The
Drunken Shun FAQ Version 0.90 for VF4 Evo Version B
by Namflow
Mandatory
Copyright Notice: This is my FAQ, don't print it in EGM, don't
put it up on your website without my permission, don't claim it to be your own,
don't edit it and post it online, etc etc etc.
This FAQ is kind of disorganized right now and jumps from place to
place, but I thought it would be better to get it out there, share the love,
and get some feedback. Please feel free
to PM me at virtuafighter.com with any comments, suggestions, or death threats
cause you hate my Shun so much.
Key:
p - punch
k - kick
g - guard
u,d,f,b - up, down, left, and right
respectively
d/f - diagonally down and forward
(same notation used for all diagonals)
qcf - d,f/g,f - quarter circle
forward
hcf - b,d/b,d,d/f,f - half circle
forward
(Mc) - major counter (your attack hits an
opponent while your opponent is executing an attack)
(DPs) - drinking points, explained later
(sd) - sitting down stance
(ld) - lying down stance
(ds) - drunken stance
(bt) - your back is turned and facing
your opponent
Wait... You mean when Shun drinks it actually does
something?
Yes, my friend, it does. DPs, or drinking points, measure how many
drinks Shun has consumed. The number of
DPs a player has is displayed beneath that player's life bar. DPs carry over between rounds. You can gain DPs, and lose them, in various
ways through the match that are detailed later.
Shun gains the following benefits from as he gains more DPs:
-Shun's moves drain more damage. I believe the damage is increased by 1% per
DP, rounding down, but I may be mistaken
-Shun gains new moves (see "How
Drunk Am I?" section)
-Some of Shun's moves gain new properties
(see "How Drunk Am I?" section)
-Shun turns bright red (Japanese version)
-Shun gets even cooler because he's drunk
Why a
Drunken Shun FAQ?
Well, there's different schools of debate on
how important drinking with Shun really is, if you make a conscious effort to
acquire more DPs during the round, if you should only drink after the round is
over, or to just play a sober Shun. The
way I see it, Shun is the only character that can have a tangible advantage
when entering round 2 compared to round 1.
More DPs = more powerful, more moves, more throws, and more damage. Of course if you only rely on getting
shitfaced and abusing his drunken moves your win percentage may not be that
great. This FAQ isn't about just
drinking randomly, without purpose, or without style. It is to help you learn what drinking does,
how to drink, and some opportunities when you can safely get away with drinking
(and some opportunities when you can't!)
People will tell you not to rely on DPs and that a good player will
sober you up. But my final stance on
that is if you're the better player your Shun will drink more than your
opponent will sober you up. Plus, even
if he does manage to sober you up a bit, it's not like he can sober you into
negative drinking points and make you weaker than you started at round 1.
I'm
convinced, I want my booze, how to I get Shun trashed?
Shun gains DPs by:
1.
Executing certain strikes and throws that have you automatically drink
afterwards
2.
Drinking manually in various stances
Shun loses DPs by:
1.
Using a sacrifice move that causes him to lose drinking points. These include moves that have Shun fall down
or moves that you can use the guard button to fall down afterwards.
2.
Executing certain moves that, although you don't fall down, drain your
drinking points. Such moves include the
flying head butt (f,f,p+k) and b,f,f+p+g throw
2.
Getting hit by certain moves of your opponent that sober you up. (such as Jacky's p+g, Wolf's Giant Wing,
Sarah's chop, and Akira's evil, evil b,f+p)
What
moves do I automatically drink after?
f+p+k:
+3 DPs
p+g:
+4 DPs
270 throw:
+4 DPs
b+p+g (opponent's back to wall): +5 DPs
p+g (while facing your opponents back): +5 DPs
How
can I drink manually?
p+k+g while standing: +1 DPs
p+k+g while sitting down: +3 DPs, long delay afterwards as you
automatically return to standing
p+k+g while lying down: +3 DPs, recovers lying down. Great for after winning a round.
Will
my opponent try to sober me up?
