Difference between revisions of "XV Broken/Shun'ei"
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<section begin="image"/>[[File:KOFXV Shunei Profile.png|thumb|Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.<br/>After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Shunei Profile.png|thumb|Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.<br/>After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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|description= | |description= | ||
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. | Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. | ||
* Surprisingly solid range, more range than 2D | * Surprisingly solid range, more range than 2D and 2A | ||
* Whiffs on crouching opponents limiting its use as a pressure tool. | * Whiffs on crouching opponents limiting its use as a pressure tool. | ||
* Can | * Can special cancel, making this Shun'ei's furthest reaching cancellable light normal. | ||
}} | }} | ||
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|description= | |description= | ||
* Poke with a slightly larger than expected hitbox and low recovery. Can cancel into command moves or his special cancellable Target Combo allowing for easy confirms. | * Poke with a slightly larger than expected hitbox and low recovery. Can cancel into command moves or his special cancellable Target Combo allowing for easy confirms. | ||
* Has no pushback which makes combos consistent even at further ranges | |||
* Slightly more range than far A | * Slightly more range than far A | ||
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes | * Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes | ||
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|moveId=shunei_crd | |moveId=shunei_crd | ||
|description= | |description= | ||
* Close range sweep with | * Close range sweep with good startup and useful as a low profile tool to beat out other normals | ||
* Whiff, empty, MAX, and special cancellable | * Whiff, empty, MAX, and special cancellable | ||
}} | }} | ||
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Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. | Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. | ||
* Despite its animation, it is not an overhead | * Despite its animation, it is not an overhead | ||
* Can be cancelled into | * Can be cancelled into j.236P or airdashes | ||
* | * Non-cancelled version can be kara-cancelled into j.236P and airdashes | ||
* The recovery of the command normal is also cancellable into his air dash | * The recovery of the command normal is also cancellable into his air dash, but not j.236P | ||
* Combos from Shun'ei's heavy normals | * Combos from Shun'ei's heavy normals | ||
}} | }} | ||
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* A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback | * A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback | ||
* C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A. | * C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A. | ||
* EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown | * EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown. | ||
}} | }} | ||
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|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance | |description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance | ||
* Non EX/EX version can negate most non EX/EX fireballs | * Non EX/EX version can negate most non EX/EX fireballs | ||
* Useful as a space control and | * Useful as a space control and hop check, but has a lot of active and recovery frames that allow the opponent to jump in on Shun'ei if whiffed at the wrong ranges. | ||
* Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but the projectile doesn't continue to be active during recovery frames. | * Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but the projectile doesn't continue to be active during recovery frames. | ||
* A version starts up slightly faster allowing it to combo from heavy and command normals | * A version starts up slightly faster allowing it to combo from heavy and command normals | ||
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* All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction. | * All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction. | ||
* C and AC version are Shun'ei's main high damage combo tools. | * C and AC version are Shun'ei's main high damage combo tools. | ||
* A version starts immediately from Shun'ei's current position while the C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack invincibility, and launches the opponent slightly higher. | * A version starts immediately from Shun'ei's current position while the C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw invincibility, and launches the opponent slightly higher, though it doesn't allow for any follow-ups, even with a Super Cancel. | ||
* EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Upper Body invincible during the initial frames of the attack. | * EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Upper Body invincible during the initial frames of the attack. | ||
* C and AC version allow a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | * C and AC version allow a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | ||
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|input=j.236D/BD | |input=j.236D/BD | ||
|description2= Shun'ei uses his power to propel himself forward in the air. | |description2= Shun'ei uses his power to propel himself forward in the air. | ||
* | * Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous. | ||
* Shun'ei has almost zero landing recovery when he lands. You can take advantage of this by going low when your opponent expects an air normal. | |||
}} | }} | ||
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|input=j.214D/BD | |input=j.214D/BD | ||
|description2= Shun'ei uses his power to propel himself backwards in the air. | |description2= Shun'ei uses his power to propel himself backwards in the air. | ||
* | *Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. | ||
}} | }} | ||
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* A diagonal air dash that allows Shun'ei to travel towards the ground. | * A diagonal air dash that allows Shun'ei to travel towards the ground. | ||
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous. | * Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous. | ||
* This has slightly more landing recovery than j.236D, about 6 frames. This is still very little and can still allow for high-low mix-ups. | |||
}} | }} | ||
Revision as of 03:07, 26 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Blau Wing - + / (Midair Only) (*)
Thruster Vision ~ Front - + (Midair Only) (*)
Thruster Vision ~ Back - + (Midair Only) (*)
Thruster Vision ~ Slant - + (Midair Only) (*)
Thruster Vision ~ Under - + (Midair Only) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 214A = 111 dmg |
½ Meter |
Anywhere |
2B > 2A > 623AC > 214C = 213 dmg |
1 Meter |
Anywhere |
2B > 2A > 214A > 236236B/D = 271 dmg |
2 Meter |
Anywhere |
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg |
Gameplay Overview
Shun'ei is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. His mobility allows him to rapidly switch his game plan and create opportunities in neutral - backing up to stay safe and bait commitments from the opponent, or closing in with threatening pokes. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
A
A |
---|
Far B
stand B
B
B |
---|
Far C
stand C
C
C |
---|
Far D
stand D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatterstrike
236CD
236CD |
---|
Jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Cthrow (forward)
(close) 4/6C
(close) 4/6C |
---|
dthrow (backward)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Sky Axe
Sky Axe
6B
6B |
---|
Ground Hammer
Ground Hammer
6A
6A |
---|
Target Combo 1
Target Combo 1
5CC
5CC |
---|
Special Moves
Scarlet Phantom
Scarlet Phantom
214A/C/AC
214A/C/AC |
---|
Aqua Spear
Aqua Spear
236A/C/AC
236A/C/AC |
---|
Rising Efreet
Rising Efreet
623A/C/AC
623A/C/AC |
---|
Blau Wing
Blau Wing
j.236A/C/AC
j.236A/C/AC |
---|
Thruster Vision • Front
Thruster Vision • Front
j.236D/BD
j.236D/BD |
---|
Thruster Vision • Back
Thruster Vision • Back
j.214D/BD
j.214D/BD |
---|
Thruster Vision • Slant
Thruster Vision • Slant
j.236B
j.236B |
---|
Thruster Vision • Under
Thruster Vision • Under
j.214B
j.214B |
---|
Super Special Moves
Gaianic Burst
Gaianic Burst
236236A/C/AC
236236A/C/AC |
---|
Specter Extension
Specter Extension
236236B/D/BD
236236B/D/BD |
---|
Phantom Singulation
Phantom Singulation
2141236CD
2141236CD |
---|