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This FAQ may not be reproduced, distributed, or used in any way without my 
permission.  This document Copyright 1999 Alex Kato-Willis.  If you wish to 
use this FAQ or have any questions, comments, or suggestions feel free to 
e-mail me at:  RealAiki@hotmail.com
 

Index


1.  Introduction
            1.1  Introduction
            1.2  Glossary of Terms and Abbreviations

2.  Techniques
            2.1  Move List
            2.2  Move Analysis

3.  Drinking
            3.1  Introduction to Drinking
            3.2  Drinking Moves Analysis
            3.3  Drinking Activated Moves
            3.4  P+G Escapers
            3.5  Drinking Strategy
                        3.5.1  Drinking Against a Defensive Opponent
                        3.5.2  Drinking Against an Offensive Opponent

4.  Drunken Stepping
            4.1  Introduction to Drunken Stepping
                       4.1.1  Drunken Stepping Sequences
           
5.  Attacking
             5.1  Attacking with Shun Di
                        5.1.1  Introduction to Combos
                                    5.1.1.1  Ground Combos 
                                    5.1.1.2  Float Combos
             5.2  Flow Charts
             5.3  TAPoD
             5.4  Shun Di's Weaknesses
             5.5  Versus Specific Character Strategies

6.  Movement
             6.1  Moving With Shun Di
                        6.1.1  Inroduction to Shun Di Specific Stances
                        6.1.2  Shun Di Specific Stances Anaysis
                                   6.1.2.1  Stance Activated Move Analysis
             6.2  General Shun Di Specific Stance Strategy

7.  Legal Information


1.  Introduction

1.1  Introduction

This FAQ has been written to give the most complete view of all Shun Di 
specific facets of Virtua Fighter.  All of the information in this FAQ has 
been put together with personal experience and observation (except, of 
course, the movelist and other highly technical data).  I would appreciate 
any comments, suggestions, or questions that you may have.  It is important 
to point out this is not a VF3tb overview FAQ.  It is a Shun Di specific 
FAQ. I will not go into basics of any form of movement or attacking as I 
would simply be repeating what many have done very well before.  Therefore, 
if you are not aquatinted with the basics of Virtua Fighter, I recommend 
you read an FAQ that incorporates the basics before you read this FAQ. 

1.2  Glossary of Terms and Abbreviations


P                        Punch
K                        Kick
G                        Guard
E                        Escape
f, b, d, u               tap forward, back, down, up respectively
d/f, d/b, u/b, u/f       tap down-forward, down-back, up-back, up-forward
Caps (D vs. d)           means hold direction indicated.
HCF, HCB, QCF, QCB       half circle forward, half circle back, quarter 
                         circle forward, quarter circle back
DP                       drinking points
ECD                      d/f, D/F+E [Whenever an ECD is used after a STD, a
                         simple evade may be used if your opponent has 
                         closed the distance quickly and is attacking (not 
                         attempting to throw).]
PKG                      sebon punch [P, (K), G]
CD                       d/f, D/F                                   
LP                       lunging punch (D, f+P)
LBP                      low back push (d/b+P)
TTH                      turnover throw (d/f+P+G)
TP                       thrust punch (P+K)
HK                       hopping kick (K+G)
CBF                      chouwan-backfist (QCF+P, b+P)
DK                       double kick (K, K)
SLD                      sliding uppercut (b, d/f+P)
STD                      standing drinking (d+P+K+G)
SID                      sitting drinking (sit, P+K+G)
DWP                      dances with punches throw (P+G)
TDS                      triple drunken sweeps (d+P+K, K, K)
( )                      anything in parentheses (except in the Move List     
                         and Glossary of Terms and Abreviations) is
                         optional.  For example:  P, P, (E), P means that 
                         you may choose either to evade after the second 
                         punch or go directly into an uppercut.  However, 
                         in some cases, such as:  d/b+K, (G), K, (G), your
                         choosing to press G after the d/b+K would result 
                         in you being unable to continue into the second of 
                         the two hits (since you are lying on the ground).

2.  Techniques           

2.1  Move List

The format of the movelist is as follows:
---------------------------------------------------------------------------
Move Name (abbreviation)
     Command                  Damage             Frame Rates (Exe-Ht-Rec)             
     Level     Reverse      Notes
---------------------------------------------------------------------------        

low punch
     d+P                       11                            16-1-14
     L         Rvs:L-P

low punch
     D+P                       8                             10-1-15
     L         Rvs:L-P

low back push (LBP)
     d/b+P                     15                            20-2-34
     L         Rvs:L-P

low back push (LBP)
     DB+P                      16                            17-2-31
     L         Rvs:L-P

low back push-sweep
     D/B+P, K                  15[16]+15 = 30[31]            28-3-65(67)
     LL        Rvs:L-C

drunken sweep
     d+P+K                     10                            24-2-30(41)
     L         Rvs:--       Notes: need 1DP

double drunken sweep
     d+P+K, K                  10+10 = 20                    23-3-28(41)
     LL        Rvs:--       Notes: need 6DP

triple drunken sweep (TDS)
     d+P+K, K, K               10+10+10 = 30                 20-3-31(41)
     LLL       Rvs:L-C      Notes: need 9DP

low kick
     d+K                       10                            14-1-28
     L         Rvs:L-K

spinning low kick
     d/b+K                     10                            18-2-33
     L         Rvs:L-K

spinning low kick-fall down
     d/b+K, G                  10                            1-1-23
     L         Rvs:--       Notes:    ground

spinning low kick-high kick
     d/b+K, K                  10+20 = 30                    13-2-41
     LH        Rvs:L-K

spinning low kick-high kick-fall down
     d/b+K, K, G               10+20 = 30                    1-1-30
     LH        Rvs:--       Notes:    ground

sweep
     d/f+K+G                   20~30                         25-4-42(50)
     L         Rvs:L-K

chouwan uppercut
     QCF+P                     28                            13-3-25
     M         Rvs:H-P

chouwan uppercut-backfist (CBF)
     QCF+P, b+P                28+18 = 46                    15-2-24
     MH        Rvs:H-P      Notes: need 6DP

uppercut
     d/f+P                     19                            15-2-28
     M         Rvs:H-P

lunging punch (LP)
     D, f+P                    30                            16-1-34
     M         Rvs:H-P

knuckle
     f+P                       15                            14-1-26
     M         Rvs:H-P      Notes: -1DP

knuckle-hip check
     f+P, K                    15+28 = 43                    21-3-32/74
     MM        Rvs:--

double knuckle
     f+P, P                    15+13 = 28                    19-2-32
     MM        Rvs:M-P      Notes: -1DP

double knuckle-hip check
     f+P, P, K                 15+13+28 = 56                 21-3-32/74
     MMM       Rvs:--

double knuckle-backfist
     f+P, P, P                 15+13+10 = 38                 17-2-29
     MMH       Rvs:H-P      Notes: -1DP

double knuckle-backfist-hip check
     f+P, P, P, K               15+13+10+28 = 66              21-3-32/74
     MMHM      Rvs:--

sliding uppercut (SLD)
     b, d/f+P                   23                            16-2-33
     M         Rvs:H-P

thrust punch (TP)
     P+K                        12                            13-2-32
     M         Rvs:H-P

thrust punch-sacrifice toe kick
     P+K, K                     12+23 = 35                    25-2-47
     MM        Rvs:M-K      Notes:    ground

uppercut-thrust punch
     df+P, P+K                   19+16 = 45                    16-2-24
     MH        Rvs:H-P      Notes: need 8DP

uppercut-thrust punch-sacrifice toe kick
     d/f+P, P+K, K               19+16+23 = 68               25-2-47
     MHM       Rvs:M-K      Notes: need 8DP   ground

twisting double fisted strike
     f+P+K                     39                            32-2-34/58
     M         Rvs:--       Notes: +3DP

drunken crash
     f, f+P+K                  16                            19-10-59
     M         Rvs:--       Notes: need 8DP

jumping two fisted sacrifice strike
     d, u+P                    30                            53-3-22
     M         Rvs:--       Notes:    ground

retreating two fisted sacrifice strike
     u/b+P+K                   30                            53-3-22
     M         Rvs:--       Notes:    ground

tornado punch
     u/f+P+K                   30                            24-3-38
     M         Rvs:H-P

sidekick
     d/f+K                     21                            15-1-29
     M         Rvs:M-K

cartwheel kick
     f, f+K                    29                            18-2-37
     M         Rvs:--

sacrifice kick
     b+K                       24                            17-1-36
     M         Rvs:M-K      Notes:    ground

mule kick
     u+K                       26                            14-4-29
     M         Rvs:--

sacrifice drop kick
     u/b+K                     30                            20-4-32(31)
     M         Rvs:--       Notes:    ground

