https://dreamcancel.com/w/api.php?action=feedcontributions&user=Joydivider1&feedformat=atomDream Cancel Wiki - User contributions [en]2024-03-28T20:36:40ZUser contributionsMediaWiki 1.37.1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=65063The King of Fighters XV/Shun'ei/Strategy2023-04-23T04:29:40Z<p>Joydivider1: /* General Gameplan */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used occasionally as a burst approach tool. It can also punish certain grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 623A/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
-----<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
{{#ev:youtube|t01ItkwVjHU|||'''Shun'ei Safe Jumps by B Cole'''|frame}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=65062XV Broken/Shun'ei2023-04-23T04:29:03Z<p>Joydivider1: /* Scarlet Phantom */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D and 2A<br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can special cancel, making this Shun'ei's furthest reaching cancellable light normal.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Has no pushback which makes combos consistent even at further ranges<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Chains into 2A<br />
* Not special cancellable <br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with good startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into j.236P or airdashes<br />
* Non-cancelled version can be kara-cancelled into j.236P and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash, but not j.236P <br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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. It also has some lower body invincibility, which allows for punishes on reaction against certain grounded projectiles.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* A version can be used to anti-air jumps on reaction due to its speed and air attack invulnerability.<br />
* C and AC versions have upper body invulnerability and are Shun'ei's main high damage combo tools. <br />
* A version starts immediately from Shun'ei's current position, though it doesn't allow for any follow-ups, even with a Super Cancel. Hefty recovery compared to the others so don't use this for anything but anti-airs.<br />
* C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw invincibility, and launches the opponent slightly higher.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough, but if you just want them out of the air use the A version.<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
*Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=63575XV Broken/Shun'ei2023-03-28T02:17:54Z<p>Joydivider1: /* Close Standing Normals */ Rush auto combo is not Shun's most damaging combo from a low 2B (2B > cl.B > 2A > far A)</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D and 2A<br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can special cancel, making this Shun'ei's furthest reaching cancellable light normal.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Has no pushback which makes combos consistent even at further ranges<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Chains into 2A<br />
* Not special cancellable <br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with good startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into j.236P or airdashes<br />
* Non-cancelled version can be kara-cancelled into j.236P and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash, but not j.236P <br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* A version can be used to anti-air jumps on reaction due to its speed and air attack invulnerability.<br />
* C and AC versions have upper body invulnerability and are Shun'ei's main high damage combo tools. <br />
* A version starts immediately from Shun'ei's current position, though it doesn't allow for any follow-ups, even with a Super Cancel. Hefty recovery compared to the others so don't use this for anything but anti-airs.<br />
* C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw invincibility, and launches the opponent slightly higher.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough, but if you just want them out of the air use the A version.<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
*Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=62908The King of Fighters XV/Shun'ei/Strategy2023-03-09T09:21:33Z<p>Joydivider1: /* Anti-Airing */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 623A/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
-----<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=62661The King of Fighters XV/Shun'ei/Strategy2023-03-05T05:27:03Z<p>Joydivider1: /* Meter Usage */ 214AC can't be used for anti-projectile any more</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
-----<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=61017The King of Fighters XV/Shun'ei/Strategy2023-02-11T21:15:21Z<p>Joydivider1: /* Pressure */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
-----<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=61006The King of Fighters XV/Shun'ei/Combos2023-02-11T20:34:55Z<p>Joydivider1: /* Heavy Starters */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead of cl.D for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=60087The King of Fighters XV/Shun'ei/Strategy2023-02-01T05:02:59Z<p>Joydivider1: /* Approaches */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jump frames AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=60086The King of Fighters XV/Shun'ei/Strategy2023-02-01T05:01:06Z<p>Joydivider1: /* Approaches */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=60085The King of Fighters XV/Shun'ei/Strategy2023-02-01T05:00:18Z<p>Joydivider1: /* Anti-Airing */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place to start is by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=60074XV Broken/Shun'ei2023-02-01T01:21:43Z<p>Joydivider1: /* Gameplay Overview */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D and 2A<br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can special cancel, making this Shun'ei's furthest reaching cancellable light normal.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Has no pushback which makes combos consistent even at further ranges<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with good startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into j.236P or airdashes<br />
* Non-cancelled version can be kara-cancelled into j.236P and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash, but not j.236P <br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction.<br />
* C and AC version are Shun'ei's main high damage combo tools.<br />
* 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. Hefty recovery compared to the others so don't use this for anything but anti-airs.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
*Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
* 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.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=59394The King of Fighters XV/Shun'ei/Strategy2023-01-22T23:39:33Z<p>Joydivider1: /* General Gameplan */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and can be used occasionally as a burst approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=59393The King of Fighters XV/Shun'ei/Strategy2023-01-22T23:38:33Z<p>Joydivider1: /* Meter Usage */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and is a safe on block approach tool.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=59392The King of Fighters XV/Shun'ei/Strategy2023-01-22T23:38:19Z<p>Joydivider1: /* Meter Usage */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction and is a safe on block approach tool<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58922The King of Fighters XV/Shun'ei/Combos2023-01-18T22:43:37Z<p>Joydivider1: /* EX */ 214AC route removed</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58920The King of Fighters XV/Shun'ei/Combos2023-01-18T22:39:26Z<p>Joydivider1: /* 1 Bar */ 236A and 214AC routes removed</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58918The King of Fighters XV/Shun'ei/Combos2023-01-18T21:43:12Z<p>Joydivider1: /* EX */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58917The King of Fighters XV/Shun'ei/Combos2023-01-18T21:41:19Z<p>Joydivider1: /* 1 Bar */ 214AC change</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58916The King of Fighters XV/Shun'ei/Combos2023-01-18T21:26:36Z<p>Joydivider1: /* EX */ Removed CH j.CD into 623A routes</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58913The King of Fighters XV/Shun'ei/Combos2023-01-18T21:21:22Z<p>Joydivider1: /* Meterless */ Removed CD into 623A route</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58904XV Broken/Shun'ei2023-01-18T20:59:05Z<p>Joydivider1: /* Gameplay Overview */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into Blau Wing or airdashes<br />
* Regular version can be kara-cancelled into Blau Wing and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash<br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction.<br />
* C and AC version are Shun'ei's main high damage combo tools.<br />
* 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.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58903XV Broken/Shun'ei2023-01-18T20:57:07Z<p>Joydivider1: /* Gameplay Overview */ Removed neutral con, addition of 623A anti-air fundamentally changes Shun neutral</p>
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<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into Blau Wing or airdashes<br />
* Regular version can be kara-cancelled into Blau Wing and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash<br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction.<br />