If they are smart. Some opponents will let you drink thinking
your drinking points are inconsequential. Others don't take post round opportunities to
hit you with sobering attacks. Other
players may decide to switch up their moves and combos in favor of attacks that
sober Shun up and drain 5 DPs per pound round victory. (Damn you Akira!) It totally depends on your opponent.
If your opponent does make an effort to
sober you up during the round, he may be sacrificing damage for DPs. For instance, Akira can b,f+p -> b,f+p
to drain 4 DPs with one combo. However,
this isn't the most damaging followup to b,f+p. Even if Akira doesn't go for the -4 DP combo,
he may use b,f+p more than normal in hopes of connecting and taking 2
DPs in the process.
On one hand, if you live only for the DPs
you'll have a difficult time. On the
other, if your opponent lives only to drain you of your DPs, he may have a
difficult time as well.
I'm at
(X) many drinking points, how drunk am I?
Here is a list of the number of DPs Shun has
and what is unlocked when he reaches that number. If you are at 10 DPs, you can execute all
moves requiring 10 DPs and under. The
new commands are in bold. If the new
command is part of an older canned combo, I will underline the new part of that
combo. For instance, the chowan uppercut
gets a canned follow up at 6 DPs and is listed as: qcf+p,p canned
combo.
0:
Shun is sober. Shun is also
thirsty. Obey your thirst fool.
1:
Congratulations, your on your way to getting wasted! See, I told you your opponent couldn't keep
you from drinking. Your in his
mind. He fears you.
d+k+g: - 1 drunken sweep
3:
b,f,f+p+g - wacky new throw in Evolution. * Warning, this throw drains 3 DPs!
6:
qcf+p,p - canned combo
p,p,d+k,k - canned
combo. Either hit of d+k,k can be
guard cancelled, causing you to fall to the floor and lose 1 DP.
d+k+g, k+g - 2 drunken sweeps
b,d/f+p+g - surprise exchange
& kick to the ass throw
8:
d/f+p,p,k - canned combo.
The last k in this combo is a sacrifice -1 DPs. Not to fear, you can hit g after the k
to go into handstand stance.
f,f+p+k - flying head butt
d+k+g, k+g, : 3 drunken sweeps
10:
270 throw - Shun's best throw.
It gives +4 DPs. It does 66
damage at 10 DPs.
(ld) k,p,d+k,k - canned
combo. Either hit of d+k,k can be
guard cancelled, causing you to fall to the floor and lose 1 DP.
b+p+k - Uber sebaki. Sebaki's high punches, mid punches, and
elbows. The sebaki is timed as if your
were inputting a reversal. If it doesn't
sebaki Shun will spin
around and attack with a
mid punch that crumples on hit. Good
follow up is b+p+k (crumple) -> d+p -> d/b+p,k
(bt) p+k+g, p, p - Last punch will cause a hit throw if it
connects
14:
d/f+p+g -> chowan -> d/f+p,p,k - The last k of this combo
will now hit Akira and heavier.
16:
k,k,d+p,k - canned combo
17:
p,p,d+k,k - This canned combo is guaranteed if first p hits (suck
it double palm and knees!)
(Mc) b,b+k -> p,p,d+k,k -
This combo is guaranteed if b,b+k is a major counter. (Thanks Myke, I think I got this from
you)
18:
(Mc) d/f+p lifts on major counter. A decent combo is (Mc) d/f+p ->
d/f+p,p,k.
(Mc) (ld) k now lifts on major
counter
20:
(Mc) b,b+k -> (bt) p+g - This combo is guaranteed if b,b+k
is a major counter.
(Mc) b,b+k -> (bt) k+g ->
BT k+g - This combo is guaranteed if b,b+k is a major counter.
(thanks Myke, who got it
from the perfect guide)
24:
(ld) k,p,d+k,k canned combo's d+k,k will hit when the
first k is blocked.
25:
p,p,d+k,k canned combo's d+k,k is guaranteed if the first p
is blocked
34:
(Mc) f+p -> f+p floats on major counter. Try the combo (mc) f+p,p,k.
40:
You are the drinking champion! You got Shun plastered and he will reward
you by kicking your opponent's ass.
