From: Lars Holst Sørensen Newsgroups: rec.games.video.arcade Subject: [VF3] Shun-Di FAQ v2.0 Date: Wed, 29 Jan 1997 13:28:13 +0100 Hey all, I just thought I would post this nice Shun FAQ written by a fellow Danish VFer. Enjoy. LARS. Shun-Di FAQ by Ki Nam Kwon v. 2.0 ---------------------------------------- I hope this guide can be a little help for those who enjoy playing the old drunken man. It is still incomplete in many ways, but I will update it as I get more information. Enjoy! Contents -------------------------------------------------------------------------------- 1. Key Moves 2. Get him drunk 3. When he is drunk 4. Combos 5. Closing words 1. KEY MOVES --------------------------------------------------------------------------------- I decided to concentrate on the moves which I found were important to comment. But it doesn't mean that all the moves not mentioned here are useless. By no means. * Turning Shin Kick (d/b+K) (hit level) L (damage) 10 Unlike his other low attacks, he recovers in standing position. It has its own advantages, though. You can either tap K again for a high kick combo or you can tap G. Tapping G after the shin kick makes him fall on his face. From there, you can do a rising attack immediately (if the shin kick was connected). You can rise up with a mule kick (K) which hits middle level or sweep (d+K) for low level. This surprises many opponents and you can keep putting pressure on them. If you succeed in hitting the opponent with the mule kick, you have a very good throw chance since the mule kick will move him forward to the staggered opponent. You dash in and enter a throw of choice. :) It is worth noting that d/b+K, K is not always a combo. For example, if the opponent was crouching, or you were at the upper position, the high kick will fly right over the opponent's head, which is not good... So be aware of your position and vary this combo as well. If the opponent blocks the turning shin kick, Shun will be stunned and wide open for counter attack. But there is a way to get round this. Even if the shin kick is blocked, you can still fall on the ground. The trick is to delay G a little. So if the shin kick gets blocked, tap G after a short while. Practice to always delay G. By doing so, he will fall on the ground whether the shin kick was connected or not. * Shoulder and sweep combo (d/b+P, d+K) L L 15+15 Quite dangerous move, actually. You could delay it somewhat and hope for an interrupt. Or if the opponent crouches, you could G-cancel -> lunging punch (D/F+P) or jumping spinkick (K+G) instead. Still risky though as the shoulder attack seems to take forever to recover. It may be better to use only the shoulder part as a harassment attack and then insert the sweep part once a while. In most cases, his normal low kick will do better job as stop attack or harassment move, the only reason to use the shoulder attack may be that it has better range. Oh, don't forget, when you fight against the heavies and get the sweep blocked, immediately input a low throw counter(against Jeffrey: d+P+K+G, d/f+P+K+G, f+P+K+G against Wolf: d/b+P+K+G, d+P+K+G, d/f+P+K+G). You have 1/3 chance of escaping their throw attempt :( * Thrust Punch and Sacrifice Kick (P+K,K) M M 12+23 It looks stylish and if used properly, effective as well. Get people used to the sacrifice kick after the thrust and when they learn to guard, delay the combo or mix up the thrust with another thrust, throw or low attack. It is an excellent move to use when the time is running out and you are about to win. No matter you hit the opponent or just get it blocked, the opponent is forced to wait and see. If the opponent *does* make a move, you have the sacrifice kick at your disposal. Make him impatient with 2 - 3 thrust punches in a row and then proceed to the faint kick. But be warned! If you delay the faint kick too long, you can be thrown by the opponent. And also, if you whiff the faint kick, you will be punished with a small pounce, at least. * Chouwan Uppercut M 28 Easily one of his best moves. It comes out very fast, floats for combos and more important, this move is *uncounterable*. Definitely one of the key moves you have to master. Just in case you didn't know, Chouwan uppercut can be executed by doing d/f,f+P. It's not necessary