* C and AC version are Shun'ei's main high damage combo tools.<br />
* 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.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58901The King of Fighters XV/Shun'ei/Strategy2023-01-18T20:52:58Z<p>Joydivider1: /* Whiff Punishes and Roll Punishes */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A is 6f and can be special cancelled into 214A or 623AC<br />
* 2A is 5f, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58891XV Broken/Shun'ei2023-01-18T20:15:43Z<p>Joydivider1: /* Rising Efreet */ 623A anti-air note added</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into Blau Wing or airdashes<br />
* Regular version can be kara-cancelled into Blau Wing and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash<br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction.<br />
* C and AC version are Shun'ei's main high damage combo tools.<br />
* 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.<br />
* 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.<br />
* 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58888XV Broken/Shun'ei2023-01-18T20:11:41Z<p>Joydivider1: /* Sky Axe */ Kara cancel note added</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Can be cancelled into Blau Wing or airdashes<br />
* Regular version can be kara-cancelled into Blau Wing and airdashes<br />
* The recovery of the command normal is also cancellable into his air dash<br />
* Combos from Shun'ei's heavy normals<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Data&diff=58887The King of Fighters XV/Shun'ei/Data2023-01-18T20:08:04Z<p>Joydivider1: /* stand A */ far A special cancel added</p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_shunei_cla_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_shunei_clb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 6<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_shunei_clc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 16<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====close D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_shunei_cld_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 6<br />
| active = 3 (5) 2<br />
| recovery = 21<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 80 (40+40)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
===Far Standing Normals===<br />
====stand A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_sta<br />
| name = stand A<br />
| input = A<br />
| images = XV_shunei_fa_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 4<br />
| recovery = 8<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====stand B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_stb<br />
| name = stand B<br />
| input = B<br />
| images = XV_shunei_fb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====stand C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_stc<br />
| name = stand C<br />
| input = C<br />
| images = XV_shunei_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command <br />
| startup = 9<br />
| active = 2<br />
| recovery = 21<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
<br />
====stand D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_std<br />
| name = stand D<br />
| input = D<br />
| images = XV_shunei_fd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = 5<br />
| recovery = 25<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cra<br />
| name = crouch A<br />
| input = cr.A<br />
| images = XV_shunei_2a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====crouch B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crb<br />
| name = crouch B<br />
| input = cr.B<br />
| images = XV_shunei_2b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = super<br />
| startup = 4<br />
| active = 4<br />
| recovery = 10<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====crouch C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crc<br />
| name = crouch C<br />
| input = cr.C<br />
| images = XV_shunei_2c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = 3<br />
| recovery = 21<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====crouch D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_crd<br />
| name = crouch D<br />
| input = cr.D<br />
| images = XV_shunei_2d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = command<br />
| startup = 9<br />
| active = 4<br />
| recovery = 15<br />
| hitadv = Soft Knockdown<br />
| blockadv = 0<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_shunei_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_shunei_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_shunei_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_shunei_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 9<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_shunei_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_shunei_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====hop D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_shunei_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_shunei_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Rush===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_shunei_rush2_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 48 (25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = Rush<br />
| startup = <br />
| active = <br />
| recovery = <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_shunei_rush1_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (25+25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = Rush<br />
| startup = <br />
| active = <br />
| recovery = <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Command normals===<br />
====Sky Axe ====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_6b<br />
| name = Sky Axe <br />
| input = 6B<br />
| images = XV_shunei_6b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45 [35]<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 15<br />
| active = 2<br />
| recovery = 24<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 80<br />
}}<br />
<br />
====Ground Hammer ====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_6a<br />
| name = Ground Hammer <br />
| input = 6A<br />
| images = XV_shunei_6a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 [45]<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]<br />
| cancel = super [special]<br />
| startup = 25 [19]<br />
| active = 4<br />
| recovery = 15 [19]<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 90 [40]<br />
| guardDamage = 110 [80]<br />
}}<br />
<br />
====Target Combo 1 ====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_5cc<br />
| name = Target Combo 1 <br />
| input = 5CC<br />
| images = XV_shunei_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 78 (40+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 2<br />
| recovery = 20<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 100 (40+60)<br />
| guardDamage = 100 (60+40)<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_shunei_cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 4<br />
| recovery = 27<br />
| hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit)<br />
| blockadv = -8<br />
| invul = Low Body: 7 to 30 (24 Frames)<br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====Shatterstrike====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236cd<br />
| name = Shatterstrike<br />
| input = 236CD<br />
| images = XV_shunei_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_shunei_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_shunei_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====Cthrow (forward)====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cthrow<br />
| name = Cthrow (forward)<br />
| input = (close) 4/6C<br />
| images = XV_shunei_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = Hard Knockdown<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====dthrow (backward)====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_dthrow<br />
| name = dthrow (backward)<br />
| input = (close) 4/6D<br />
| images = XV_shunei_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = Hard Knockdown<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Scarlet Phantom===<br />
====214A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214a<br />
| name = Scarlet Phantom <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_shunei_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 12<br />
| active = 7<br />
| recovery = 17<br />
| hitadv = Soft Knockdown<br />
| blockadv = -5<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214c<br />
| name = Scarlet Phantom <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_shunei_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 16<br />
| active = 7<br />
| recovery = 18<br />
| hitadv = Hard Knockdown<br />
| blockadv = -6<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_214ac<br />
| name = Scarlet Phantom <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_shunei_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 120<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 10<br />
| active = 7<br />
| recovery = 18<br />
| hitadv = Hard Knockdown<br />
| blockadv = -10<br />
| invul = Lower Body after proximity box makes contact: 9 to 18 (10 Frames)<br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
===Aqua Spear===<br />
====236A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236a<br />
| name = Aqua Spear <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_shunei_236a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 16<br />
| active = 8<br />
| recovery = 24<br />
| hitadv = Soft Knockdown<br />
| blockadv = -5<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236c<br />