stepping flip over kick
     u/f+K                     35                            32-3-45
     M         Rvs:--       Notes:    ground

dodging sidekick
     d/f+K+E                   21                            14-2-27
     M         Rvs:M-K

dodging cartwheel kick
     f+K+E                     20                            20-4-4
     M         Rvs:--

dodging cartwheel kick continuation
     f+K+E                     30                            3-3-30
     MM        Rvs:--                                      

hopping kick (HK)
     K+G                       35                            17-3-30
     M         Rvs:--

hopping spin kick-two hand push
     K+G, P                    19                            45-2-24
     MH        Rvs:--

scorpion kick
     d+K+G                     25                            22-1-43
     M         Rvs:--

retreating hopping triple kick
     b+K+G                     20                            15-30-34
     M         Rvs:M-K

punch
     P                         10                            9-2-15
     H         Rvs:H-P

punch-heel kick
     P, K                      10+20 = 30                    13-1-29
     HH        Rvs:H-K

double punch
     P, P                      10+12 = 22                    9-2-18
     HH        Rvs:H-P

double punch-dodge
     P, P, d+E                 10+12 = 22                    1-19-17
     HH        Rvs:--

double punch-spinning low kick
     P, P, d+K                 10+12+10 = 32                 18-2-33
     HHL       Rvs:L-K      Notes: need 6DP

double punch-spinning low kick-fall down
     P, P, d+K, G              10+12+10 = 32                 1-1-30
     HHL       Rvs:--       Notes: need 6DP   ground

double punch-spinning low kick-high kick
     P, P, d+K, K              10+12+10+20 = 52              13-2-41
     HHLH      Rvs:H-K      Notes: need 6DP

double punch-spinning low kick-high kick-fall down
     P, P, d+K, K, G           10+12+10+20 = 52              1-1-30
     HHLH      Rvs:--       Notes: need 6DP   ground

double punch-dodge
     P, P, E                   10+12 = 22                    1-19-17
     HH        Rvs:--

double punch-dodge-spinning low kick
     P, P, E, d+K              10+12+10 = 32                 18-2-33
     HHL       Rvs:L-K      Notes: need 6DP

double punch-dodge-spinning low kick-fall down
     P, P, E, d+K, G           10+12+10 = 32                 1-1-30
     HHL       Rvs:--       Notes: need 6DP   ground

double punch-dodge-spinning low kick-high kick
     P, P, E, d+K, K           10+12+10+20 = 52              13-2-41
     HHLH      Rvs:H-K      Notes: need 6DP

double punch-dodge-spinning low kick-high kick-fall down
     P, P, E, d+K, K, G        10+12+10+20 = 52              1-1-30
     HHLH      Rvs:--       Notes: need 6DP   ground

double punch-dodge-upper
     P, P, E, P                10+12+15 = 37                 18-3-27
     HHM       Rvs:H-P

double punch-upper
     P, P, P                   10+12+15 = 37                 18-3-27
     HHM       Rvs:H-P

punch
     F+P                       10                            9-2-15
     H         Rvs:H-P

retreating backhand swipe
     b+E, P                    15                            10-2-17
     H         Rvs:H-P

backfist
     b+P                       24                            15-3-23
     H         Rvs:H-P

straight punch
     b, f+P                    8                             9-2-22
     H         Rvs:H-P

double straight punch
     b, f+P, P                 8+10 = 18                     7-2-24
     HH        Rvs:H-P

triple straight punch rush
     b, f+P, P, P              8+10+14 = 32                  13-2-21
     HHH       Rvs:H-P

backward dodge-backhand swipe
     u/b+E, P                   20                            9-4-18
     H         Rvs:H-P

dodging punch
     P+E                       15                            10-2-17
     H         Rvs:H-P

backward dodge-slap
     b+P+E                     30                            19-4-28
     H         Rvs:H-P

backward dodge-two fisted strike
     u/b+E, P+K                30                            19-4-28
     H         Rvs:--

kick
     K                         25                            14-1-28
     H         Rvs:H-K

double kick (DK)
     K, K                      25+10 = 35                    13-1-31
     HH        Rvs:H-K

double kick-low backfist
     K, K, d+P                 25+10+10 = 45                 19-2-26
     HHL       Rvs:L-P

double kick-backfist
     K, K, P                   25+10+10 = 45                 20-2-23
     HHH       Rvs:H-P

kick
     F+K                       20                            14-1-32
     H         Rvs:H-K

dodging kick
     K+E                       25                            14-1-28
     H         Rvs:H-K

falling double kick
     d/b+K+G                   20                            15-2-2
     H         Rvs:--

falling double kick continuation
     d/b+K+G                   20+15=35                      9-4-14
     HH        Rvs:--         Notes: ground 

backwards roll and elbow drop
     d, U+P                    30                            39-5-79/59
     G         Rvs:--

leaping sitting pounce
     d, U+P                    30                            38-4-65/77
     G         Rvs:--

spinning elbow drop
     d/f+P                     12                            19-3-49
     G         Rvs:--

backwards heel stomp
     u+P                       30                            38-2-56(66)
     G         Rvs:--

forwards heel stomp
     u+P                       30                            38-5-51(66)
     G         Rvs:--

retreating two fisted sacrifice strike
     u/b+P                     20                            55-2-21
     G         Rvs:--       Notes:    ground

advancing two fisted sacrifice strike
     u/f+P                     20                            46-4-15
     G         Rvs:--       Notes:    ground




TA punch
     b, b+P                    12                            14-3-20
     H         Rvs:--

TA spin kick
     b, b+K                    30                            20-4-22
     H         Rvs:--




TT sitting low punch
     d+P                       14                            16-2-25
     L         Rvs:L-P

TT sweep
     d+K                       25                            19-2-30
     L         Rvs:L-K

thrust kick
     P+K                       15                            12-3-32
     M         Rvs:M-K

thrust kick-sacrifice head thrust
     P+K, K                      15+20 = 35                    26-3-45
     MH        Rvs:--

TT punch
     P                         12                            11-1-21
     H         Rvs:H-P

TT punch
     D+P                       12                            15-1-21
     H         Rvs:H-P

TT kick
     K                         30                            15-3-33/43(49)
     H         Rvs:H-K




sit down
     d, d                                                     1-28-2
     Move      Rvs:--

low kick and stand up
     sitting, d+K              12                            14-3-42
     L         Rvs:--

flip over kick
     sitting, K                20                        22-3(22)-41/49(18)
     M         Rvs:--

drink and stand up (SID)
     sitting, P+K+G            0                             1-120-1
     Move      Rvs:--       Notes: +3DP

lie down from sitting
     sitting, d, d                                           1-19-88
     Move      Rvs:--




lie down
     HCF                                                     1-33-72
     Move      Rvs:--


sweep and stand up
     lying, d+K                24                            24-6-37(49)
     L         Rvs:L-K

rollover scissor kicks
     lying, F+K                16                            24-3-3
     LL        Rvs:--

thrust kick
     lying, K                  18                            14-2-43
     M         Rvs:M-K

thrust kick-straight punch
     lying, K, P               25+12 = 37                    12-1-32
     MH        Rvs:H-P

thrust kick-straight-spinning low kick
     lying, K, P, d+K          25+12+10 = 47                 18-2-33(41)
     MHL       Rvs:L-K      Notes: need 10DP

thrust kick-straight-spinning low kick-fall down
     lying, K, P, d+K, G       25+12+10 = 47                 1-1-30
     MHL       Rvs:--       Notes: need 10DP   ground

thrust kick-straight-spinning low kick-high kick
     lying, K, P, d+K, K       25+12+10+20 = 67              13-2-41
     MHLH      Rvs:H-K      Notes: need 10DP

thrust kick-straight-spinning low kick-high kick-fall down
     lying, K, P, d+K, K, G    25+12+10+20 = 67              1-1-30
     MHLH      Rvs:--       Notes: need 10DP   ground

thrust kick-straight-sacrifice toe kick
     lying, K, P, K            25+12+24 = 61                 17-1-36
     MHM       Rvs:M-K      Notes:    ground




handstand
     HCB                                                     1-42-2
     Move      Rvs:--

backflip to handstand
     u+P+K                                                   1-38-4
     Move      Rvs:--

hop backwards
     handstand, b                                            1-39-5
     Move      Rvs:--

hop forward
     handstand, f                                            1-29-1
     Move      Rvs:--

stand up from handstand
     handstand, u                                            1-29-1
     Move      Rvs:--

rolling elbow smash
     handstand, P+K            24                            34-4-27
     M         Rvs:M-P

handstand kicks
     handstand, K              30                            11-19-26
     M         Rvs:--

flipover mule kick
     handstand, K+G            25                            34-3-20(42)
     M         Rvs:--