to do d,d/f,f+P. Personally, I find it easier to do d/f,f+P, but in some cases (like after the turnover throw d/f+P+G) it may be more reliable with d,d/f,f+P. You may want to try out chouwan uppercut in different situations, here I have some: *After u/b+E, P* : u/b+E, P itself is a good attack because Shun can dodge away from many incoming attacks at the same time as he counter attacks. In addition, if the slap hits as major counter, the opponent will float. Go for chouwan. You may want to tag on the chouwan even if the slap whiffs. The slap recovers extremly fast and after u/b+E, Shun is quite away from the opponent. Thinking he now has time to counter attack, the opponent will either try out mid-range attack or dash in. If that is the case, nail him with chouwan and then proceed to air combo. *After Turnover Throw* (d/f+P+G): Always! Well, almost it is worth remembering that d/fP+G -> chouwan is guaranteed, even in the new versions of VF3. And of course, you can tag on air combos afterwards if you feel like it. More about this in the combo section. You should be a little more careful when dealing with Aoi, though. Annoyingly, she can reverse chouwan with her back turned. In this case, you can either wait a little to make her whiff her reversal, back throw her or do twisting thrust(f+P+K) . *After Take Off Kick -> Descending Kick*: the motion is d, U or d, U/F+K and just after he has reached the top, tap K again. If the opponent blocks the Take Off kick, it will be difficult for him to counter attack between Take off and Descending kick. If the Descending kick interrupts the opponent, he will float for chouwan uppercut. Even if the opponent blocks the Descending kick, you should try out chouwan upper. The Descending Kick is uncounterable and due to the block stun, you will have good chance to interrupt any attack the opponent might initiate afterwards. Mind you, you shouldn't abuse the Take Off kick because when you whiff the attack, you can be interrupted with Kickflip, Take Off kick or even ordinary high kicks. You should make sure that the opponent blocks the Take Off kick, at least. Sooner or later, the opponents will find out that they are actually in possession of E button. But even if the opponent dodges, you will recover at the same time as the opponent, so there is no any big danger in that case either. *After drinking*: a little risky, but worth trying. From far away, let him drink(d+P+K+G) and as the opponent sees this, he will want to run in and try to throw or attack you. Due to the drinking's rather fast recovery time, the chouwan is likely to interrupt. Well, I've described some moves which are good as baits for the chouwan uppercut, but there are more, of course. His backfist(b+P) is another good example. The backfist is uncounterable and floats the opponent if hit as major counter. You see the possibilities? Remember, when the people get used to all these tricks, they will think twice before they react. Then it is time to vary your strategy. For example, the people I play with, are used to the chouwan after Take Off -> descending Kick. So usually they stand there and guards, waiting for me to execute the chouwan. In that case, just dash in and enter a throw is a good alternative. * Sliding Uppercut (b d/f+P) M 23 Ok, here is the deal. Compared to the chouwan uppercut, it comes out slower, has worse recovery time and it is even reversible just like the chouwan. Not that great move after all... Admittedly, you can make some pretty combos with this move. And unlike the chouwan uppercut, it will knock down crouching defender. You have better chance to connect it if you combine it with E. Really, it works in the same way as other characters knee. Try stuff like low kick (hit) -> (the opponent does punch, elbow, low kick or side kick) d+E -> sliding upper. * Dodging Cartwheel (f+K+E) M M 20+10 Typical Jijii move which looks confusing and drunken as hell. It has good range and avoids almost any straight attacks. It also tracks down certain side-stepping opponents and pounce is almost guaranteed afterwards. On the down side, it comes out rather slowly and the recovery time is bad. * Fancy 3 Punches & Hip attack H M H M 15+13+10+28 You would love to hit people with this. You can delay it as you please. I do