these combos (using the dodge to move towards the opponets back):

    [8][K]+[G] -> [9] or [3] [P]+[K]+[G] -> [2][P] ->[6_][P][P][P] (holding forward for distance and so you dont get [6][P] chains)

    [8][K]+[G] -> [9] or [3] [P]+[K]+[G] -> [2][P] -> [4][6][P][P][P][P]+[K] (last hit requiring 6 drinks)

    [8][K]+[G] -> [9] or [3] [P]+[K]+[G] -> [2][P] ->[6_][P][P][2][K][K] (6 drinks) (holding forward for distance and so you dont get [6][P] chains)

    I like the [4][6][P][P][P] combo the best before 6 drinks because it's easier to press the offensive on a tech roll, and if an opponet doesnt tech you can get [3][P] or [4][3][P] otb and a quick pounce.

    Although these combos look cool and allow you to press the offense better, I'm not sure if they do more damage than [8][K]+[G] -> [3][P][P][K].

    When the opponet doesnt tech I've started using [4][3][P] to get an otb combo, like [2_][3][P] -> [K][K][P] -> [4][3][P] -> [3][P] (quick pounce)

    [6][6][K] is great to punish whiffed rising attacks. Some [6][6][K] combos are:

    [6][6][K] -> [P][P][4][P] (to new stance) -> [2][K] otb if they dont tech -> [3][P] quick pounce if they dont tech

    [6][6][K] -> [3][P][P][K].

    Something I've done that's really helped incrase my win% is to fight every round to the end. Sometimes it is easy to get demoralized if your getting your ass handed to you one round, but until the round is over you can always make a comback. More than once I've been down to 30% life or so and, if its a stage with no walls, just ran to the edge of the ring and began to drink. The opponet, after some hesitation, will come to end the round. More than once I've gotten a ringout cause of this, and one time I ended up beating a Lei Fei on a 15 some win streak cause although I didnt ring him out, he was too scared of the ring out so he'd run in, I'd get some attacks in, he'd retreat and then came back for more. It seems cliche, but never give up! Until the round is over you can always win.

    Over the past 2 weeks I've gone to 2 tournaments at 2 different arcades and both of them were cancelled cause not enough peeps signed up. Both times there were peeps playing the game, but for some reason no one was interested in a tourney. Kinda weird eh?
     
  13. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    I think people weren't showing up because they were scared of your Shun /versus/images/graemlins/laugh.gif

    Thanks for the combo information! Very good stuff, and a great addition. So as not to have a bland post, I'll add to what you wrote by posting some of the things I've seen in videos and some thoughts.

    As far as otb after [2][3_][P] > [K][K][P] and BT Soukokukyu [P]+[K],[P] > [K][K][P] goes, I've seen many use [6_][K]. I think it leaves you in a slightly better position if the opponent techrolls as opposed to [4][3][P]. I think you can also use [6_][K][P] on otb, and both will hit, but I'm not sure if you can still get the light down attack afterwards. I can't imagine why not though /versus/images/graemlins/grin.gif

    I think I remember one player at 6DP use [8][K]+[G] > [3] or [9][P]+[K]+[G] > [4][6][P][P][P][P]+[K][4] (to go into BT Soukokukyu as the opponent techrolls), and then putting even more pressure from there. I think he used [K]+[G][G](to go to Oushin). I can't remember how well it worked out for him, but I do recall being damn impressed!

    One thing I've also seen in combos which, while not guaranteed, really sets up a more dangerous mind game than I imagine many are used to with Shun. After his Soukokukyu [P][P], the canned [K] can be delayed for about as long as the hip check off of his [6][P][K] strings. On most, if not all hits, it causes a heavy stagger that leaves the opponent rather close- close enough for a full Chowan combo. The damage you can pull with this makes even a sober Shun quite fearful, and once a player has gotten the fear into his opponent, then dash in > throw or dash in > [8][K]+[G] will work great.