drunken frankensteiner
     handstand, P+G            50                            1-98-1(75)
     T-C       Rvs:--




dances with punches (DWP)
     P+G                       10+10+10+20 = 50              10-169{167}-1
     T         Rvs:--       Notes: +5DP

turn over throw (TTH)
     df+P+G                    0                             10-49{50}-1
     T         Rvs:--

pull down and elbow smash
     b+P+G                     30+20 = 50                    20-80-1
     T         Rvs:--       Notes:    ground

thru the legs and back kick
     b, d/f+P+G                40                            10-72-1
     T         Rvs:--       Notes: need 6DP

tidy bowl throw
     P+G                       9+7+4+2+4+4+4+4+2 = 40        20-306-1
     T-B       Rvs:--       Notes: +5DP

hip check, spin around and backfist
     P+G                       40                            10-107-1
     T-S       Rvs:--

butt push and backfist
     P+G                       20{10}+30+20 = 70{60}         10-80-1
     T-TT      Rvs:--

butt push and backfist into the wall
     b+P+G                     20+40 = 60                    43-197-1
     T-W       Rvs:--       Notes: +5DP




running cartwheel
     running+K                 29                            18-2-37
     M         Rvs:--




backflip
     d,u/b                                                   1-1-45
     Move      Rvs:--

retreating dodge
     b+E                                                     1-12-17
     Move      Rvs:--

backward dodge
     u/b+E                                                   1-12-23
     Move      Rvs:--

forward dodge
     u/f+E                                                   1-6-16
     Move      Rvs:--

drink (STD)
     d+P+K+G                   0                             1-1-49
     Move      Rvs:--       Notes: +1DP

2.2  Move Analysis

MOVES THAT ARE COMMENTED ON IN OTHER SECTIONS WILL NOT BE COMMENTED ON 
HERE.  Also, some moves that are part of another move (e.g. P is part of P, 
K) will not be mentioned (However, this is not always the case.).

d+P
Shun's low punch is quite weak but can be very useful.  You should use this 
technique to buffer an LP or to make your opponent crouch.  

d/b+P (LBP)
The low back push is one of Shun's most useful attacks.  Despite the slow 
recovery time, I have found it very difficult to counter this attack when 
used properly.  The time to use the LBP is when the opponent excpects a 
high or mid attack.  In this way, when the opponent either blocks high or 
tries to do an attack of his own, the LBP will either hit the opponent or 
knock him completely down on major counter.

D/B+P, K
The low back push-sweep can be delayed quite a bit in hope of an interrupt.  
When fighting against low throwers, the sweep after the LBP is THE move 
with which not to become predictible.  It is a good idea to insert the 
sweep every once in a while and use the LBP quite often to keep the 
opponent guessing.  You can also G-Cancel the LBP and go into a LP float 
combo.

d+P+K, K, K (TDS)
The triple drunken sweeps are most often used at the end of a float combo, 
but are also a very solid low attack and usually can be used after any 
knock down.

d+K
Shun's low kick has the advantage of being the best in the game.  You 
should use this against overly aggressive players who are always rushing in 
with an attack.

d/b+K
The ankle kick is one of Shun's most unique moves in that he has many 
options after the kick connects or is blocked.  After the kick, you can 
either tap G to fall on your face or tap K again to do a high kick.  

d/b+K, G
If you choose to tap G after the ankle kick, you can immediately do a 
rising kick to possibly get a throw to connect.

d/b+K, K
If you tap K again after the ankle kick, Shun will execute a high kick.  
You should be careful in using this attack as if the opponent were 
crouching or in the lower position, the K will execute over his head 
leaving you completly open.

d/b+K, K, G
Tapping G after the second K will cause Shun to fall on his face and reduce 
the chance of retaliation on your opponent's part.  You can also do a 
rising attack after you have fallen.

d/f+K+G
Shun's sweep does reasonalbe damage but has very slow recovery time.  I 
noticed that the slowness of this attack's execution time gives an odd 
timing for which the blocker must block and often results in the opponent 
releasing block before the attack has actually hit.

QCF+P
The chouwan is Shun's most useful move.  Its speed is comparable to a punch 
and is uncounterable if blocked.  Although it has many good attributes, the 
chouwan's main strength is its ability to float.  Once you connect with it, 
you are guaranteed at least a 30% damage combo.  The most general time to 
use a chouwan is after a TTH since there is no way for the opponent to 
avoid getting hit by the chouwan and the immenient combo following it.  The 
only character that can escape this is Aoi as she can reverse chouwan with 
her back turned.  In this case you should wait until she wiffs her reversal 
and do Shun's back throw or f+P+K.  Using the chouwan after a TTH is by no 
means the only time you should use this powerful attack.  Since it is 
uncounterable, you should use it at any opportunity.  

QCF+P, b+P (CBF)
Use the chouwan-backfist in the same way you would use the chouwan except 
do not go for the b+P unless the chouwan connects.

d/f+P
Although Shun's uppercut can float on major counter, its usefulness as a 
single move is virtually negated by the chouwan.  The only time to use this 
is during a combo.

D, f+P (LP)
The lunging punch is a great attack to use after you use a low punch or 
after you crouch dash under an opponent's attack.  The LP will also float 
your opponent so you can combo off it.

f+P, P
The double knuckle is great for setting up throws.  The best way to do this 
is:  f+P, (P), G, P+G.  The opponent will block the punches only to be 
thrown when he is expecting the rest of the combo.

b, d/f+P (SLD)
Shun's sliding uppercut is a very good float tool but its value is 
radically decreased by the usefulness of the chouwan.  The only time it is 
a good time to use this is during a float combo or after an evade.

P+K (TP)
The thrust punch can be used to set up a sacrifice kick or throw by doing 
multiple thrusts or by G-Canceling it.

P+K, K
You can delay the sacrifice for quite a long time. But be careful.  If you 
delay the K too long, you can be thrown.  The best way to use this is to 
condition your opponent into thinking that you will always follow the TP 
with K.  In this way, the opponent will block after you do the TP; this 
allows you to execute a throw.  If the opponent does attack after the TP, 
just press K and he will be knocked down.

d/f+P, P+K
I use this combonation frequently as the opponent will have to wait and see 
what I am going to do before reacting to the P+K.  This situation is 
optimal for a throw.

f, f+P+K
The drunken crash is Shun's coolest looking move.  It comes out quickly and 
has very good range.  You should be careful not to use this move too often 
as if it is blocked, you are easily countered.    

d, u+P
Shun's jumping two fisted strike is potentially a very strong attack.  Its 
main use is to safely hop over low attackers.

u/b+P+K 
The retreating two fisted sacrifice strike has a very long execution time 
but can be relatively effective against aggressive opponents as it moves 
Shun away quite safely. 

u/f+P+K
The tornado punch is a very good okizeme attack.  The way to use it is to 
stand close to a fallen opponent and right before he does a low rising 
attack, you will fly over it and punch hit him back down.

d/f+K
Shun's side kick is one of his few good mid-level attacks.  A good time to 
use this is after P, (P), G.  The reason for this is because if the 
opponent expects P, P, d+K, K, then he will crouch and block allowing you 
to stagger him.

f, f+K
The cartwheel kick attack comes out quickly but has a horrible recovery 
time.  The best time to use this is after an LP or during any other float.

b+K
In general, it is not a good idea to use the sacrifice kick when not part 
of a combo, but if you are sure it will hit as a major counter, then you 
should try it.

u+K
Shun's mule kick has lost a huge amount of potential from the arcades and 
can no longer be used for okizeme.  In general, it is not a good idea to 
use this move unless you are sure it will hit.  However, it does have the 
advantage of being unreversable.

u/f+K
The stepping flip over kick is not a very good move to use often, but 
Shun's strange execution animation might throw your opponent off.

d/f+K+E
The dodging sidekick will not connect unless your opponent is evading at 
the same time.  Because of this, this sidekick is a good move against 
constant evaders.

f+K+E
Being a very good variation of the cartwheel kick, the dodgeing cartwheel 
kick should be used sometimes when you expect your opponent might do a 
linear attack.  Be sure to use this sparingly as the recovery time is quite 
bad.

K+G (HK)
The hopping kick will hit crouchers and can be used when you think your 
opponent will go for a low attack.

K+G, P
It is important to point out that if the HK connected, the two hand push 
will not.  The way to use this is to use the HK as a bait move to lure your 
opponent in and then press punch.

d+K+G
The scorpion kick can be used the same way that the HK is used.

b+K+G
You should use retreating hopping triple kick whenever you need some 
breathing room from an overly aggressive opponent.  The three kicks are 
very difficult to get past and move Shun back quickly enough to avoid most 
attacks.