stuff like: f+P, (short delay), P (no delay), P, (longer delay), hip attack... Basically, when you connect the first fancy punch or just get it blocked, the game is in your hand. Convince the people that they should stand up and defend. Then, when they learn to guard, try stuff like: f+P,(P), G-cancel, throw. As you may already know, it is extremely important to get our Jijii drunk. And this move has great value as it sets up throw opportunity. Obviously, it is also good as a harassment move. If you feel like humiliating the opponent, try to connect two *exactly* same stuff after each other. :) Because the opponent expects you to vary the combo, it works rather often. * Jijii Triple (b f+P,P,P) H H H 8+10+14 Arguably one of the moves which has been improved most compared to VF2. Remember? It was suicidal to use it in VF2. Now Shun has fast safe punches which cover big distance. You can G-cancel the punches and they can be delayed as well. This move is good for interrupting the opponent and one way to make use of it is to - b f+P,G -> throw. It's not 100% guaranteed, but if hit as major counter (you can tell by the loud hit sound), you have a very good throw chance as the opponent is stunned for a little while. Just remember to enter a throw immediately after b f+P. Also, if you stagger the opponent with side kick and the opponent is not struggling, go for triple punches for safe punishment. * Twisting heelkick (d/b+K+G) H H 20+15 You can avoid many incoming attacks and combos with this move. It comes out quickly and since it puts Shun on the ground, it's a quite safe move as well. When certain moves are blocked (like 2-handed twisting thrust (f+P+K)) and the opponent tries to throw or attack you, twisting spin kick works well as a counter move. Because it is two hits, it also has a long contact time, wherein you can hit the opponent. If you succeed in hitting the opponent with the twisting spin heelkick, you can add extra damage by doing low kick rising attack (quickly tap d+K afterwards). The low kick will hit the opponent on the bounce. As you can see, it has many fine qualities. But, bear in mind, if you fail to connect this move, you will lose the initiative and the opponent will have *plenty* of times to pounce you. * Turn-around Punch (bb+P) H 12 First of all, if you interrupt the opponent with the turn-around punch, you should go for back-turned P+G throw. Only fast move like punch can break this combo (not even aloways). Back-turned P+G throw has surprisingly good range and it is the most damaging throw(70pts), Shun has. If the turn around punch didn't hit as major counter, you should consider other options. Possibly, the opponent will crouch if he gets hit or blocks the punch. In that case, Shun has a middle rear attack, namely Rear Thrust (P+K) at his disposal. Try stuff like P+K, delay, (if the opponent initiates an attack then) K, or P+K -> E -> punch or low kick. * Lying down (b, d/b, d, d/f, f) Jijii has many cool options when he lies on the ground. The best time to lie is when you expect a high or middle attack to come. If you succeed in lying in time, preferably avoiding the opponent's attack attempt, you can do f+K or d+K which hits low level for a knock down or do K,P,K which looks very cool, but doesn't knock down (unless the sacrifice kick hit as counter). K, P, K can be delayed somewhat. By delaying K, P, the Punch part will come out even if the kick gets blocked by the opponent. The sweep (d+K) has poor range, but it can interrupt most low attacks as it seems to come out in no time. The rollover kicks (f+K) have better range, but somewhat slower. Anyway, if you notice the least movement from the opponent, f+K is fast enough to knock him down. Remember, you can only lie for 1 second. He is very vulnerable when he gets up from the lying position. * Handstand (f,d/f,d,d/b,b or u+P+K) u+P+K avoids low attacks and f,d/f,d,d/b,b can avoid some high attacks. If timed well, the mule kick (K+G) will hit low attackers and the Handstand kick (K) almost any high & middle attackers. As a new feature, he can now catch-throw the opponent from handstand position (frankensteiner P+G). Some clever opponents will dash in just outside the range of the frankensteiner and wait till you execute a move. As you recover from