As you can see, Shun gets some powerful
stuff. I think 10 DPs is perhaps the biggest
threshold. At 10 DPs Shun gets his 270
throw, d/f+p,p,k, and an awesome sebaki with b+p+k. That, combined with all of the skills he
gained from 1-9 DPs, makes 10 and more DPs great place to be at. Please note that at 17 DPs Shun gets p,p,d+k,k
guaranteed if the first punch connects.
This is great for countering knees, double palms, blocked SPoDs,
etc. If Shun can counter it with a
standing punch, please use this combo instead.
At 24 DPs Shun gets guaranteed damage if the opponent blocks the start
of the canned combo (ld) k,p,d+k,k.
At 25 DPs Shun gets guaranteed damage on a blocked standing punch if you
execute the entire combo p,p,d+k,k.
Of course it's rare that you'll get that many DPs, but if you do, be
aware that standing punches are your friend.
(note:
I doubt this list is complete, if I've missed anything please let me
know!)
When
is a good time to manually drink during the round?
Drinking during the round is a controversial
subject. Some people believe it's not
worth the risk while others swear by it.
Here's some ideas as to when you might be able to get away with an extra
swig or two.
- u+k -> f+p+k is a guaranteed
combo if u+k connects and will give you +3 DPs from the f+p+k. However, you will be vulnerable to counterattack
if your opponent tech
rolls. u+k also has more damaging follow ups
such as u+k,u+p with 0-7 DPs and u+k -> d/f+p,p,k with 8+
DPs.
- If your opponent doesn't tech roll after
being knocked down.
- After p+g throw, back dash and
drink. Effective if your opponent rolls
before getting up. Your opponent will
have to be aggressive to catch you.
- After certain juggles you can take a swig
and recover before your opponent can tech roll and attack.
- When your opponent is trying to bait you
to the edge of the ring or into some other nasty surprise.
- When you are thirsty.
How
should I drink after I win a round by KO?
After the round is over you can drink and
these DPs carry over into the next round.
Depending on what move you killed your opponent with there are a few
options. The two most prevalent
are:
1.
p+k+g (+1 DP) -> d+p+k -> (sd) (p+k+g) +3 DPs: +4 total DPs
2.
hcf+p+k -> p+k+g (+3 DPs) -> p+k+g (+3 DPs): +6 total
Moves that guarantee enough time for option
2:
p
d+p
f+p
b,f+p
b,f+p,p (second punch kills)
b,f+p,p,p (third punch kills)
d+k
k+g
d/f+p
d/f+k
k,k,d+p's d+p
Other options include:
f+k (kill) -> (ds) u|d+p+k+g ->
(ld) p+k+g (+3 DPs) -> (ld) p+k+g (+3 DPs)
(+6 DPs total)
f+p+k (+3) (kill) -> hcf+p+k ->
(ld) p+k+g (+3 DPs) (+6 total)
270 Throw (second hit kill) (+4 dps)
-> hcf+p+k -> (ld) p+k+g (+3 DPs) (+7 total)
Please note that if you are in a situation
that does not involve you drinking from (ld) twice then going into (sd) or (ld)
are interchangeable as far as getting a post round +3 drink is concerned.
How
should I drink after a ring out?
Ring
outs are your friend. There is more time
after a ring out and before the next round compared to a KO. If you are juggling your opponent and see he
is going to fly out of the ring you can lie down and drink 3 times for +9
DPs. If you didn't see the ring out
coming you can try either lying down and drinking twice (+6 DPs) or, if you are
feeling brave, throw in a standing drink first for a total of +7 DPs. How much time you have depends on what move
you rung him out with, and how far in advance you saw the ring out coming. Experiment.
Also, if you are close to the ring be careful not to fall out while you
try to drink, that would be embarrassing.
Drinking
Games With Shun:
Here are a few drinking games with
Shun. Experiment, have fun, and see what
works. (Please note these aren't that
safe so please drink responsibly!)
Catch Me If You Can: Standing drink, back dash or d/b |
u/b+p+k+g, repeat. Run away and
drink. If the opponent gets close do
something manly like a p or lp, then run away and drink some more. If you knock your opponent down run away and
drink instead of pressing the offensive.
