VF3 / Shun [ print friendly ] [ command view ] 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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