VF4 / Shun [ print friendly ] [ command view ] Orange Book - Shun Combo Maniacs
Source - Orange Mook
Writer - Yanaga
Translation - Noodalls
1. (>6DP)
2.
3.
4.
5. (>6DP)
6.
7. (>8DP)
Shun's main combo starter gives combos 2 and 3 on
normal hit. Combo 2 is for starting from closed stance, and
connects on all characters. Combo 3 is from closed stance, and
works on middle weight characters except for Lion. Against heavy
weights where combo 3 won't connect, use combo 4 in open stance as
the basic combo, and combo 5 when you have >6DP. 5 won't connect
against heavy weights in closed stance, so be careful.
On counter hit , combos 3 and 5 will work on all
characters, and combo 1 will work on all characters from closed
stance starter. 1 will work on normal hit against all midweights
except Lion, but depending on distance it may not connect.
Otherwise, combo 6 will work in open stance on light and middle
weights up to Lau, and has a slam hit. 7 will work on all
characters in closed stance when the move connects from a distance,
as a flow combo.
+
8.
9. ++hit or guard
10. (>6DP)
11.
12. or++
13. or++
14. +
After + there are various combos you can go for. 8 works
for all characters, and the damage is high, but you can't go for
okizeme. Combo 9 works on light and middle weights in open stance,
and increases his DP by 1. In closed stance it's difficult to get
the third hit to connec,t but his DP do increase so it's not a bad
idea to go for it. Combo 10 is a combo limited to Pai and Aoi in
open stance. Against Pai you can do the whole combo at full speed
without a problem, but against Aoi you need to input the first
with a 1 frame penalty. Then in closed stance, the second
refloats them, and so you can go for various combos. 11-13
are bound combos that work on light and middle weights. However,
against light wegihts combo 12 becomes an air combo.
For combos 12 and 13, do or++ to move towards the
opponent's back.
With combo 14, you trade gaining 4DPs for allowing a guaranteed
counter. But, against light weights it's difficult for them to
counter attack, so it's a good thing to go for.
counter hit or or (>10DP)+
15.
16.
17.
18.
From stomach crumple, 15 is guaranteed on all characters and does
the best damage. However, it doesn't allow you to go for okizeme,
so against light and middle weights you should go for 16. 16 is a
little bit lower on damage, but they land face down so you can go
for okizeme. Basically it connects on middle weights, but against
Akira and Jacky in open stance it won't. Also, after the
starter unless if you delay the hit of the it won't connect
so be careful. 17 and 18 are open stance combos against heavy
weights. Combo 17 is for Jeffrey and combo 18 is for Wolf.
+
19.
20. (>6DP)
21.
22.
From +, except for Vanessa and Pai is
guaranteed. But, if Shun does + he will lie
down, and no combos will work, so be careful. Basically combos 21
and 22 will work against all opponents. Combo 21 does lower damage,
but the chance to do okizeme makes it a strong option. Combo 22
does more damage, but it's harder to use okizeme. 19 works on light
and middle weights except Jacky, and finishes with a slam hit. If
you add down it's good damage. 20 works on light weights
and Goh, and allows for okizeme, so it's good to use.
(>6DP)+
23.
24.
25. (>6DP)
26.
27. (>6DP)
The after (>6DP)+ can be evaded by
Akira so be careful. Combo 23 is the best damage and works on all
characters, but you can't go for okizeme. Combo 24 works on all
characters. Combo 25 works on middle weights and gives slightly
better damage than 24. 26 is a special combo used on a crouching
Sarah. The damage is high and the okizeme is easy. 27 works only on
Pai, giving damage about as high as 24 but also allowing the high
probability of following on with more damage.
Posted by
noodalls
on 20/02/2005
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Edited by
Myke
on 03/04/2005
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