Great for making new friends!
Block All You Want: If your opponent is a machi bastard, likes
crouching dashing back and forth for exercise, is walking around with his back
turned, or waiting near the edge of the ring to bait you in and ring you out,
say "fuck that shit, I'm thirsty" and start chugging away.
I'm Tired: Lie down and start drinking. If your opponent isn't smart at how he
approaches you he'll eat some variant of the lying down k,p,d+k,k combo. Or you could just keep drinking and see how
long it takes before he hits you.
What The Hell?: In the middle of an intense battle hit p+k+g
and take a swig. Even at point blank
range your opponent may not be fast enough to hit you.
Help! My opponent attacks me once the round is over
and sober's me up! What can I do?
Unfortunately, just as you can drink after a
round, so can an opponent sober you up.
To get the most sobering effect your opponent will probably need to kill
you with a move that leaves Shun standing groggy after the round. If your opponent does this after each round,
then make it harder for him to kill you in such a way. Other than that, the best defense against
post round soberage is to win the round and drink instead. In my experiences not many opponents make a
conscious effort to sober me after the round, so only really worry about it if
it starts to happen to you.
What
moves can I use against Shun to sober him up?
This is a Shun DRINKING FAQ. You'd think I'd tell you how to sober the old
man up? Let the old man drink in peace! But if you must know how to sober him up you
can check out the VFDC move list for your favorite character and see what moves
of his/hers sober's up the old man.
Basic
Chowan Combos:
These are pretty standard combos I use. They're non stance specific, don't require a
major counter, and work on pretty much everyone. (With some exceptions of course). There are way more damaging combos that are
stance and character specific, but these seem to work pretty well and are good
to fall back on.
0-7 DPs:
Chowan -> p -> p -> d/f+p
Chowan -> p -> p
-> fc d/f+p (more damage but harder to press the offensive and may not
work on heavies)
8+ DPs: Chowan -> p -> d/f+p,p,k
How
come in the VF4 instruction booklet it says Shun pretends to drink? How come Shun turns red in the Japanese
version when he drinks more?
Well, to answer the last question first,
Shun turns red as he drinks because the Japanese have something in their genes
that have them turn red when they drink.
Shun is Japanese, and Sega wanted to add this in. As to why its not in the North American
release I have a few guesses. One is
that some political groups might get pissy if they see a Japanese person
turning red when he drinks in a game (even though the game was created by
Japanese people in Japan and they didn't seem to care.) Another guess is that Sega didn't want to
promote drinking in North American audiences (not that alcohol needs Sega's
endorsement to be popular), so they decided to pretend that Shun pretends to
drink to confuse his opponent.
Obviously, if he was pretending to drink, he would not turn red (unless,
of course, his flask was full of "turn me red" juice to further
confuse the opponents. Shun's tricky
like that...)
What
is the 40 drink mistake?
Well, some people think it doesn't matter
how drunk Shun gets. They won't want to
play any of your fun drinking games like "Catch Me If You Can". They'll let you drink yourself to 40 DPs
without a care in the world. As my man
Llanfair out it, "Oh 40 DPs, he can drain half my life with 1 combo, he's
as powerful as Akira now." So the
40 drink mistake is when your opponent gets annoyed or frustrated at your
alcoholic ways and lets you drink all you want in hopes that you'll be too
intoxicated to continue the fight.
Unfortunately (for them) this doesn't happen, you get really really
powerful, and at 40 DPs you should win the fight without much of a
problem.
Who
are you?
I'm Namflow on virtuafighter.com. I've been playing since VF1 in the
arcades. I got my mom to drive me 1 and
a half hours to play VF3 when it came out in the arcades. I love Virtua Fighter (as if you couldn't
tell.) My main character is Shun. As you can tell, I'm a big fan of his ability
to drink. Feel free to pm me with any
suggestions, comments, questions, or obvious mistakes. That's about it, go get wasted. Just don't let Shun drive after the
fight. He's too old to be driving
anyways...