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Famitsu Translations : SHUN

All information copyrighted by SEGA AM2 and 
Weekly Famitsu Special Edit (Jan 97)

Translation by Sitson Lee (eflower@engsoc.carleton.ca)
               Shuntaro Eguchi 

Shun concepts
=============

b,f+PP
======

This is one of those very delayable type combos that can really mess up
your opponentn's timing and keep him/her guessing.

b,f+PP  (uncounterable if blocked)
b,f+PPP
b,f+PP -> throw
b,f+PP -> sidekick
b,f+PP -> lowkick (if MC throw after)
b,f+PP -> E

PP
==

PP (uncounterable if blocked)
PP ->throw
PP -> sidekick
PP -> d+KK (if drunk as a combo)
PP -> E

Get him Drunk!
=============

There is a section that describes the various ways to get him drunk
points.  

sitdown (d,d) -> PKG (1 drunkness point)
f+PK (3 drunkness points)
PG throw (3 drunkness points)
back throw (5 drunkness points)

There are others which you can refer to in a VF3 FAQ.

Here are some moves which you can do when he reaches a certain drunkness
level.

d,d/f,f+P, b+P (6 points required)
d/f+P,PK	(8 points)
d/f+P,PK,K 	(8 points)
f,f+PK		(8 points)
K,P, d+K	(10 points)
K,P, d+K,K	(10 points)
d+PK		(1 point)
d+PK,K		(6 points)
d+PK,K,K	(7 points)
P,P,d+K		(6 points)
P,P,d+K,K	(6 points)
PG throw (not sure what throw this is, but you need 5 points)
b,d/f+PG	(6 points)


They have sections here that just illustrate the followups from handstand
position (b,SCR,f), sitting (d,d) and when his back is turned.  I think
most readers would find this information from a VF3 FAQ.  I guess the
magazine is just telling players that Shun is very unpredictiable and not
vunerable at all in these positions.


d/f+PG cartwheel throw followups
================================
-d,d/f,f+P (float)
-b,d/f+P
-back throw
-if opponent runs chase him/her!

There is little section that has a pic of Aoi and Shun, I can't decifer if
Aoi is doing her Inashi or escaping some throw.  I forgot what Shuntaro
say about this, but I'll ask him again for the translation.

d/b+K,K
=======

It tells us here that even if the first d/b+K is blocked, you can still
delay the second K to hopefully (MC) an opponent if they try to throw you.
I'll also have to confirm this with Shuntaro.

Aircombos
=========
One must note that to do some of these combos, you have to get Shun Drunk!

b,d/f,f+P (MC) -> b,d/f+P -> d+K or d/f+KG  
b,d/f+P, b,f+PPP, d+K or d/f+KG
d,d/f,f+P, b+P, d+PK,K,K
d/f+PG (MC), b,d/f+P, f+PPPK (performed on Pai on level terrain)


              
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