P, K
The famous P, K combo is a great weapon as it is very simple to do and 
inflicts a solid amount of damage.  When you have less than 25 DP, it is a 
very good choice of defense.  Unfortunetly, Shun cannot sebon punch which 
radicly decreaces the usefulness of this attack.

P, P
Shun's double punch is one of his greatest weapons.  These two punches are 
the key to Shun's unpredictable nature.  You can G-Cancel the second punch 
and throw, tap d+K, K after the second punch, or tap P three times as 
opposed to two for an uppercut.  The possibilities are virtually endless.  
Also, when you have over 25 DP, your double punch-upper and double punch-
spinning low kick-high kick can not be gaurded against after the double 
punch.  

b+E, P
You should use the retreating backhand swipe against overly aggressive 
opponents wou will chase after you after your b+E.

b+P
The backfist is a very good attack as it comes out quickly and floats on 
major counter.  Its most common usage is in the CBF combo.

u/b+E, P
The backward dodge-backhand swipe should be used in the same way b+E, P is.

u/b+E, P+K
The two handed thrust does more damage than the slap after u/b+E, but has a 
longer recovery time.

K, K (DK)
Shun's double kick is EXTREMELY easy to execute and does reasonable damage.  
You can also tap P after the DK to perform a backfist if the opponent is 
floating or tap d+P to do a low backfist if the opponent is ducking.

d/b+K+G
The falling double kick is a defensive attack which is very strong and 
avoids most high attacks.  You should be careful not to miss both of the 
kicks as the opponent can stomp you quite easily afterward.

u+P (opponent on ground)
The heel stomp, in most situations, is the only ground attack you should 
use.  It does exelent damage and is very difficult to avoid due to its 
speed.

b, b+P
The turn away punch is one of Shun's most powerful weapons and is the first 
part of the TAPoD.  Implementation will be discussed in a later section. 

b, b+K
In general, the turn away kick is not a good move to use often but can be 
productive.  If you connect with this attack, you can tap P, K to add extra 
damage.

P+K, K (opponent behind you)
Shun's turn towards thrust kick-sacrifice head thrust is very useful if 
your opponent gets hit or blocks your turn away punch.  Since the thrust 
kick is a mid-level attack, it will still hit your opponent if he crouches.  
A good way to use the thrust kick is for example:  P+K, delay, K.  In this 
way, you stand a good chance of interrupting your opponent's attack after 
your thrust kick with your sacrifice head thrust.

d/f+P+G (TTH)
The TTH is Shun's potentialy most damaging option he has available to him.  
The reason for this is because the chouwan is guaranteed if this throw 
connects.  This would result in a devastating combo.

b+P+G
It is in general a good idea not to use Shun's pull down and elbow smash 
throw unless you can finish the round with it or you haven't previously 
been using this technique.  The reason for this is if you rarely use this 
throw, the opponent will try to use an escape that corresponds to a 
different throw.

b, d/f+P+G
The thru the legs and back kick throw is not too important but can be used 
to make your opponent guess when entering an escape.  It should also be 
used when you are at the edge of the ring.

P+G (at side of opponent)
Do not use Shun's hip check, turn around and backfist throw unless you are 
sure you can finish the round with it as it is quite weak and does not give 
Shun any DP.  However, it does have the ability of being unescapeable.

P+G (opponent behind you)
Shun's butt push and backfist is his most damaging throw and is the second 
part of the TAPoD.  Implementation will be disscused in a later section.

d, u/b
Shun's backflip is most often used in Drunken Stepping sequences.  It is 
also a good technique to use to dodge an attack in certain situations.

u/f+E 
The foward dodge is Shun's most important type of dodge due to its 
usefulness in okizeme.  The way in which to use Shun's foward dodge in 
okizeme is to get next to your downed opponent and press u/f+E.  Then, as 
your opponent rises with a rising attack, press u/f+E again to dodge your 
opponent's rising attack and end up behind your opponent.  This is a 
perfect opportunity to use the Tidy Bowl Throw.

Running+K
The running cartwheel kick is a good attack as it comes out fast and is 
very unpredictible.  The best way to use this is to use F+E as a dash 
instead of f, F.  In this way, you can evade immediately instead of having 
to stop then evade.  F+E is very useful as you can anticipate your 
opponent's attack and evade instead of doing a cartwheel kick.

3.  Drinking

3.1  Introduction to Drinking 

Drinking is possibly the most important attribute Shun possesses.  Not only 
does drinking allow Shun to execute new moves, but his regular techniques 
gain strength as well.  But on the other hand, it is important to remember 
that you should not be always drinking and never attacking.  Shun can still 
be deadly even without any DP.  An example of this is the combo:  chouwan, 
d/f+P, u+P.  Ten to 15 DP's is a good mark to start attacking seriously.  
This doesn't mean you should stop drinking at 15 DP's.  You should collect 
DP's whenever the opportunity arises.  It is also important to note that 
once you get greater than 25 DP, Shun gains the ability to connect many of 
his combos such as P, P, d+K, K without giving his opponent a chance to 
block after the second hit.  This attribute makes getting 25 DP one of 
Shun's most important goals in a match.  Combos that have this ability will 
be commentated on in a later section.  The maximum amount of DP's is 40.  
When Shun is completely drunk, he can inflict 80% damage with a single 
chouwan combo!  Shun has six techniques to acquire DP's.  A list of these 
moves will follow with a short description on implementing them.  

3.1  Drinking Moves Analysis	

Dances with Punches (DWP) (P+G) provides 5 DP's.  This is the simplest way 
of drinking although it happens to be the most difficult to connect.  
Primarily this because most players know the significance of this throw and 
will enter the escape whenever they think you will execute it.  However, 
your opponents dependability in entering the same escape every time can be 
extremely beneficial.  This will be covered in a later section.  The basic 
idea to keep in mind when using this throw is to be unexpected in your 
execution.  For example, you can still use u/f+E, DWP just like in VF2.  
Another way is to G-cancel part of a combo then throw, for example: f+P, 
(P), G, DWP.

Two Handed Twisting Thrust (f+P+K) provides 5 DP's.  The thrust should be 
used whenever you anticipate or see a punch rush or throw attempt.  As it 
is very slow to come out, this should rarely be used as a straight out 
attack.  This technique has the added bonus of being a very powerful 
okizeme attack as well.  When the opponent is on the ground, you can 
distance yourself from the opponent just enough so the thrust connects just 
as the opponent gets up with a rising attack.  This is very dangerous but 
well worth it once you become skilled at the timing.

Drinking standing up (STD) (d+P+K+G) provides 1DP.  Drinking can sometimes 
be used as a bait move.  For example, move to a safe distance away from the 
opponent then drink.  Now watch his reaction.  If he did not react, drink 
some more.  If your opponent dashes in to attack, you will have (hopefully) 
recovered in time to perform:  ECD, DWP.  In this way you will have gained 
6 DP's.  You can also try a Two Handed Twisting Thrust if you think he will 
try to throw you.  Or you can P, (P), G, DWP.  The main idea here is to 
vary your attacks.  This is not the preferable way of gathering DP's as it 
does no damage, but can easily get you the last couple DP's you need to 
execute all of Shun's moves if you are having trouble connecting with the 
DWP or f+P+K.

Drinking sitting down (SID) (P+K+G while sitting) provides 3 DP's.  
Drinking sitting down is not as useful as drinking standing up but should 
not be overlooked.  After floating the opponent, it should be considered to 
sit and drink if you are low on DP's.  As with drinking standing up, this 
is not the preferable way of gathering DP's as it does no damage.

Butt push and backfist into wall (b+P+G when your opponent's back is to a 
wall) provides 5 DP's.  This is Shun's second most powerful throw and 
should in most cases be used whenever you get the opportunity to use it.

Tidy Bowl Throw (P+G behind opponent) provides 5 DP's.  The best time to 
use this throw is after you used u/f+E as okizeme.  The way in which to use 
u/f+E in okizeme is to get next to your downed opponent and press u/f+E.  
Then, as your opponent rises with a rising attack, press u/f+E again to 
dodge your opponent's rising attack and end up behind your opponent.  This 
is a perfect opportunity to use the Tidy Bowl Throw.  Another great way to 
use Shun's back throw is to TTH, E or d+E (depending on the situation), 
P+G.  In this way, THE TIDY BOWL THROW SHOULD CANCEL THE E OR d+E.  
However, which evade to use is stance dependent.  If the stance of your 
opponent and yourself is like this: 

XXX    xxx         XXX        xxx
              OR
   XXX    xxx         XXX  xxx

then you should press E.

Or, if the stance of your opponent and your self is like this:
   
   XXX   xxx         XXX  xxx
             OR             
XXX   xxx        XXX         xxx

then you should press d+E.