the move, he will blast you. So be careful not to initiate the attack too early. I think the frankensteiner(P+G) will catch the opponent even if he is in execution or recovery phase of an attack. Don't forget that Jijii can move around by tapping bb or ff although the speed or the range is nothing to write home about. P+K from the handstand is a nice move, too. If the opponent is in the distance and tries out long-range attack or dashes in, you might want to try it. It has good recovery time, so if the opponent blocks the P+K, block or try out his fast moves. It's a shame that you can't G-cancel the P+K. -sigh- It would have been totally awesome, if he could stop the running and proceed to other moves, but then, it would have been too much for the opponent. :) 2. GET HIM DRUNK ----------------------------------------------------------------- Jijii is much more dangerous when he is drunk. Well, more fun to play as well. Until you have enough DP's, drink whenever chances are there. Unfortunately, there are only few moves that allow him drink: * 2-handed Twisting Thrust (f+P+K) M (provides 5 DPs in version 3.0, 3 DPs in 3.x) It is the only "attack" that makes Shun drink (if connected, even). Comes out slowly, but it avoids high attacks and some middle attacks as well. So think of it as a high reversal, well, sort of... It has good range and does decent damage. If you use it in the distance and get it blocked, you are quite safe, actually. Any attempts of throw or attack afterwards, can be countered. Against combo-crazy characters like Lau, Pai and perhaps Aoi who tend to rely a lot on punch-rushes, it works very well. Whenever you expect punch-rushes or throw attempts, make them pay with this move. Be careful not to abuse it, though. You should use it as a surprise, defensive move. In my opinion, it has great value as an okizeme attack as well. When the opponent is down, keep a certain distance to the lying opponent. And as he gets up with a rising attack, immediately unleash the 2-handed twisting thrust. If the distance was right, it will connect whether it was a high or a low rising attack and send the opponent back where he belongs. :) If you fail, you will eat a rising attack, but it's worth the trouble when you think of the many drinking points he could be rewarded with. * P+G throw 50 (provides 5 DPs in 3.0, 3 DPs in 3.x) The easiest way to get him drunk, you would think. But in reality, it is pretty tough to connect this throw, mainly because the people are aware of the importance of this throw(they will enter P+G as throw-counter whenever they expect you to throw). So what to do? The trick is to use it in the unexpected moments. For example, u/f+E, P+G trick still works well when used sparingly. And as mentioned before, f+P,(P),G -> P+G and bf+P,G-> P+G are good ways to connect the throw. You will even want to run in and either throw or cartwheel kick (run -> K) the opponent. P+G throw will be easier to connect, if you mix up the throws as well. *Drinking* (d+P+K+G or sit P+K+G) Drinking is a good bait move, but you should only use it in the distance. If the opponent is knocked down, don't bother with his drinking in order to gain some DP's. Go for his ground attack (d/f+P) as he will gain 1 DP just like from the normal drinking. Also, if you float the opponent with chouwan uppercut or lunging punch (D/F+P), you should consider to have a sit and drink(for 3 DPs) instead of pounce or do combos. It can be a little risky, but when you think of all the extra options he gains afterwards, it's well worth it. Especially in the new versions of VF3 where P+G throw or twisting thrust only provides 3 DPs, sit and drink is definitely an option to be considered. 