    I also saw one Shun player make great use of [P][P][P][K] against a wall for some really damaging combos. It also seems that since it strikes so high it's not very often that opponents can tech roll after hitting the floor, setting things up for that heavy pounce that really seals the deal.

    I think that's about it from me for now, I'll continue watching and mentioning any new things I see for confirmation. In the meantime, have you had any luck with the [6][K]+[G] bounce? And also, I have my suspicions, but has Evo's [2_][4][K] been replaced by that backflip kick I've been seeing on videos? or is that a different command altogether?

    Thanks ahead of time. Take care, and good luck to you and your brother in the upcoming tournaments! /versus/images/graemlins/laugh.gif
     
  14. Namflow

    Namflow Well-Known Member

    I've started messing around with [3][P]+[G] -> [P]+[G] backthrow. It works a surprising amount of the time because it comes out as a 0 frame throw. It isn't guaranteed, but if the opponet just holds [G] or [2]+[G] he'll eat it. If you try to do [3][P]+[G] -> [P]+[G] too many times the opponet will start to attack, in which case you'll get a MC [2][3][6][P] or you can start to switch it up with [4][3][P]. The backthrow also works really well against Aoi who will try to counter your [2][3][6][P].
     
  15. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    I just saw a FANTASTIC combo out of Shun's [6][P][G][2]/[8] (and, by extension, any situation where Shun is attacking a side-turned opponent). This combo does 70 damage or over, but has a DP requirement for the last hit. It's not guaranteed as it requires someone to be on the offense during a disadvantaged and side-turned situation, but after the first hit all the hits are guaranteed on Aoi (I imagine it would work on many other weights, but I just happened to see it in an Aoi match. I'll update this if I can confirm the combo working on higher weight class characters).

    side turn situation ([6][P]+[G][8]/[2], [K]+[G], [P][P][P][K], etc.) > [3][P]+[K] (no charge) > [4][6][P]+[K] > [P][P] (from DS)

    the [4][6][P]+[K] floats the opponent back up into the air, allowing you to combo further. If you're not at 8dp (4dp in Revision 1, I think), the distance between Shun and his floating opponent gives the impression that DS [P]+[K][K] would combo as well (but without the benefit of being able to keep up the pressure).

    Theoretically, this could also work if opponents felt the need to be aggressive after Shun's [3][P]+[G] or [4][3][P]+[G] so as to avoid the 0 frame back throw. I'm tempted to believe that it wouldn't because the player that used this combo twice in the video (- E S C A D A -)also used the flip over throw and opted to use a different move instead ([3][K]+[G] if anyone's interested :p)
     
  16. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    FN_02879

    this Shun player demonstrates well some of the options available in his new stance, including the safe and powerful sabaki, and a couple of nice mixups. I also found it damn fun to watch /versus/images/graemlins/laugh.gif
     
  17. raoul

    raoul Well-Known Member

  18. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    Great match, thanks for adding it! /versus/images/graemlins/laugh.gif

    I'm sure that comboing [6][6][K] with [K][K][2][P] is at least stance specific (which would make it usable in closed stance), and if it works on middle weights and lighter, as it appears, that makes it really powerful. I wonder if they made the move throw counterable in Revision A? Either way, the site mentions some change being made to this move... I guess we'll have to wait and see.

    It also confirmed my suspicion that Shun can go to Soukokukyu from BT Soukokukyu without doing anything special. Shun is definitely demanding more complex inputs in VF5, considering what I've been seeing a lot of the Japanese players doing. That's enough rambling I guess... it was a great match, thanks for sharing it!
     
  19. durden

    durden Member

    I have a really elementary Shun question, I am just getting back into VF not having played since Evo and I cant work out for the life of me how to throw crouching characters. I seem to remember in Evo it was possible buy DF G+P+K but thats now a dodge for Shun. Any help? I havent been able to find any information on this so far.
     
  20. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    Shun have no low throws, so he cannot throw crouching enemy. In Evo it was the same for him - df+P+K+G was an dodge move, not an low throw. He is not able to do low throw in VF5 and he was not able to perform any low throw in any VF4 version or other VF's.
     

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