3.3  Drinking Activated Moves

Although moves that are activated by getting more DP are already stated in 
the Move List section, I thought it would be helpful to make a section 
showing these moves and how many DP are required to obtain them.

Name of Move                                                    DP required

one drunken sweep (d+P+K)-----------------------------------------------1DP
butt push and backfist (P+G) (when your back is to your opponent)-------5DP
CBF---------------------------------------------------------------------6DP
two drunken sweeps (d+P+K, K)-------------------------------------------6DP
P, P, (E), d+K, (G), K, (G)---------------------------------------------6DP
thru legs and back kick (b, d/f+P+G)------------------------------------6DP
TDS---------------------------------------------------------------------7DP
d/f+P, P+K, K-----------------------------------------------------------8DP
lying, K, P, d+K, (G), K, (G)------------------------------------------10DP

3.4  P+G Escapers

Shun's P+G throw is one of his most useful techniques.  Unfortunately, it 
is also the easiest to escape.  If you see your opponent is escaping all or 
most of your P+G throw, then you should enter a TTH.  Not only does it 
evade their escape, but it also guarantees a monumentous chouwan combo.  
Comboing after a chouwan is EXTREMELY rewarding as it inflicts a huge 
amount of damage and really punishes your opponent for trying to escape 
your P+G throws.

3.5  Drinking Strategies

Strategies to acquire DP's will follow.  These are the most basic forms of 
getting DP's and are by no means the only ways you should use to aquire 
DP's. 

3.5.1  Drinking Against a Defensive Opponent

Drinking against a defensive opponent is much easier than against an 
offensive one as the technique for getting drunk is very simple: 
continuously drink standing up from a distance until he dashes in and 
attacks.  Once he attacks an ECD, DWP (or TTH combo) is a very easy way to 
get DP's or to inflict large amounts of damage.  Or, if your opponent 
rushes in with a punch rush, you can use f+P+K to gain 5 DP.  Another key 
technique to use is u/f+E.  The way to use this dodge is this:  when your 
opponent is knocked down, get right next to them and press u/f+E.  Then, 
when you see your opponent getting up with a rising attack, press u/f+E 
again to dodge their rising attack and end up behind him!  This is a 
perfect opportunity to use Shun's back throw which gives him 5 DP.

3.5.2  Drinking Against an Offensive Opponent

Drinking against an offensive opponent can be very tricky due to the 
slowness of Shun's drinking moves.  First of all, whenever you get a solid 
knock down, you should always follow it either with a SID, STD, or f+P+K 
their rising attack.  Which of the preceding techniques should be used 
depends on the situation.  It should also be noted that these attacks 
should be used instead of a pounce only until you have enough DP's (or 
unless you feel in TOTAL control of the match and are trying to get a large 
amount of DP's).  Another good tactic to use is to use f+P+K when you 
anticipate a punch rush.  Because f+P+K has the ability to dodge under high 
attacks, using it to go under punches is an ideal way of using this 
powerful attack.  It is also important to note that your P+G throw has 
priority over any non-P+G throw.  So, whenever you think your opponent 
might try to throw you, and you aren't in the recovery phase of a blocked 
or missed attack or if the throw is performed from a crouching position,  
you should enter P+G for either a throw escape or Shun's DWP.  Of course, 
the u/f+E trick mentioned in the previous section (3.5.1) will still work 
when fighting against an offensive opponent.

4.  Drunken Stepping

4.1  Introduction to Drunken Stepping

Drunken Stepping is a combonation of Korean Stepping and drinking.  The 
idea of DS is to confuse your opponent by your rapid movement but at the 
same time baiting him with drinking.  If done unpredictibly and 
efficiently, you should be able to amass large amounts of DP's but at the 
same time inflicting large amounts of damge.  

4.1.1  Drunken Stepping Sequences

DS squences will follow with commentary on each.  I will not go into into 
much detail on this subject as only the idea of DS can be taught and not 
the sequences themselves.  Sequences should be made based on the type of 
opponent you are playing against.  In all cases the STD may be repeated as 
many times as disired.  Also, every time the STD is used and the opponent 
reacts in an offensive way, you should stop the sequence and go into an 
ECD, P+G.

E, STD, CD (or ECD), b+E
This is a very simple sequence of DS that I use quite frequently.  The ECD 
should be used instead of the CD is the opponent rushed in after the STD.

CD, E, STD, E, dodgelet, b+K+G, STD, ECD
In this case, many types of dodges are used in order to confuse the 
opponent.  The dodgelet and the b+K+G can be repeated as many times as you 
wish.

ECD, b+E, STD, b, b+P, roll away (or P+G if the b, b+P hit as a counter), 
E, STD, ECD
This is a much more complex sequence than the previous ones but still 
maintains the basic idea.  You should ALWAYS go for the Butt Push and 
Backfist if the b, b+P hits as a counter (This would most likely happen if 
your opponent rushed in after the STD).

STD, CD, E, STD, backflip, STD, E, STD, b+E, ECD, E, STD, backflip, 
dodgelet, STD, CD, LP, SID
This sequence may seem a bit excessive, but it is quite effective against a 
defensive opponent.  Due to the length of it, it is rarely completed 
against a primarily offensive opponent.  Personally, I find it more 
beneficial to ECD, throw than to CD, LP, but the LP stands a good chance of  
hitting as counter if the opponent did a high attack after your STD.  
Another possible way the LP might connect is if your CD moved you quite 
close to your opponent.  In this way, if your opponent attacked, the LP 
would most likely interrupt.  As always, you have the choice of doing a 
float combo after the LP if you do not wish to gain any more DP's.  If your 
opponent learns to block after the CD, you can either do a low attack or 
throw.


5.  Attacking

5.1  Attacking  With Shun Di

Attacking with Shun is one of the most difficult parts of learning to be a 
proficient Shun player.  After playing as Shun for a while, you should 
begin to realize that most of his moves are slow to come out and have a 
horrible recovery time.  So the only possible way of connecting these moves 
is to be unpredictable.  This is Shun's strength.  As most of his moves are 
defensively offensive, some players will become very defensive and wary to 
approach you.  That's perfect for STD (as many times as necessary), ECD, 
P+G!  The key to becoming a successful Shun player is making your opponent 
think too hard about your next move.  Most players will not attack if they 
are trying to out guess you so when you stand up and drink, the opponent 
will hopefully be either too afraid to attack or will make a silly mistake 
like rushing in and attacking.  

5.1.1  Introduction to Combos

As most of Shun's moves are weak, it is important to chain these moves 
together to form devastating combos.  Quite fortunately, Shun has the 
ultimate combo starter:  the chouwan.  This move is reviewed in the Move 
Analysis section.  Shun also has very powerful ground combos.  These combos 
can be delayed, done straight out, or can be incompletely executed.  With 
all of these options available, it is easy to create unpredictable 
sequences which can help you in numerous ways.

5.1.1.1  Ground Combos

Ground combos are one of the techniques Shun possesses that gives him 
unpredictability.  As previously stated, all ground combos can be modified 
in many different ways.  A list of ground combos will follow with a short 
description on implementing them.  Remember:  never become predictable with 
any kind of variation of these combos.

P, P, P
Shun's double punch-upper is a very important attack.  If you believe your 
opponent will crouch and block after the double punches, the is a very good 
attack to use.  Also, if you have greater than 25 DP, all three hits will 
connect (without giving a chance for the opponent to gaurd) which will 
allow TDS to connect on the downed opponent.  

P, P, E, P
The double punch-dodge-upper is basicly a combo that is meant to confuse 
your opponent or give you more time to react to your opponent's reaction to 
your double punch.

f+P, P, P, K
This is an excellent combo which does reasonably significant damage and 
also can set up for a throw opportunity.  To get a throw off during this 
combo, you can for example:  f+P, (P), G, DWP.  This is really quite 
effective if not used too frequently.  You can also delay this sequence 
quite a bit.  You can try variations like:  f+P, delay, P, P, delay, K.

b, f+P, P, P
This combo can be G canceled in a similar fashion as the previous combo: b, 
f+P, G, DWP.  If the punch hit as a major counter, then a throw is easily 
connected.  This is also a good move to use after a stagger or during a 
float combo. 

P, P, d+K, K (requires 6DP)
This is an exelent combo and is Shun's main attack.  It's also has the 
ablity to hit at high and low level which makes it very difficult to defend 
against.  This attribute makes it one of the most unpredictable combos Shun 
has.  For example, if your opponent starts to block the d+K, then you can 
start to do: P, (P), G, followed by d/f+K, b+K, or u+K.  If the u+K 
connects, you can follow up with a f, f+K.  Also, you can press G after the 
d+K or K to fall down.  If you have greater than 25 DP, the d+K, K part of 
this combo is guaranteed if the P, P connected. 