| name = Aqua Spear <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_shunei_236a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 21<br />
| active = 10<br />
| recovery = 22<br />
| hitadv = Soft Knockdown<br />
| blockadv = -5<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236ac<br />
| name = Aqua Spear <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_shunei_236a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 14<br />
| active = 11<br />
| recovery = 23<br />
| hitadv = Crumple (Close) / Soft Knockdown (Max Range)<br />
| blockadv = -7<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 80<br />
}}<br />
<br />
===Rising Efreet===<br />
====623A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623a<br />
| name = Rising Efreet <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_shunei_623a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 10<br />
| active = 7<br />
| recovery = 25<br />
| hitadv = Soft Knockdown<br />
| blockadv = -13<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
====623C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623c<br />
| name = Rising Efreet <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_shunei_623a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 85<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 18<br />
| active = 7<br />
| recovery = 28<br />
| hitadv = Soft Knockdown<br />
| blockadv = -16<br />
| invul = Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames)<br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
====623AC====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_623ac<br />
| name = Rising Efreet <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_shunei_623a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 107 (50+60)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 7 (11) 7<br />
| recovery = 14<br />
| hitadv = Soft Knockdown<br />
| blockadv = -20<br />
| invul = Upper Body: 1 to 12 (12 Frames)<br />
| stun = 0<br />
| guardDamage = 80<br />
}}<br />
===Blau Wing===<br />
====j.236A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236a<br />
| name = Blau Wing <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = j.236A<br />
| images = XV_shunei_j236a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 11<br />
| active = 7<br />
| recovery = 7 on ground<br />
| hitadv = Hard Knockdown<br />
| blockadv = 4 (Lowest height) to -5 (Highest height) / -3 (After Sky Axe, 6B)<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
<br />
====j.236C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236c<br />
| name = Blau Wing <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = j.236C<br />
| images = XV_shunei_j236a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 14<br />
| active = 8<br />
| recovery = 2 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = 1 (Lowest height) to -6 (Highest height) / -1 (After Sky Axe, 6B)<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
<br />
====j.236AC====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236ac<br />
| name = Blau Wing <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = j.236AC<br />
| images = XV_shunei_j236a_ima.png<br />
| hitboxes = XV_placeholder.pnggian<br />
| damage = 85 (30+28+30)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 14<br />
| active = 8<br />
| recovery = 8 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = 6 (Lowest height) to -2 (Highest height) / 5 (After Sky Axe, 6B)<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
===Thruster Vision===<br />
====j.236D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236d<br />
| name = Thruster Vision • Front <br />
| header = yes<br />
| version = D<br />
| orderId = 1<br />
| input = j.236D<br />
| images = XV_shunei_j236d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 12 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
====j.236BD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236bd<br />
| name = Thruster Vision • Front <br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = j.236BD<br />
| images = XV_shunei_j236d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 5 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
====j.214D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214d<br />
| name = Thruster Vision • Back <br />
| header = yes<br />
| version = D<br />
| orderId = 1<br />
| input = j.214D<br />
| images = XV_shunei_j214d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 12 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
====j.214BD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214bd<br />
| name = Thruster Vision • Back<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = j.214BD<br />
| images = XV_shunei_j214d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 5 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = Full Body: 1 to 10 (10 Frames)<br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
====j.236B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j236b<br />
| name = Thruster Vision • Slant<br />
| input = j.236B<br />
| images = XV_shunei_j236b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 10 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
====j.214B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_j214b<br />
| name = Thruster Vision • Under<br />
| input = j.214B<br />
| images = XV_shunei_j214b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = N/A<br />
| guard = N/A<br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 10 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = N/A<br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Gaianic Burst===<br />
====236236A====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236a<br />
| name = Gaianic Burst <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236236A<br />
| images = XV_shunei_236236p_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 180 (70+110) Min:90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 7<br />
| active = 7 (22) Full Screen Projectile<br />
| recovery = 40<br />
| hitadv = Hard Knockdown<br />
| blockadv = -14<br />
| invul = Full Body: 1 to 11 (11 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236C====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236c<br />
| name = Gaianic Burst <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236236C<br />
| images = XV_shunei_236236p_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 180 (70+110) Min:90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 7<br />
| active = 7 (22) Full Screen Projectile<br />
| recovery = <br />
| hitadv = Hard Knockdown<br />
| blockadv = -14<br />
| invul = Full Body: 1 to 11 (11 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236ac<br />
| name = Gaianic Burst <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236236AC<br />
| images = XV_shunei_236236ac_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 330 (130+100+100) Min:165<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = climax<br />
| startup = 7<br />
| active = 9 (4) Full Screen Projectile<br />
| recovery = 81<br />
| hitadv = Hard Knockdown<br />
| blockadv = -29<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Specter Extension===<br />
====236236B====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236b<br />
| name = Specter Extension <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236236B<br />
| images = XV_shunei_236236k_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 190 (40+35+40+35+40) Min:94<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 9<br />
| active = 9<br />
| recovery = 33<br />
| hitadv = Hard Knockdown<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 6 (6 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236D====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236d<br />
| name = Specter Extension <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236236D<br />
| images = XV_shunei_236236bd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 190 (40+35+40+35+40) Min:94<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 9<br />
| active = 9<br />
| recovery = 33<br />
| hitadv = Hard Knockdown<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 6 (6 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236BD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_236236bd<br />
| name = Specter Extension <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236236BD<br />
| images = XV_shunei_236236bd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 333 (41+40+41+40+41+130) Min:200<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = 11<br />
| recovery = 47<br />
| hitadv = Hard Knockdown<br />
| blockadv = -47<br />
| invul = Full Body: 1 to 8 (8 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
===Phantom Singulation===<br />
====214236CD====<br />
{{MoveData-KOFXV | character = Shun'ei | moveId = shunei_2141236cd<br />
| name = Phantom Singulation<br />
| input = 2141236CD<br />
| images = XV_shunei_2141236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 440 (70+120+250) Min:245<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = 8<br />
| recovery = 42<br />
| hitadv = Hard Knockdown<br />
| blockadv = -31<br />
| invul = Full Body: 1 to 14 (14 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58871The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:56:09Z<p>Joydivider1: /* Safejumps */ 214C 623A meter build safejump gone with latest patch, 623A notes changed</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A/Far B have the same range and speed - Far A can also be special cancelled into 214A or 623AC. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A knockdown if you slightly delay - but properly delaying especially in the conventional situation of anti-airing with 623A can be a difficult task. You can simply take the standard point blank soft knockdown oki if you prefer instead<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58869The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:39:37Z<p>Joydivider1: /* Blockstrings */ Removed some 214AC things</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A/Far B have the same range and speed - Far A can also be special cancelled into 214A or 623AC. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
