Master Guide - Shun Di

Overview

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 ddffP and DdbP 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.

Change Moves

A1 Ousougeki

bP
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 move.

A2 Tenshinhaisyu ~ Suisenkansyu

bPP
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.

B1 Kasenchyuugeki

fP
Old fP from Evo. This move has the same execution speed as a standing P, and can be followed up by a variety of strings.

B2 Suikoubougetsu

fP
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 P or dP. 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

PPP . This string now requires 21 dps to fully combo compared to the 17 from before. This also applies to PPdKK.

dfP . 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.

DdbP . This move now does not knock down on LC, MC requires 10 dps or more, but knocks down always on HC.

ddffP . 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.

FKP . A new mid->high attack. The second hit knocks down on MC or higher, which can be followed by a combo.

fP+K . 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 dfK.

bfP+K . 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) P . This move is now a full circular high, but it is no longer a special high.

(Drunken Stance) P+G . This throw now catches the opponent quicker, so it makes the nitaku game from drunken stance stronger than before.

(Drunken Stance) u or d . 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) P+K+G - 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) P+K - You can now execute Shun's ffP+K by running without having to have 8 dps. However, neither version now sobers at all.

fP+K+GP - 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 P makes contact, he can input PP for two move mid hits, the last of which knocks down on hit. Doing all three P's requires strict timing.

(3 or more dps) bfP+G . 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 dps regardless.

Other notes: K is now made into a linear attack. ufP is now made into mid two limb class. Lastly, u or dP+K+G from sitting down position can move Shun into drunken stance.

Execution Frames for Key Moves

bfP 11
P 12
fP (B1) 12
K 14
DdbP 14
dfP 15
fP (B2) 15
bP (A2) 16
DdfP 16
ddffP 16
FK 16
dfK 17
dbK 17
K+G 17
uK+G 17

Counter Table

bfPPP -11 (Can only hit standing opponent)
PK -12 (Can only hit standing opponent)
fPPK (B1) -13 (Can only hit standing opponent)
KKdP -14 (Can only hit standing opponent)
fP (B2) -15 (Not as useful against standing opponent)
ddffP -16
FKP -16
uK+G -17


Source: Virtua Fighter 4 Final Tuned Master Guide


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