P, P, E, d+K, K (requires 6DP)
This is the same as above except with an E before the d+K.  The E can be 
used quite effectively if used well.  For example:  P, P, E, SLD.  In this 
case, the SLD would usually throw your opponent off who is expecting P, P, 
d+K, K or P, P, E, d+K, K.

d/f+P, P+K, K (requires 8DP)
The more Shun drinks, the better his combos get.  This combo is quite 
powerful and floats on major counter.  You can get your opponent to believe 
you will always do the sacrifice kick and then G cancel the TP in order to 
throw him while he is blocking.  You can also try:  d/f+P, P+K, delay, 
chouwan and combo off that.

lying, K, P, K
Shun has many attacks he can do when he is on the ground.  K, P, K doesn't 
knock down but has the potential to if the final K hits as a major counter.  
Read more about lying down in the Shun Di Specific Stance Analysis section.  
This and the following combo will be reviewed in more detail there as well.

lying, K, P, d+K, K (requires 10DP)
This shares properties with lying, K, P, K and P, P, d+K, K.  If you have 
25 DP or less, you should use d+K, K instead of the sacrifice kick if you 
believe your opponent will stand up and block after your K, P.  However, if 
you do have greater than 25 DP, you should always tap d+K, K if the K, P 
connected.  The reason for this is because K, P, d+K, K, as with P, P, d+K, 
K, has the ability to hit your opponent all four times without giving him a 
chance to block.  You should try to delay parts of this combo but be 
careful not to miss all of the hits completely as you can be retaliated 
against quite easily afterward (although tapping G after the final K 
decreases the chance of getting hit).

5.1.1.2  Float Combos

I consider float combos to be one of Shun's most powerful assets.  These 
combos can inflict more than 80% damage and are relatively easy to execute.  
Shun's chouwan is one of his greatest float weapons.  This technique's 
power is increased even more when used after a TTH as it is a guaranteed 
hit.    

(TTH), CBF, SLD, TDS (or u+P pounce)
This combo does significant damage and is guaranteed if the TTH connects 
(although the TTH is optional).  Also, if you are marginally ahead of your 
opponent in life but low on DP's, you can stop the combo after the SLD and 
SID to gain 3DP.  This can be a little risky at times, but if you consider 
how much potential Shun receives after drinking, the rewards far outweigh 
the risk.  Another thing to note is that the TDS can be substituted by the 
u+P pounce.  This doesen't look as cool as the TDS, it requires less DP.

The previous combo is the only combo I felt needed commentary as most other 
combos follow the same format.  To follow will be a list of sample combos 
that may be executed.  Remember:  A u+P pounce can almost always be 
substituted for the TDS.

CBF, CBF, TDS

chouwan, d/f+P, u+P

TTH, chouwan, f, f+K

SLD, SLD, TDS

CBF, b, f+P, SLD (vs. Taka)

TTH, chouwan, d+P+K, D+P, LP(in this case the LP is performed f+P)      
(vs. Taka)

5.2  Flow Charts
I will now show some possible variations of attacks in the form of flow 
charts.  I personaly do not like the idea of flow charts for Shun Di as he 
relies so heavily on unpredictibility, but I think it might be helpful to 
see some possible options for specific attacking situations.  
 
Double Punch (SOMETIMES G-CANCEL IS NEEDED)
  |
  o----o---------------------------------o-----------------o
       |                                 |                 |
      Hit                              Guard              Duck
       |                                 |                 |
       |                                 |                 |
       +-- throw (if opponent gaurds)    +-- d+K,K         +-- d/f+K (see
       |                                 |                 | sidekick flow
       |                                 |                 | chart)
       +-- d/f+K (of opponent crouches)  +--throw          |
       |   (see side kick flow chart)    |                 |
       |                                 |                 +-- P 
       |                                 +--low kick       |
       |                                    (see low       |
       |                                     kick flow     +--d/f+P, P+K
       +-- d/f+P,P+K (if opponent crouches)  chart)           (see Thrust 
       |   (see Thrust Punch                                 Punch flow 
       |   flow chart)                                       chart)
       |
       |
       +-- d+K,K (if opponent holds gaurd)  
       |   
       |
       |
       +-- low kick (d+K)
       |   (see low kick flow chart)
       |   (if opponent attacks high)
       |
       +-- d+P+K, K, K (if opponent attacks high)
       |
       |
       +-- u/b+E, P or P+K (if opponent rushes in)
       |
       |
       +-- dodge then Attack or Throw (if opponents uses
       |    a linear attack)
       |
       |
       +-- P (if opponent crouches)
        



Thrust Punch (SOMETIMES G-CANCEL IS NEEDED)
|
o----o----------------------o---------------------------o
     |                      |                           |
    Hit                   Gaurd                        Duck
     |                      |                           |
     |                      |                           |
     +-- K (if opponent     +-- throw                   +-- K
     |   crouches)          |                           |
     |                      |                           |
     +-- throw (if opponent +-- P, P (see               +-- d/f+K (see
     |   gaurds)            |  double punch             |  sidekick flow
     |                      |  flow chart)              |  chart)
     +-- P, P (see          |                           |
       double punch         |                           |
       flow chart)          +-- d+K (see                +-- d/f+P, P+K         
                              low kick flow           (see thrust punch
                              chart)                  flow charts)





Sidekick 

d/f+K
  |
  o------------------------------------o
                                       |
                  o--------------------o----------------------o
                  |                    |                      |
                Stagger              Guard                Normal Hit
                  |                    |                      |
                  |                    |                      |
          throw --+                +---o---+                  +-- evade    
                  |                |       |                  |  (then       
                  |                |       |                  |  throw
          f+P+K --+       chouwan -+       +- gaurd           |  or attack)
                  |                                           |
                  |                                           +-- Chouwan
    d+P+K, K, K --+                                           |
                  |                                           +-- crouch
                  |                                               dash  
                  |                                               (follow 
                  |                                                with 
                  |                                                throw)
          d/f+K --+
                  |      
                  |             
        chouwan --+          
                  |
                  |
                  |
                  |
      d/f+P,P+K --+
   (follow with E or K
    continuation)



Low Kick

d+K
 |
 o----------------------------------o
                                    |
  o---------------------------------o-----o
  |                                       |
 Hit                                     Guard
  |                                       |
  |                                       |
  +-- dodge                               +-- gaurd
  |   (then attack or throw)              |
  |   (if opponent attacks)               |
  |                                       +-- escape low throw
  +-- stay crouched                           (where applicable)
  |   (then throw if they miss attack)    
  |                                       
  |                                       
  +-- P, P (see double punch flow chart)
  |
  |
  +-- f+P+K

5.3  TAPoD

The Turn Away Punch of Doom is the combination of Shun's TA punch and the 
Butt Push and Backfist.  If your opponent initiates an attack that you 
blocked or dodged or that he wiffed and that leaves you with a window 
greater that 14 frames to counter attack, your b, b+P is guarenteed!  Since 
it will hit as a minor counter (major counter of any attack will work too), 
a Butt Push and Backfist is guaranteed as well! This does a large amount of 
damage and is inescapeable.  This combo is very easy to do, but can become 
more difficult if the attack you wish to minor counter has a very small 
recovery time (e.g. 15 frames) as the TA Punch would need to be initiated 
with precise timing in order to connect as a minor counter.  

5.4  Shun's Weaknesses

It is very important to realize the weaknesses of your character in order 
to best accomodate them.  Shun has many weaknesses, but his most glaring 
downfall is his susceptibility to canned combos and punch rushers.  As Shun 
possesess no reversals and speed is low, he can rarely interrupt a punch 
rush.  Fortunetly, there are some techniques that will help compensate for 
this flaw.  The first option is to f+P+K under a punch rush.  This does 
very good damage and lets Shun drink.  The only problem with this technique 
is that if the opponent starts a combo with a mid-level attack, Shun will 
get hit.  If your opponent does seem to start most of his combo's with a 
mid-level attack, then the best attack is a low kick.  Shun's low kick has 
very good range and stops any continuation of the combo.