Your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst optionsC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58868The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:37:09Z<p>Joydivider1: /* Whiff Punishes and Roll Punishes */ Removed 214AC whiff punishes</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* CD has decent range and good reward on hit.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far A/Far B have the same range and speed - Far A can also be special cancelled into 214A or 623AC. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58865The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:31:56Z<p>Joydivider1: /* Anti-Airing */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
* Anti-air close jump-ins with 623A. The upper body invuln and soft knockdown oki on hit make standing at the range where you can anti-air jumps on reaction a reasonable tactic.<br />
*<br />
* Anti-air jumps from farther away on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
*<br />
* A good place is to start by anti-airing most jumps on reaction with 623A, and anti-air farther jumps with far D. You can incorporate 2C and j.A once you have a better feel for anti-airing at different ranges.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 623A anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58864The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:26:39Z<p>Joydivider1: /* Approaches */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approaches with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction which makes them a bit easier to Tiger Knee.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58858The King of Fighters XV/Shun'ei/Strategy2023-01-18T18:12:40Z<p>Joydivider1: /* Approaches */ Added kara-cancel and tiger knee air specials</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214AC is a bit like 214A with more range, but leads to more reward on hit in exchange for slightly more risk on block and slower startup. You can also use 214C - but 214C is firmly unsafe on block.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
* 6B can be kara-cancelled into air specials, allowing for very tight and useful airdashes from the ground. You can also kara-cancel into j.236P, which allows for unique movement and approach with blue claw. You can Tiger Knee j.236C for a keepaway tool. Lastly, you can Tiger Knee EX Airdash Forward for incredibly fast approaches in neutral. Tiger Knee-ing regular airdashes is difficult because you need to delay your airdash input both after your pre-jumps AND a little bit longer so you can reach minimum height - EX Airdashes do not have a minimum height restriction.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58851The King of Fighters XV/Shun'ei/Strategy2023-01-18T17:58:22Z<p>Joydivider1: /* Meter Usage */ 214AC whiff punish removed - latest patch added 6f startup and reduced distance travelled</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC can be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214C is a bit like 214A with more range, but leads to more reward on hit in exchange for a lack of safety on block. Generally a gimmick approach since you can block it on reaction from far range anyways.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58780XV Broken/Shun'ei2023-01-14T09:34:42Z<p>Joydivider1: /* Blowback */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58764XV Broken/Shun'ei2023-01-09T07:10:04Z<p>Joydivider1: /* Aqua Spear */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage<br />
* Doing this cancel typically leads to combos<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58763XV Broken/Shun'ei2023-01-09T07:09:04Z<p>Joydivider1: /* Aqua Spear */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage<br />
* Doing this cancel typically leads to combos<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but without the projectile continuing to be active during recovery frames.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58762XV Broken/Shun'ei2023-01-09T07:08:44Z<p>Joydivider1: /* Aqua Spear */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage<br />
* Doing this cancel typically leads to combos<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* Aqua Spear is generally vulnerable to whiff punishes, since the animation is similar in length to most projectile moves, but without the projectile continuing to be active during recovery frames.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58616The King of Fighters XV/Shun'ei/Strategy2022-12-30T22:28:51Z<p>Joydivider1: /* Blockstrings */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC is arguably Shun'ei's strongest whiff punish tool and can also be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214C is a bit like 214A with more range, but leads to more reward on hit in exchange for a lack of safety on block. Generally a gimmick approach since you can block it on reaction from far range anyways.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58615The King of Fighters XV/Shun'ei/Strategy2022-12-30T22:24:46Z<p>Joydivider1: /* Blockstrings */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC is arguably Shun'ei's strongest whiff punish tool and can also be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214C is a bit like 214A with more range, but leads to more reward on hit in exchange for a lack of safety on block. Generally a gimmick approach since you can block it on reaction from far range anyways.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen special cancel options after 6A cancelled into after a normal are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58610The King of Fighters XV/Shun'ei/Strategy2022-12-30T22:17:37Z<p>Joydivider1: /* Anti-Airing */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC is arguably Shun'ei's strongest whiff punish tool and can also be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214C is a bit like 214A with more range, but leads to more reward on hit in exchange for a lack of safety on block. Generally a gimmick approach since you can block it on reaction from far range anyways.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen cancel options after cl.C > 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage. It can have utility both as a buffer and a safer 6A hit confirm option if you don't want to risk screwing up your hit confirm and end up doing DP on block.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58491XV Broken/Shun'ei2022-12-21T01:31:58Z<p>Joydivider1: /* Gameplay Overview */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage<br />
* Doing this cancel typically leads to combos<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=XV_Broken/Shun%27ei&diff=58490XV Broken/Shun'ei2022-12-21T01:31:38Z<p>Joydivider1: /* Gameplay Overview */ Grounded movement pro clarification</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<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"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Buster Knee Kick - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Leg Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Sky Axe - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ground Hammer - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - (Far) [[image:c.gif]] > [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Scarlet Phantom - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Aqua Spear - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Efreet - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Blau Wing - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Front - [[image:qcf.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Back - [[image:qcb.gif]] + [[image:d.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Slant - [[image:qcf.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
Thruster Vision ~ Under - [[image:qcb.gif]] + [[image:b.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Gaianic Burst - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Specter Extension - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Phantom Singulation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A = 111 dmg<br/><br />
cl.C > 6C > 623C > 214A = 243 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 623AC > 214C = 213 dmg<br/><br />
2B > 2A > 236AC > 214C = 193 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 214A > 236236B/D = 271 dmg<br/><br />
2B > 2A > 236AC > 623AC > 214C = 275 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg<br/><br />
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. <br />
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.<br />
| pros=<br />
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement.<br />
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options.<br />
* '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.<br />
* '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K.<br />
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.<br />
<br />
| cons=<br />
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral.<br />
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.<br />
* '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_sta<br />
|description=<br />
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab. <br />
