Master Guide - Shun Di
With the new moves and changes made to Shun-Di in FT, his drunken
style moves are now even more confusing, and more complete, making
Shun-Di a stronger and more unique character. On the contrary, some
of his moves have been weakened since the last version. Moves such
as his and which were his main tools in
the previous version, have been weakened in FT. However, the new
moves that Shun has gained are able to fill in those gaps. By
considering both his new moves and those that have been renewed,
you can create an effective offense with Shun. By weakening those
two strong moves, Shun-Di must now use a more diverse moveset in
his matches, this will make him a more interesting character
compared to before.
A full circular high attack. The move executes rather quickly, and
it forces the opponent to face sideways on hit. It main use is to
counter the opponent's evades, but there are other uses for this
A2 Tenshinhaisyu ~ Suisenkansyu
A high->mid attack. The first hit is a half circular high attack
that has a small recovery on guard. The second hit requires 6 dps
or more, and it's useful to use in combos.
Old from Evo. This move has the same execution speed as a
standing , and can be followed up by a variety of strings.
15 frame execution mid attack. This attack causes a stagger on a
crouching opponent, and it gives Shun a large frame advantage. In
addition, depending on the foot position, this move possesses
evasive properties. It is able to avoid moves such as or
. It's also important to note that this move is uncounterable
on guard. This makes this move an important asset for Shun in his
close up games.
New Moves and Key Changes
. This string now requires 21 dps to fully combo compared
to the 17 from before. This also applies to .
. The effect that dps has on this move has been changed.
This move now knocks down on MC with 23 dps or more, or HC with 15
dps or more.
. This move now does not knock down on LC, MC requires
10 dps or more, but knocks down always on HC.
. The execution is now slower by 1 frame. The
recovery on guard has also been increased to -6. Hitting a crouched
opponent now puts Shun at -2.
. A new mid->high attack. The second hit knocks down
on MC or higher, which can be followed by a combo.
+ . Shun now gets 4 dps for hitting this attack. It's good
to use this move to gain more dp after K.O.ing the opponent with
+ . A new two hit high attack with good execution
speed and reach. Shun goes into drunken stance afterwards. The key
point for this move is that Shun is at advantage of +6 or +10
whether on guard or hit, and leaves Shun in drunken stance, so it
allows him to continue to attack if this move connects in anyway.
(Drunken Stance) . This move is now a full circular high, but
it is no longer a special high.
(Drunken Stance) + . This throw now catches the opponent
quicker, so it makes the nitaku game from drunken stance stronger
(Drunken Stance) or . This movement now leaves Shun at a
normal standing position, so the chance of Shun evading a move and
then getting hit by a follow up move is now less than before.
(Sit Down Position) ++ - Now Shun can only get 2 dps from
doing this move. Similar to laying down and drinking, Shun can only
get a maximum of 4 dps after K.O. by doing this.
(While Running) + - You can now execute Shun's +
by running without having to have 8 dps. However, neither version
now sobers at all.
++ - The drinking part gives Shun one dp and also
puts Shun in a crouching state, so he can avoid high attacks while
drinking. After the first makes contact, he can input
for two move mid hits, the last of which knocks down on hit. Doing
all three 's requires strict timing.
(3 or more dps) + . The command for this throw is now
made easier with one less input. It is important to remember,
however, that if the throw connects or is escaped, Shun will lose 3
Other notes: is now made into a linear attack. is now
made into mid two limb class. Lastly, or ++ from
sitting down position can move Shun into drunken stance.
Execution Frames for Key Moves
-11 (Can only hit standing opponent)
-12 (Can only hit standing opponent)
(B1) -13 (Can only hit standing opponent)
-14 (Can only hit standing opponent)
(B2) -15 (Not as useful against standing opponent)
Source: Virtua Fighter 4 Final Tuned Master Guide