5.5  Versus Specific Character Strategies

Vs. Akira

Akira, if played correctly, is considered by some to be the strongest 
character in VF3tb.  It is important to realize that most of Akira's 
attacks are linear and preceded by a lead in movement such as a CD.  
Therefore, sidekicks, uppercuts, and evasions have a very good effect.  A 
skilled Akira will rarely use throws other than b, d/f+P+G and b, d+P+G.  
Because of this, escaping throws is rather easy.  Another throw to watch 
for is f, b+P+G.  It may seem that a BC is guaranteed after it; fortunetly, 
you can struggle out of the throw (although a failed struggle attept will 
cost you a very large amount of damage points).  Since Shun's punch 
executes in 9 frames, G-Canceled punches work very well to stop Akira's 
Dashing Elbow (which has an execution of ten frames).  After f, b+P+G, you 
should watch for an SPoD.  If you anticipate an SPoD, you should press 
d/f+P+G repeatedly to escape it.  Also, be careful not to use f+P, P, P 
combos too often as the punches are very easy to reverse (although G-
Canceling the punches can cause a wiffed reversal atempt.)  Akira's main 
weakness in the arcade took the form of his rising attacks.  Unfortunetly, 
in VF3tb, his rising sweep is no longer linear.  However, if Akira has 
landed in a way other than face up and feet towards you, you shoud escape 
to Shun's left.  If timed correctly, you should be able to dodge the the 
kick and attack.  Unfortunetly, if Akira has landed on the ground with his 
face up and feet towards you, his rising sweep is MUCH more difficult to 
dodge.  Another thing to mention is that if you are able to choose the 
stage on which you fight, you should choose a stage with quite a bit of 
angulation.  In this way, Akira will not be able to connect all three parts 
of his DLC.  As previously mentioned, escaping can be very beneficial when 
fighting Akira.  When you anticipate an SDE, LBF, or SPoD, evade to Akira's 
open side.  You will completely evade the attack.  If you dodge Akira's 
EBC, you are guaranteed a back throw if you dash in.  Here are some linear 
(as opposed to diagramed) flow charts that Akira might use:

Lead in with DE or LBF-->

  DE- if he thinks you will recover into a crouch
  SPoD- if he thinks you will crouch of enter a double escape
  CD, SRM- if he thinks you will make a SRM opportunity (double escape         
    or high attack)
  DBG- if he suspects you will block
  throw- if he suspects you will block

DE stagger-->

  dash in, d/f+P+G- this throw is guarrenteed; you should enter the escape
  SDE- if you are struggling
  SPoD- if he thinks you will crouch
  DBG- ir he thinks you will block

Vs. Kage

Due to Kage's speed, Shun can have some difficulties when fighting an 
experienced player.  The main attack you should look for while playing 
against Kage is his TFT.  This throw is the basis of his strategy.  In 
order to execute this throw, he will continuously attack you with elbows, 
and G-Canceled punches.  So the basic idea is to escape from the TFT 
whenever you anticipate a throw.  The best situation to be in is when you 
are on the offensive.  In this way, Kage will not be able to use his elbow 
offensively.  You should use double punches quite often to press the 
offensive but not too frequently as he can reverse them.  You should always 
stay as close to Kage as possible while changing attack levels.  It is very 
important to remember that you should NEVER duck to counter his G-Canceled 
punches as he can easily elbow, TFT if you stagger.  Kage is a character 
who falls victim to many back throws due to his recovery position of his 
Thunder Dragon and Reverse Kickflip.  For most characters, getting a back 
throw off in a match is VERY beneficial.  Unfortunetly, Shun's back throw 
is quite weak and is not very useful.  The only time you should opt to use 
a back throw instead of a CBF combo is when you are low on DP's.  Shun's 
f+P+K works very well against an anticipated punch rush and provides 5 DP. 

Vs. Lau

Lau is probably Shun's worst enemy.  This is because his most useful rushes 
start wiht d/f+P.  The reason this is so harmful to Shun is that f+P+K will 
not dodge under d/f+P.  Your main defence against d/f+P is your low kick.  
Although a low kick is not guaranteed to hit if you are too close to Lau, 
executing this attack from maximum range will stop his rush.  Your low kick 
is also very effective when Lau tries to G-Cancel his rush as the kick will 
still hit him and prevent him from throwing you.  The main idea you want to 
keep in mind when fighting Lau is to maintain the offensive.  This will 
hopefully keep his rushes down to a minimum.  Since Lau possesses no 
reversals, the double punch and f+P, P, P combos can be used qutite 
effectively.  Also, when you anticipate or see Lau's b, b+P, a double punch 
will always interrupt it.  

Vs. Taka-Arashi

Taka is much less of a threat to Shun than other characters.  Since float 
combos against Taka are virtually non-existent (except for the Taka 
specific float combos), you need to rely on your superior mobility.  When 
you see or anticipate a punch rush that does not incorperate a mid level 
attack, f+P+K works very well.  Evading should not be used too often as not 
only will his punch rushes track you, but if he anticipates your evade, he 
can easily throw you.  You should not counter his punch rushes with a low 
punch too often as chances are he will G-Cancel his punches and minor 
counter you with f+P (which opens up an opportunity for him to throw you 
afterwards with f, b+P+G).  It is important to remember that Taka's best 
throw is his Head Rocker and should be your most common escape.  Taka will 
also try to condition you to block after d+P+K in order to low throw you.

Vs. Jeffry

Jeffry presents an even lesser challenge than Taka as he is slow and does 
not have the anti-float ability Taka has.  However, Jeffry does have many 
fast high attack counters. The best strategy against Jeffry is to 
constantly attack him with quick mid level attacks.  G-Canceling single and 
double punches also works well as most attacks you enter after the G-Cancel 
will most likely interrupt his retaliation.  Or if he ducks the double 
punches, you should go into an uppercut.  It is also important to remember 
that the f+P+G escape can escape four of his throws!  Also, Jeffry seems to 
fall for the most STD, ECD, DWP baits because of his slow speed and desire 
to throw.  This tendency to be baited by the STD is obviously dependent on 
the type of player your opponent is (e.g. offensive or defensive).


Vs. Wolf

Even though his speed is low, Wolf can be quite a challenge to fight 
against.  One of his most powerful weapons is his knee, shoulder combo.  
Your d/b+K+G is very useful against Wolf's rushes.  As with Jeffry, you 
should stick with fast, mid level attacks.  Mid-level attacks are especialy 
useful against Wolf as he will be looking for CD opportunities.  If you do 
manage to duck his Shoulder Ram, you can either do a back throw of a CBF 
combo.  When Wolf does a low kick, you should block it and do an LP.  The 
throw escape that you should enter the most is b, f+P+G as the Giant Swing 
is Wolf's best throw and can easily ring you out on smaller stages.  If you 
get your drunken sweeps or d/f+K+G blocked your best chance of escaping a 
low throw is d/f+P+K+G as it is the most commonly used low throw for Wolf.  

Vs. Pai

Pai is a character who falls victim to f+P+K quite often as her main 
offense is made of punch rushes (that begin with P).  The most common time 
Pai will also go for a punch rush after d/f+P.  Once she begins to 
anticipate your anticipation of her punch rushes after d/f+P, she will most 
likely G-Cancel the punch rush.  This oppotunity is ideal for TDS or 
another low attack that comes out quickly.  As she possesses reversals, it 
is a good idea to mix up attack levels.  Another defense against punch 
rushes is d/b+K+G as it comes out quickly and will commonly hit as a major 
counter.  As with Jeffry, f+P+G can escape four of her throws!  Since Pai 
is so light, you can connect SLD, SLD, SLD, TDS (when you are in the upper 
position of an incline and the first SLD hits as a major counter)!  You 
should be careful when playing against a skilled Pai player not to use the 
chouwan or SLD too often as they are easily reversed.

Vs. Sarah

Sarah can present quite a problem for Shun as she is quite fast and can 
attack you very easily when you are crouched.  The main strategy when 
fighting Sarah is to remain standing while pressing the offensive with 
double punches and chouwan uppercuts.  As with Pai, Sarah is quite light 
and can fall victim to many float combos that aren't possible on heaver 
characters.  Sarah players' most common move to start the match with is 
d/f+K+G.  If you can anticipate this, you should hop over the sweep and do 
any mid-level attack that can set up a flow chart.  A good throw escape to 
use against Sarah is f+P+G as it can escape Sarah's Clothseline and Scissor 
Grab.  As always, if you anticipate a punch rush, f+P+K will most likely 
connect.  Or you can use a backfist to counter a punch rush if you believe 
she will G-Cancel.

Vs. Shun

This is the match in which you will have the most fun.  If you are playing 
a skilled Shun player, you will both be trying to be unpredictible.  In 
this case, repeating a combo with exactly the same delays between each hit 
will often end in your favor as your opponent will be expecting you to vary 
the combo.  If you see your opponent is always going for either the DWP or 
TTH, you should double escape until he starts using other throws.  You 
should also remember that Shun lacks a good mid level offense.  Because of 
this, your low kick is much more effective than against other players.  The 
basic idea to keep in mind when fighting another Shun is to stay with your 
original plan.  If you try to conform to your opponent's style of play, you 
will be constanly on the defensive due to Shun's unpreditible nature.  
While being on defensive can be beneficial for some characters, Shun's 
strength lies in his defensively-offensive and offensive techniques.