* Surprisingly solid range, more range than 2D <br />
* Whiffs on crouching opponents limiting its use as a pressure tool. <br />
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stb<br />
|description=<br />
Hop check normal alternative to far A.<br />
* Same range as far A, but hits crouching opponents<br />
* Slightly retracts lower hurtbox, can interact well against lows<br />
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A<br />
* Leaves Shun'ei at a frame disadvantage on hit<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_stc<br />
|description=<br />
* 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.<br />
* Slightly more range than far A<br />
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_std<br />
|description=<br />
One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively<br />
* Has decent range (more than far C) <br />
* Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.<br />
* Super and MAX cancellable<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops.<br />
* Can be used as an alternative to 2A when up close.<br />
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clb<br />
|description=<br />
* Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_clc<br />
|description=<br />
* Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)<br />
* Combos into both of his command normals on hit and block<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cld<br />
|description=<br />
* Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)<br />
* Both the first and second hits of this normal are special, MAX, and super cancellable<br />
* A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits<br />
* Counts as only one hit in terms of scaling, leading to max damage combos<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cra<br />
|description=<br />
* Shun'ei's go-to normal for light confirms<br />
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)<br />
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crb<br />
|description=<br />
* Shun'ei's decent ranged low starter to establish a high/low game and to check blocks<br />
* Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX <br />
* Links into 2A<br />
* Not special cancellable <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crc<br />
|description=<br />
* One of Shun'ei's anti-air options in alternative to far 5D<br />
* Special cancellable and combos into both of his command normals<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_crd<br />
|description=<br />
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals<br />
* Whiff, empty, MAX, and special cancellable<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_ha,shunei_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps<br />
* Has a decent amount of active frames and a generous hitbox <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hb,shunei_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups<br />
* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in<br />
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hc,shunei_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Decent jump-in option as Shun'ei in situations where a crossup isn't needed<br />
* Special cancellable into j.236A/C/AC or his forward or backward EX air boost<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hd,shunei_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Shun'ei's #1 jump in and hop pressure option<br />
* Decent hitbox and crossup potential <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_cd<br />
|description=<br />
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack<br />
* Can be cancelled into 214A for a true blockstring with better frame advantage<br />
* Doing this cancel typically leads to combos<br />
* Unlike most other CDs, this cannot be whiff cancelled<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236cd<br />
|description=<br />
* Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike<br />
* When done raw on ground hit the recovery does not allow for any ground normal follow ups<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_hcd,shunei_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals<br />
* Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks<br />
* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions<br />
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials<br />
* Very limited crossup hitbox<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_rush1,shunei_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Used for a couple very specific combo routes.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_cthrow<br />
|description= Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.<br />
* Launches Shun'ei's opponent roughly 2 jumps/3 hops away<br />
*<br />
*<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = shunei_dthrow<br />
|description= Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.<br />
* Leaves Shun'ei right outside of hop distance of the opponent<br />
*<br />
*<br />
}}<br />
<br />
==Command Moves==<br />
===Sky Axe===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6b<br />
|description=<br />
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. <br />
* Despite its animation, it is not an overhead<br />
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash<br />
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash<br />
* Combos from Shun'ei's heavy normals<br />
<br />
}}<br />
<br />
===Ground Hammer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_6a<br />
|description=<br />
Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation. <br />
* Special and Super cancelable.<br />
* Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_5cc<br />
|description=<br />
Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.<br />
}}<br />
<br />
==Special Moves==<br />
===Scarlet Phantom===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_214a,shunei_214c,shunei_214ac<br />
|name=Scarlet Phantom<br />
|input=214A/C/AC<br />
|description3=Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range. <br />
* Special cancellable into super or climax (notably his 236236B/D/BD) <br />
* If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place<br />
* 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<br />
* 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. <br />
* 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 and combos from lights.<br />
}}<br />
<br />
===Aqua Spear===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236a,shunei_236c,shunei_236ac<br />
|name=Aqua Spear<br />
|input=236A/C/AC<br />
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance <br />
* Non EX/EX version can negate most non EX/EX fireballs<br />
* Useful as a space control and poking tool, 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.<br />
* A version starts up slightly faster allowing it to combo from heavy and command normals<br />
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.<br />
* EX version has increases properties and a faster startup allowing it to combo from 2A. <br />
* The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A. <br />
<br />
}}<br />
<br />
===Rising Efreet===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_623a,shunei_623c,shunei_623ac<br />
|name=Rising Efreet<br />
|input=623A/C/AC<br />
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. <br />
* Shun'ei's main high damage combo tool.<br />
* 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.<br />
* 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.<br />
* All versions allows 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<br />
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough.<br />
* A version can be used to build meter at full screen<br />
}}<br />
<br />
===Blau Wing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236a,shunei_j236c,shunei_j236ac<br />
|name=Blau Wing<br />
|input=j.236A/C/AC<br />
|description3= Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options. <br />
* A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.<br />
* C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects. <br />
* EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.<br />
* A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.<br />
}}<br />
<br />
===Thruster Vision • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236d,shunei_j236bd<br />
|name=Thruster Vision • Front<br />
|input=j.236D/BD<br />
|description2= Shun'ei uses his power to propel himself forward in the air.<br />
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214d,shunei_j214bd<br />
|input=j.214D/BD<br />
|description2= Shun'ei uses his power to propel himself backwards in the air.<br />
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer. <br />
}}<br />
<br />
===Thruster Vision • Slant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j236b<br />
|input=j.236B<br />
|description= Shun'ei uses his power to propel himself downwards diagonally in the air.<br />
* A diagonal air dash that allows Shun'ei to travel towards the ground.<br />
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.<br />
}}<br />
<br />
===Thruster Vision • Under===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_j214b<br />
|input=j.214B<br />
|description= Shun'ei uses his power to propel himself back towards the ground.<br />
*Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gaianic Burst ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236a,shunei_236236c,shunei_236236ac<br />
|name=Gaianic Burst <br />
|input=236236A/C/AC<br />
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.<br />
* Invincible start-up.<br />
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy<br />
