The Drunken Shun FAQ Version 0

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... 

Virtua Fighter and all related material © SEGA
VFDC © 1997-2006