Qcfx2+P has counter wire on it, right? I'm pretty sure I got wall bounces on the couple of them I landed as counterhits today, but I was a little overstimulated with playing XIII for the first time, so I could be mistaken *laughs* . Anyway, assuming that's right, I'm guessing the typical options for what to do off of the wire are the same as the post-crumple stuff:
1. super
2. qcf+BD, qcf+D, qcf+D, super (2 power gauge)
3. qcf+BD, qcf+D, qcb+A, qcf+A -> DC qcf+D, qcf+A, super (2 power gauage, 1 drive cancel)
4. qcb+A, qcf+A -> DC qcf+D, qcb+A, qcf+A (1 drive cancel)
5. (corner) qcf+D, s.C or super
If you don't have any super then s.CD does the most damage.
but just wanted to bring it up in case there was something better. Might it be possible to do CH qcfx2+P, qcf+D, <juggle stuff> (basically Ash's #2/3, with the CH DM instead of qcf+BD)? Or what about CH qcfx2+P, (roll or empty CD or A~C, A~B~C) CABC, qcfx2+P, since that's already something like 770 damage (not considering any bonus for getting a counterhit or potentially using an EX punch DM)?
Granted, good players probably won't be getting hit with counterhit punch DMs often, but it doesn't hurt to have something in mind in case it comes up, since that seems like it should be a nice threat for Shen against mindless zoning, especially if he can get nice damage without using drive meter.
Obviously, disregard all of this if I'm just getting confused between playing XIII and messing around some in XI *laughs*