* MAX version of this super fires an additional energy blast<br />
}}<br />
<br />
===Specter Extension===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_236236b,shunei_236236d,shunei_236236bd<br />
|name=Specter Extension<br />
|input=236236B/D/BD<br />
|description3=<br />
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.<br />
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.<br />
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight.<br />
* All versions switches sides, except against a cornered opponent.<br />
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.<br />
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.<br />
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.<br />
}}<br />
<br />
===Phantom Singulation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shunei_2141236cd<br />
|input=2141236CD<br />
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!<br />
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|Asg-tHYHJOA|||'''Shun'ei Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shun'ei]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Strategy&diff=58383The King of Fighters XV/Shun'ei/Strategy2022-12-08T06:28:25Z<p>Joydivider1: /* cl.C */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
==General Gameplan==<br />
<br />
=== Meter Usage ===<br />
<br />
Overall, meter improves Shun'ei's anti-airs, whiff punishes, ability to deal with projectiles, and defensive options. Having 1 bar of meter available shores up a lot of Shun'ei's weaknesses, improving his neutral and his defense significantly.<br />
<br />
* 214AC is arguably Shun'ei's strongest whiff punish tool and can also be used to punish grounded projectiles on reaction.<br />
* <br />
* 236236P is an excellent tool for buffering anti-airs out of whiff cancels or recovery.<br />
* <br />
* 236236K is an excellent tool for buffering whiff punishes out of whiff cancels or recovery.<br />
*<br />
* 236236BD is great for punishing projectiles on reaction at mid-range.<br />
* <br />
* GC Blowback, GC Roll, and Shatter Strike are all very helpful for Shun'ei due to his naturally poor defense.<br />
*<br />
* Shatter Strike improves Shun'ei's anti-air game significantly.<br />
* <br />
* 236AC can be used to clash with EX-level projectiles, can punish regular projectiles if you're close enough, and can also be used for whiff punishes.<br />
* <br />
* 623AC is a risky hard read option in mid-ranged neutral, and has some surprising utility when defending against blockstrings or sliding through "high" projectiles (i.e. Robert/Athena/Ash).<br />
* <br />
* j.236AC is plus on block in the corner when used after 6B and can be used to set up further frametraps and extended blockstrings.<br />
* <br />
* j.236BD can be used to reset your pressure after 6B in blockstrings, just keep in mind it's a punishable gimmick against prepared opponents.<br />
* <br />
* 214236CD is a great anti-air that can punish opponents trying to exploit Shun'ei's weakness to crossups.<br />
<br />
==Neutral==<br />
<br />
=== Approaches ===<br />
<br />
* j.CD is your main approach tool. Its range isn't amazing, but it does have a decent hitbox for air-to-ground interactions. Its startup is a bit slow as well, but overall it's still a functional tool for approaching and controlling space. You can counterhit confirm j.CD into 214C pretty much anywhere on the screen, and sometimes even stronger conversions like 623AC, or j.236C/AC in the corner. j.CD's hitbox interacts a bit worse with jump normals coming from above, so be wary of your opponents landing on top of your j.CD approach with their own jump normal.<br />
* j.D can be used in situations where you need a bit more range when approaching/landing. At these farther spacings, you can try to frametrap after j.D with far.C or CD. j.B can be a good alternative against low profiles or crouchers, due to having more active frames.<br />
* CD defines your ground approach game. It converts on trade, it's mostly safe on block when buffered into 214A, it can convert on aerial counterhit into 214A, it crushes lows, and it's very easy to dump meter into a conversion if you open an opponent up with it. Be very alert for aerial approaches which might punish CD's recovery, and be cautious of opponents that use their movement to try and bait a whiff for a hard punish. The prospective threat of CD can really allow you to control space, intimidate your opponent into not throwing out as many grounded pokes, and overall gives you some much needed dominance in the grounded neutral. You may want to buffer 236236 after 214A if you see your opponent in the air when you throw CD out, that way you can 236236P out of recovery to try and punish opponents that jump on top of your CD with late timing.<br />
* Aqua Spear is similar to CD, interacting well against pokes that don't have enough range to trade against it. The reward on hit isn't as high as CD, but the lack of forward movement and whiff cancel property can make it a safer and more stable option. Don't forget to use the 2369 input technique to guarantee you don't get DP after running. You can buffer another 236 after the Aqua Spear to try and confirm into 236236K on reaction after any incidental whiff punishes.<br />
* Far C can lead to some okay stagger pressure on block, with a variety of cancel routes available including safe on block specials like 214A or 236A/C. Overall, while it has passable range and startup, it still isn't a particularly impressive approach tool.<br />
* 214A can interact favorably against hops, and is fine to use against opponents that are sitting still and blocking. However, it often loses to keepout buttons and is disastrous on whiff.<br />
* 214C is a bit like 214A with more range, but leads to more reward on hit in exchange for a lack of safety on block. Generally a gimmick approach since you can block it on reaction from far range anyways.<br />
* 2D's weak range makes it an underwhelming approach tool. It will even lose interactions to certain far As or other hop check normals due to how stubby it is and how much you have to run in to get in range for it.<br />
* Running up for a throw or a light confirm is mostly functional for Shun. <br />
* 2A can actually be a relatively safe approach tool that can lead into frametrap/stagger pressure with 6B/6A/236A/236C cancels, and can confirm into 214A on hit. There's actually an OS that can be used for this - do 2A with a slightly delayed cancel into 6A/6B/214A/236A. The window for special/command normal cancels out of 2A is smaller than the cancel window for chains, so if you delay your 6A/6B/214A/236A input the right amount you'll get 5A/5B instead on whiff, and throwing out 5A/5B in neutral is much safer than whiffing 6A/6B/214A and less committal than Aqua Spear. You can also use this OS for keepout. <br />
* Forward Airdash can be used to approach from unexpected angles, but your hops/jumps more or less give away your possible trajectory - a prepared opponent can try to pre-emptively catch your airdash approach, or move to a more favorable position. Use precaution when approaching with airdash, but feel free to use it frequently against opponents that aren't good at stuffing it out.<br />
* Down Forward Airdash can be used to approach in a similar fashion, best used when the airdash will get you into range for a light confirm or a throw - a bit more dangerous and 'gimmicky' than forward airdash, since your opponent gets a full grounded combo if they manage to react and punish.<br />
* Down Airdash can be used to adjust the spacing of your hops/jumps, but its most practical use is probably to bait and punish anti-airs when jumping in. Again, this sort of strategy can be much less effective against an opponent that's aware of the bait.<br />
<br />
=== Anti-Airing ===<br />
<br />
* Anti-air jumps on reaction with 2C, far D, or j.A. You get air reset pressure off 2C, allowing you to dash up and get a meaty 2A at least - if you hit your opponent with 2C when they are particularly high in the air, right above you, or slightly behind you then you may end up having enough time to run up and go for a spaced light confirm. j.A air-to-airs from a neutral/forward jump will allow you to run up for a grounded mixup of your choosing, and a well spaced air-to-air might even allow you to get a meaty hop on their air reset.<br />
* <br />
* j.A gives good pressure on hit and can be fast enough for anti-airs on reaction, but this strategy is vulnerable to opponents that throw out their jump normal earlier in their jump arc. You can try to punish their landing with 2B into a light confirm if they throw out their jump normal too early. However, Shun'ei doesn't have the greatest range on his light confirms, and 2B doesn't special cancel. 2D may be a preferable choice due to the slight range advantage over 2B. It may be preferable to avoid playing a game of "guess the jump normal timing" altogether and just roll out of any hop/jump approaches if you aren't at the right spacing for anti-air 2C/far D.<br />
<br />
* Hop/jump back j.A buffered into j.236B can be a solid and rewarding way to deal with crossups. Normally fade-away air-to-airs don't reward you with oki after an air reset, but diagonal airdash allows you to keep the pressure on. If the enemy's model is right above you when you air-to-air them, you can end up sliding under them with your diagonal airdash resulting in a free crossup for some ambiguous left/right mix.<br />
* <br />
* Aqua Spear and CD can be decent choices for pressuring landings from further away.<br />
* <br />