Vs. Lion

Lion is a very fast character who relies on pecking techniques to chip away 
at your life.  Since most of Lion's moves are aimed at low level, moves 
like your u/f+P, flip over kick, d+K+G, K+G, mule kick, and u+P+K into 
handstand work very effectively.  If you block Lion's double low kick, you 
can execute an LP float.  Also, you should remember that Lion will generaly 
try to do low attacks when you are lying down.  If you can anticipate this, 
your sweep will ALWAYS interupt his incoming low attack.  As always, if you 
anticipate a punch rush, d/b+K+G or f+P+K will interupt it.  The best throw 
escape to use when fighting Lion is f+P+G.  This throw escape escapes three 
of his throws.  Unfortunetly, due to Lion's low level centered attacks, 
your double punches are less effective than they would be in other matches.

Vs. Aoi

Aoi is another very fast character who has the most reversals of any 
character in VF3tb.  Because of her inashi waza, she can reverse your 
chouwan attempt after a TTH.  If you anticipate this, you should wait for 
her to wiff her reversal and then throw or f+P+K.  Since Aoi is very fast, 
she will evade quite a bit.  If you can anticipate an evade, you should 
rush in and throw.  Due to her abundance of reversals, it is important more 
than ever to mix up attack levels.  Fortunetly, Aoi starts most of her 
rushes with P, P, P.  Because of this, f+P+K is very effective and will 
often major counter.  Your mule kick also works well since it is 
irreversible.  If Aoi connects with a Phoenix Palm she will most likely 
either do another Phoenix Palm, or will rush in for a low throw.  If you 
expect the low throw, you should enter d+P+K+G for the escape.  When 
escaping Aoi's throws, you should enter f+P+G to escape from the Aiki throw 
if she leads in with a CD.  Or if she is using her multi-throw, you should 
use u+P+G or d+P+G.  

Vs. Jacky

Jacky relies on rushes and canned combos with different attack levels.  His 
kickflip is also another one of his major weapons.  Your best defense 
against his canned combos is your low kick.  If you execute it at a safe 
distance, his combo will be stopped.  As always, if you anticipate a punch 
rush, f+P+K works well.  Although this works well, you should be careful 
that Jacky does not know that you will execute f+P+K.  If he does expect 
it, he can easily G-Cancel or do P, P, f+P, K in which the elbow part of 
the combo will hit you if you initiated f+P+K too late.  As previously 
mentioned, Jacky's main strategy is based on rushes.  This is an example of 
a rush that was performed by Rei Hase:  f+P, CD, d+P, P+E, P, CD, d+P, PKG
d/b+P+K, f+P, CD, d+P, d+E, b, b+P, CD (away from opponent), E (this turns 
Jacky toward his opponent), d/b+P+K (buffered in during TT).  This is a 
pretty good example of a typical Jacky rush.  It is very easy to get 
overwhelmed by this rapid attack, but as long as you remember that your low 
kick can stop the rush quite easily, you should be relatively safe.  

6.  Movement

6.1  Moving With Shun Di

Shun Di has the most unique form of movement of any character in VF3tb.  
Drunken Kung Fu, the style with which Shun fights, stresses the 
importantance of having the mind being drunk, while the body is alert.  
This is very apparent from Shun's form of movement.  When moving Shun, you 
must use unpreditibility as your greatest asset.  Fortunetly, Shun has many 
ways to keep his opponent guessing.

6.1.1  Introduction to Shun Di Specific Stances

Shun has many different postures which he can assume.  These are sitting, 
lying, or handstanding.  All of these strange looking moves are very 
effective if used properly.

6.1.2  Shun Di Specific Stance Analysis

Sitting (d, d) is Shun's most useful stance as he can go into either a 
handstand by pressing b, or into a lying posture by pressing d, d again.  
While in a sitting position Shun can drink, low kick, or flip over kick.  
Lie down if you expect a mid-level attack to be initiated while you are 
sitting.  This is also a good okizeme attack.  To use it in okizeme, get 
close to a fallen opponent.  When he does a high rising attack, sit in time 
to evade the kick and then either do a flip over kick or low kick.

Lying (HCF or d, d from a sitting position) allows you to do the most 
attacks of any other stance.  You should lie down whenever you believe your 
opponent will do a high or mid level attack.  When you are in a lying 
position, you have these options avaliable to you:  low kick, scissor 
kicks, or you can do a combo such as K, P, K or K, P, d+K, K.  If your 
opponent starts to block the ankle kick, you should do K, P, K instead so 
you will hit the crouching blocker.  You should make sure that you enter 
the commands of your selected attack in time or you will have to endure the 
very slow recovery time of getting back up again.

Handstanding (HCB or u+P+K or b from a sitting position) is Shun's 
strangest looking stance.  HCB will avoid some high attacks while u+P+K 
will avoid low attacks.  If you do manage to avoid an attack while getting 
into a handstand, you should always follow it with handstand kicks.  While 
in a handstand Shun can do handstand kicks, a rolling elbow smash, flip 
over mule kick, or a drunken frankensteiner.  Shun can also hop backwards 
and fowards by tapping b or f.

6.1.2.1  Stance Activated Move Analysis

MOVES THAT ARE COMMENTED ON IN OTHER SECTIONS WILL NOT BE COMMENTED ON 
HERE.

While Sitting:

d+K
The low kick is a good attack to use after you have conditioned your 
opponent into believing you will do a flip over kick.  The low kick will 
not knock your opponent down unless it hits as a counter.  The execution 
time of the kick is slow enough that your opponent might try to hit you 
before the kick connects.  This is not something to worry about as the kick 
will pass most attacks and will most likely hit as a major counter.

K
The flip over kick does more damage than the low kick but should not be 
used as often.  The best time to use this is after you dodge an attack by 
sitting or think the opponent will do a low attack.

While Lying:

d+K
The low sweep is a very fast attack which will connent before any attack 
aimed at Shun will hit.  The only detractor is the lack of range.

f+K
The roll over scissor kicks has more range than the sweep, but comes out 
slower.  Use this when you are reasonably sure you will connect or if your 
opponent is blocking high.

While Handstanding:

P+K
The rolling elbow smash is a good attack to use when your opponent is 
rushing in.  If you get this blocked, you are somewhat safe as the recovery 
time is quite fast.

K
The handstand kicks will knock down most high and mid-level attackers.  It 
should be used quite frequently against players who are overly aggressive.

K+G
The flip over mule kick is a very strong attack that will avoid most low 
attackers.  It does satisfactory damage and has more range than expected.

P+G
The drunken frankensteiner is the most powerful of Shun's handstand 
attacks.  The best time to use this catch throw is when your opponent is 
waiting at about mid range for you to make a mistake.  Of all Shun's 
handstand moves, this is the technique you don't want to wiff.  The 
recovery time is horrible.

6.2  General Shun Di Specific Stance Stategy

If sitting, lying, and handstanding are mastered, Shun becomes the 
character that is most difficult to play against.  The reason for this is 
simple:  unpredictability.  My general strategy when fighting as Shun is to 
gather 15-20 DP's by the end of the first round.  Then in the second round 
I usually spend approximately 50% of the time time in a sitting, lying, or 
handstanding position.  You should remember to always use sitting as the 
pivitol stance.  From this position you can either lie down or go into a 
handstand.  If you do get knocked down or finish with a stance activated 
move make sure you change into a different stance.  If you do knock someone 
down, you should STD or pounce if you have time.  Against characters who 
rely on floating, lying down is a good technique to use often.  Also, 
characters who build their game around throwing can really be messed up by 
your inability to be thrown while in a different stance.  In the third 
round I usually spend only about 20% of the time in a stance other than 
normal standing. The reason for this is because if my opponent is skilled, 
he should by now be fairly aware of my strategy.  The advandages of lying 
down are almost endless.  If you anticipate a low attack, d+K.  If you 
anticipate your opponent anticipating a K, P combo, f+K.  If you hit your 
opponent with K, P, you can either go into the sacrifice kick if you 
believe he will crouch and block, or an ankle kick combo if you think he 
will stand and block.  But you should remember that you can easily overuse 
alternate stances.  You should never be constantly in a sitting position 
while waiting for your opponent to make a move.  Shun's powerful offense 
should NEVER, NEVER be neglected in exchange for defensive postures.

7.  Legal Information

Here are the sources (besides myself) that I used to put this FAQ together:

Steve Quinlan- for his great suggestions and ideas
VF Miscellany (http://www.gawbleserv.com/vf3/) 

The Shun Di Movelist was taken from Steve Hamilton's VF3 FAQ.  It was then 
edited by myself.

Written by Alex Kato-Willis (RealAiki@hotmail.com)

              
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