3. WHEN SHUN IS DRUNK Those moves will be avaliable: * Chouwan-Backfist combo (d/f,f+P, b+P)(6 DPs required) M H 28+18 Does good damage and floats for further punishment. Since Chouwan uppercut is uncounterable, try not to do the backfist part if chouwan gets blocked by the opponent. Chouwan-Backfist is best used for hitting floating opponents. * P, P, d+K, K (6 DPs required) H H L H 10+12+10+20 Very good combo! As soon as Shun is able to pull off this combo, you should start making the opponent guess. Use only half of it; proceeding to side kick, tap G after d+K, P, P delay, P... whatever you can come up with. You have plenty of options! P,P,G -> side kick works well because the opponent (who are used to play against Shun) will crouch after the two punches in order to block the shin kick. Another neat thing to try is P, P, E -> mule kick (u+K). If the mule kick hits crouching opponent or interrupts him otherwise, you can tag on cartwheel kick (ff+k) afterwards (works only in close stance). * Uppercut, Thrust & Sacrifice Kick (d/f+P,P+K, K) (8 DPs required) 19+16+23 Another excellent combo. Comes out quickly and floats on major counter. Try stuff like: Uppercut, thrust, G-cancel -> throw or... Uppercut, thrust, a very short delay then sliding uppercut (b d/f+P) which will interrupt incoming attack or throw attempt and send him high into the sky. If that is the case, do your most brutal combo. * Lie then K, P, d+K, K (10 DPs required) M M L H 25+12+10+20 Works in the same way as K, P, K. But perhaps this one is more likely to connect all the way. If the opponent is out of the range, try to delay the K, P part a little, and as they close in, do d+K, K. 4. COMBOS ----------------------------------------------------------------- Well, all the combos are tested by me and they should work on everyone (except Taka, of course). There are other possible combos than those below, but I've decided to concentrate on them, I can actually do. One little note: the most combos seem to work best in close stance. chouwan -> P, P, d+K chouwan -> uppercut (d/f+P) -> sweeps chouwan -> upper-thrust (d/f+P,P+K) -> sweeps chouwan-backfist -> upper -> sweeps sliding upper -> Jijii Triple (bf+P,P,P) -> sweeps sliding upper -> P, P, d+K sliding upper -> upper-thrust -> sweeps *interrupt required* chouwan -> chouwan -> sweeps chouwan -> cartwheel (ff+K) chouwan -> chouwan-backfist -> sweeps chouwan-backfist -> chouwan-backfist -> sweeps (only possible at the upper position) chouwan-backfist -> upper-thrust -> sweeps (only possible at the upper position) backfist (b+P) -> chouwan-backfist -> sweeps uppercut -> chouwan-backfist -> sweeps sliding upper -> chouwan -> sliding upper -> sweeps sliding upper -> chouwan-backfist -> sweeps sliding upper -> 1 fancy punch-hip attack (f+P, K) 2 x sliding upper -> sweeps 3 x sliding upper -> sweeps (against Aoi, Pai and Sarah at the upper position) *Turnover throw combo* turnover -> chouwan (guaranteed!) turnover -> chouwan -> cartwheel turnover -> chouwan ->upper-thrust -> sweeps turnover -> chouwan-backfist -> sliding upper -> sweeps turnover -> chouwan-backfist -> upper-thrust -> sweeps (at the lower position) turnover -> sliding upper (guaranteed in version 3.0) turnover -> sliding upper -> sliding upper -> sweeps turnover -> sliding upper -> Jijii triple -> sweeps turnover -> sliding upper -> upper -> sweeps turnover -> sliding upper -> upper-thrust -> sweeps 5. CLOSING WORDS ---------------------------------------------------------------------- When playing Jijii, "Unpredictability" is the key word. Combine all the moves /combos he has and *never* continue to repeat yourself. Just because P, P, d+K, K or fancy punches work well against certain opponents, don't rely on them too heavily. After a while, they will figure out what to do with these moves and if your opponent is able to guess your next move, you are doomed. Confuse them! Preferably, make them guess all day long. :p Remember, unlike other characters, he can sit, handstand, lie and do all the weird things. Also, don't forget that his basic moves like low kick or sidekick are very, very important. Actually, his low kick may be one of the best weapons he has against fast, aggressive characters like Lau, Pai and Jacky. Really, concentrating on basic will get you very far. Well, I can see that I *still* have missed many subjects in this FAQ, but it will be updated as long as I play Shun (which means many years forward :). If you have any questions, feel free to write. I would appreciate any comments or suggestions to the FAQ as well. Finally, I would like to thank Yuka Sugawara, Jakob Krantz Hvitved, Lars Holst Sorensen, the people of Shun mailing list & r.g.v.a for their support & information. Cheers! Ki Nam hyundai_dk@po.ia.dk Shun movelists: http://www.big.or.jp/~nob/shun-e.htm http://www.ecf.toronto.edu/~chubb/