* If you have meter to spend, Gaianic Burst (236236P) has a sizeable hitbox, invuln, and comes out on frame 7, making it a powerful and relatively consistent anti-air...it even converts on trade! You can either buffer 236236 in neutral and look for jumps to anti-air OR buffer a 236236 input after your pokes - 2D/Aqua Spear can both be whiff cancelled into 236236P, and hiding a buffer behind the recovery of your moves makes your ability to play grounded footsies a fair bit safer.<br />
* <br />
* Shatter Strike is a great, consistent option for anti-airing jumps on reaction in neutral and offers excellent reward. Just keep in mind that it can move you forward underneath the opponent's jump, so you want to avoid using this against steep jump-in angles, and it helps to time the input right around the peak of your enemy's jump or a little bit after for better consistency.<br />
*<br />
* Phantom Singulation (214236CD) is 1 frame faster than 236236P while also hitting behind Shun'ei, making it a reliable tool for dealing with crossups.<br />
*<br />
* Running under steep/crossup jump-ins and punishing the opponent's landing frame with 2D can be doable, but Shun doesn't do this too much better than other characters. The range and low profile on his 2D are both just sort of average and he only gets a little bit of a low profile when running.<br />
* <br />
* Overall, it should generally be best to look for 2C anti-airs as much as possible to start with. Shun'ei's other anti-airs are all more situational. Rolling out of scary hop/jump approaches is a valid and reasonable habit, but be careful of doing it too late against characters with good roll punish tools. Keep an eye out for opportunities to hop in on your opponent's landing if they're too far for 2C anti-air or 2D landing punish.<br />
<br />
=== Keepout ===<br />
<br />
* j.D, j.B, j.CD, and j.A are all valid options when trying to keep your opponent out with jumps/hops - j.D has good horizontal range and a hitbox angled for air-to-ground interactions, j.CD has a bit less range but can trade more favorably, and j.A has a hitbox good for air-to-air interactions. j.B can be good for 'fade-away' backward hops/jumps and is a good alternative to j.D due to its fast startup and longer active duration.<br />
* <br />
* CD converts on trade and can be buffered into 214A or 236A/C safely, but watch out for Guard Cancel Rolls. It can interact decently against hops, but you'll whiff if they're at the peak of their hop when your hitbox comes out. It's a reasonable tool to keepout with, but it's very easily whiff punished. Use it with precaution.<br />
* <br />
* Aqua Spear has a nice disjointed hitbox, but also extends your hurtbox. It can trade very easily, and requires precise spacing to fully benefit from the space control it provides. Its range, disjoint property, and safety when combined with 236236P can make it a reasonable tool for keepout. It can interact well against hops, but is even more prone to whiffing like CD. It can be somewhat dangerous to whiff, but compared to CD, the lack of forward movement during the animation can make you a bit safer. Keep in mind that you can't whiff cancel into super during recovery frames, so Aqua Spear is still somewhat vulnerable to aerial approaches - 236236P just makes it much safer.<br />
* <br />
* Far C can give great reward when used for keepout if you have a read on your opponent trying to run in for an approach. The recovery on it can make it somewhat vulnerable to hops or different approach timings, and somewhat whiff punishable. You can buffer into 6A midscreen for easy confirms, and go into 236A or 236C on block. In the corner it will generally be preferable to buffer into 6B instead. You can buffer 623C/214C and counterpoke with it. You can also whiff cancel it into its target combo to control space for a bit longer with the 2nd hitbox.<br />
* <br />
* 2D doesn't have the best range, but it's very difficult to whiff punish. Its whiff cancel property also makes it much safer and stronger against hops if you have meter for 236236P, which would normally be the ideal answer against 2D. It gives a good oki situation on hit, making it a surprisingly reasonable option for keepout. You can use 2362D36(P) as an input shortcut to prepare a whiff cancel into 236236P, and you can do another 236 after the shortcut in case you want to use super after 2D's recovery.<br />
* <br />
* Far A has surprisingly good range, and can stuff your opponent's attempts at approaching with hops/pokes.<br />
*<br />
*<br />
* 2A can be used with the whiff cancel OS for a safe and low commitment tool. Just keep in mind it isn't particularly oppressive and can still be beaten by hops, blowbacks, and different poke timings. <br />
* j.236C can be used in conjunction with hops and jumps to build meter and keep your opponent out. j.236C can also be tiger-knee'd, it functions a bit like a backdash that has less range and a longer animation, but with an active hitbox in front of it. Be careful of giving up too much space with j.236C, and keep in mind the hitbox on it isn't particularly dominant.<br />
*<br />
* 2B can be buffered into Quick MAX in neutral, or simply used without QM to pre-emptively stuff opponents that try to run in.<br />
* <br />
* Far B has a lower hitbox than far A and can be used a little bit more effectively against hops when you're further away from your opponent. It can also interact slightly better against crouching opponents, but far A will generally be preferable at its appropriate range.<br />
* <br />
* Far D is very vulnerable to whiff punishes. However, if you have enough meter you can hit confirm it into Quick MAX combos. It can then be used as a risky high range tool to stuff hops and punish grounded approaches heavily.<br />
*<br />
<br />
=== Whiff Punishes and Roll Punishes ===<br />
<br />
* 214AC is an incredibly flexible whiff punish tool with great range, speed, and solid reward. While it requires half a bar, it's still worth placing at the top of the list, due to it being able to pick up any whiff punish that CD can and more. You can buffer 214 motions in neutral and prepare easy whiff punishes at mid range, the hitbox goes about halfway across the screen. 214C also functions as a long range whiff punish tool, but doesn't have the speed that 214AC does.<br />
* CD doesn't have quite as much range as 214AC, but it has similar speed and much better reward.<br />
* 236AC can be an alternative to CD that's safer on whiff and deals similar damage, although the tip hitbox is a soft knockdown, so overall your conversions likely won't be quite as good as CD.<br />
* Far C has mostly unimpressive range, but great reward on hit and you can hit confirm it with Far C > 6A/6B, which helps if you aren't sure if your opponent had time to block or not. Use this option when 2A won't reach.<br />
* Far B can only be converted from if you have at least 1 bar, but it has nearly as much range as Far C with faster startup. You can use 2365B236K for easy super cancels.<br />
* 2A is fast, has functional range, and converts well. Use this when you're not close enough for cl.C.<br />
* If your opponent is point blank then throw, cl.A or cl.C are going to be your best bets depending on how much speed you need.<br />
* Whenever you're buffering 236236 for fireball anti-airs, you can also keep an eye out for enemy whiffs and throw out 236236K for easy whiff punishes<br />
<br />
==Pressure==<br />
<br />
=== Blockstrings ===<br />
<br />
==== cl.C ====<br />
<br />
cl.C hits upper body and can lose interactions to moves with low profile or upper body invulnerability, keep this in mind.<br />
<br />
Make sure to confirm into a good/optimal combo if you buffer into '''6A''' or '''6B > j.236C/AC''' and your cl.C hits.<br />
<br />
You can space out cl.C to be safe from reversal throw. Be careful though, because if you space out cl.C at max range, your 6A/6B afterwards will whiff.<br />
<br />
cl.C > 6A is a true frametrap with a 1-2 frame gap.<br />
<br />
cl.C > 6B is a true blockstring.<br />
<br />
'''Meaty:'''<br />
<br />
cl.C can be used in situations where you have at least enough time to run in for a spaced light confirm. <br />
<br />
If all you can normally get from a given okizeme situation is a spaced meaty 2A, then you won't be able to do a tight meaty with cl.C. You may be able to use it for delayed pressure though.<br />
<br />
If your opponent backdashes, cl.C > 6A/6B will not combo, and you'll more or less reset to neutral at about far A distance, or closer if you're in the corner.<br />
<br />
'''Special Cancels:'''<br />
<br />
Your most reasonable midscreen cancel options after cl.C > 6A are 214A, 236A, 236C and 236AC.<br />
<br />
6A > 214A/236A/236AC are all true blockstrings. 6A > 236C is a frametrap with a 3 frame gap.<br />
<br />
236A and 236C are both about equally safe, -5 on block with lots of pushback means you're basically unpunishable.<br />
<br />
236AC is a bit less safe with less pushback and -7 on block. However, it allows you to pre-emptively confirm off 6A frametraps into full conversions with decent damage. It can have utility both as a buffer and a safer 6A hit confirm option if you don't want to risk screwing up your hit confirm and end up doing DP on block.<br />
<br />
214A is also -5 on block, but has much less pushback than your other options and it can easily leave you in situational punish/frametrap range. Note that 6A moves you closer to your opponent and results in 214A spacing you closer than it does off other blockstrings.<br />
<br />
6A will combo into 214A/236A/236AC on hit. 236A doesn't give you any pressure on midscreen knockdown, but 214A and 236AC do.<br />
<br />
You can hit confirm 6A > 214A/236A into a super on hit.<br />
<br />
In the corner your Aqua Spear pushback is much less effective, making them pretty much completely unsafe. 214A pushback and safety remains about the same, making it a much more reasonable option.<br />
<br />
'''Roll Punishes:'''<br />
<br />
If you time cl.C to hit meaty on the later active frames (situations where you get point blank meaty okizeme, or hard knockdowns in general), then you can give yourself enough time to punish midscreen back roll after your whiffed cl.C on reaction with 214AC.<br />
<br />
Otherwise, your opponent can roll backwards midscreen either during your meaty, or in between your cl.C and 6A for a safe neutral reset.<br />
<br />
If your opponent rolls forward during your meaty or in between your cl.C and 6A, then you can punish with cl.C./far C into a full conversion.<br />
<br />
In the corner you can cover both rolls meterless with cl.C/far C.<br />
<br />
Your opponent is able to roll in between 6A > 236C, but will be unable to punish. Midscreen back roll will result in a complete neutral reset - whereas forward roll, or back roll in the corner will result in dangerous situations where you're safe but up close with your opponent.<br />
<br />
'''GC Roll:'''<br />
<br />
Your opponent should be able to GC Roll Backwards when blocking cl.C midscreen and punish your whiffed 6A with a light. In the corner they should GC Roll Backwards and go for a close heavy normal punish instead.<br />
<br />
Midscreen, it is not possible to punish 6A > 214A with a GC Roll Backwards after the blocked 6A. In the corner, punishing 6A > 214A with GC Roll is possible, although you might only get a throw - you can GC Roll Backwards for a throw punish, or GC Roll Forwards and try to get something more than a throw (usually a far reaching normal).<br />
<br />
6A > 236A/C/AC can be punished by GC Roll Forwards into a full combo. It can be situationally punished by GC Roll Backwards midscreen by fast burst options like Shun'ei's own 214AC. In the corner, both GC Rolls get a full punish.<br />
<br />
==Mixups==<br />
<br />
==Defense==<br />
<br />
==Safejumps==<br />
<br />
'''Note on Spaced Safejumps:''' Adjusting the arc of one of your hops/jumps should be enough to turn a spaced safejump into a regular safejump.<br />
*For example, after 236236P midscreen you can do Super Jump Forward, Airdash Forward, instead of just doing a regular jump forward to make it a regular safejump instead of a spaced safejump.<br />
*For a corner example, after 214C in the corner, you can do Jump (instead of Super Jump) Back, Hyper Hop Forward if you don't want it to be a spaced safejump.<br />
<br />
'''Note on Manually Delayed Safejumps:''' Any manually timed safejump should be a 2f input against 4f reversals - which means a reasonably high level of precision. <br />
<br />
*It may be preferable to treat these situations like meaty jump-ins that are vulnerable to reversals instead of safejumps until you get consistent with your timing.<br />
<br />
'''Note on Airdash Safejumps:''' Properly spacing yourself for a safejump setup that uses airdash requires manual timing on the airdash to adjust your spacing properly. You typically want to airdash at the peak of your jump to properly space your jump normal. You may want to airdash earlier if you're trying to do a spaced setup - but keep in mind this can signal intention to your opponent.<br />
<br />
-''214C''<br />
<br />
* Midscreen you can do Neutral Jump, Hyper Hop Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs after a juggle combo ending in 214C. This setup should function just as well after combos or whiff punishes in neutral.<br />
*<br />
* Against King of Dinosaurs, you can do Jump Forward, Neutral Hop instead for a spaced safejump after juggle combos ending in 214C midscreen - however, this setup is not properly spaced against Heidern or Antonov, if you try to do empty jump 2B xx 2A, 2A will whiff.<br />
*<br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214C even has a meter build 5f spaced safejump midscreen (623A, Hyper Hop) - however, this setup is not spaced against King of Dinosaurs after juggle combos ending in 214C.<br />
<br />
'''Note on 214AC Safejumps:''' 214AC as a combo ender is normally sub-optimal in Shun'ei's combo routes, so while these safejumps are still tangentially useful, learning 214C/236236P/236236KK safejumps first will be far more beneficial<br />
<br />
-''214AC''<br />
<br />
* Midscreen you can do Super Jump Forward, Neutral Hop after 214AC for a spaced safejump - however, this setup is not spaced against Meitenkun, Dolores, King of Dinosaurs, Leona, or Rock<br />
*<br />
* Against Meitenkun or King of Dinosaurs, you can do 2A, Back Jump, Airdash Forward instead for a spaced safejump setup - however, this setup does not work properly on Dolores, Leona, or Rock (2B xx 2A will whiff)<br />
* <br />
* In the corner, you can do Super Jump Back, Hyper Hop Forward for a spaced safejump<br />
*<br />
* 214AC Juggles with more air time give a regular safejump instead (2A, Jump Forward, Airdash Forward) - Examples: Counterhit j.CD, 214AC OR 623AC, 623C, 214AC<br />
* <br />
* In the corner, neutral jump instead when using the above setup<br />
<br />
-''236236P''<br />
<br />
* Off a 236236P that lands close, you can Neutral Jump, Airdash for a spaced safejump setup - however, this setup doesn't work against Heidern (2B xx 2A whiffs)<br />
*<br />
* Against Heidern, you can do Hyper Hop Forward, Hop Forward instead for a spaced safejump (this setup is often too close to be spaced against other characters)<br />
*<br />
* Off a spaced 236236P, you can Jump Forward, Airdash for a spaced safejump midscreen<br />
*<br />
* If you juggle into 236236P from 623AC, 623C, 214C, then you can do Jump Forward, Airdash Forward for a spaced safejump midscreen<br />
*<br />
* You can do the above setup if you juggle into 236236P from 623C, 214A, but it won't be spaced<br />
<br />
-''236236KK'' <br />
<br />
* If you juggle into 236236KK midscreen off of 623AC, 623C, 214C, you can Super Jump Forward, 5B, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623AC, 623C, 214C, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK midscreen off of 623C, 214A, you can 214A, 2A, Hop Forward for a spaced safejump<br />
*<br />
* If you juggle into 236236KK in the corner off of 623C, 214A, you can Super Jump Back, 5B, Hyper Hop Forward for a spaced safejump <br />
* If done absolutely perfectly the above setup will whiff on characters with slower wakeups, but you can simply delay the super cancel to make the setup hit meaty<br />
<br />
-''6B xx 236A''<br />
<br />
* Midscreen, you can 5B, Neutral Jump, Airdash Forward for a spaced safejump - however, this setup is not spaced against King of Dinosaurs<br />
* <br />
* Against King of Dinosaurs, you can try Neutral Hop, 5A, Super Jump Forward instead - this isn't traditional safejump timing, but it should be good enough to be safe against King of Dinosaurs' defensive tools<br />
*<br />
* If 6B xx 236A hits from farther away, you'll need to Hyper Hop Forward, 5A, Hop Forward for a spaced safejump setup - however, this setup is also not spaced against King of Dinosaurs<br />
*<br />
* Against King of Dinosaurs, you can try Jump Forward, 5A, Hop Forward - like the other King of Dinosaurs setup, this is not traditional safejump timing<br />
* <br />
* You can also use the easier auto-timed regular safejump setup (Forward Jump x2) - however, this setup doesn't work against characters with slower wakeup timings<br />
*<br />
* '''It's important to note you'll typically be using 6B xx 236A after blockstrings midscreen''' and the variable spacing can result in spaced setups becoming regular safejumps or whiffing entirely. Hyper Hop Forward, 5A, Hop Forward seems to be the easiest/most consistent setup but usually won't be a spaced safejump after blockstrings.<br />
<br />
-''2D/214A/236A/236C'' <br />
<br />
* 2D and 214A allow you to run up and get meaty spaced light confirms midscreen<br />
*<br />
* In the corner, you can hop right after 2D or 236C to get a safejump on recovery roll, and then walk back for spaced meaty pressure on non-recovery roll wakeup.<br />
*<br />
* You can do the same with 214A or 236A, but your j.CD needs to be very slightly delayed - if done instantly with perfect timing, you'll whiff<br />
<br />
-''Throws''<br />
<br />
*Forward throw can give you a manually timed safejump if you run and do a well-timed hyperhop j.CD<br />
*<br />
*After forward throw in the corner, you can framekill with 2B to make timing your safejump a little easier, however, you still need 1-3 frames of manual delay before the 2B or the hop, otherwise your safejump will whiff instead of hitting meaty<br />
*<br />
*You can safejump after a back throw with a slightly delayed hyper hop j.CD<br />
<br />
-''236236K''<br />
<br />
*Grounded hit gives a safejump setup with jump forward<br />
*<br />
*Air juggles with 236236K result in a different knockdown timing, you can generally delay a part of your juggle sequence (like the cancel into 236236K) or your jump forward to make the above setup work<br />
*<br />
*Against the following characters, you do not have to delay any part of the safejump setup, and it will still function normally:<br />
*<br />
Meitenkun,<br />
Benimaru,<br />
Isla,<br />
Chizuru,<br />
Elizabeth,<br />
Kula,<br />
Angel,<br />
Chris,<br />
Whip,<br />
Ramon,<br />
Leona,<br />
Ralf,<br />
Clark,<br />
Andy,<br />
Joe,<br />
Ryo,<br />
King,<br />
Athena,<br />
Mai,<br />
Yuri,<br />
Blue Mary,<br />
B. Jenet,<br />
Billy<br />
*<br />
*Depending on the knockdown situation, you can walk forward/delay before your jump forward midscreen to get a crossup j.D for a left/right mixup<br />
<br />
-''236236PP''<br />
<br />
*Midscreen you can run up and get a meaty jump-in<br />
*<br />
*In the corner you can do a delayed jump j.CD for a safejump<br />
<br />
-''214236CD''<br />
<br />
*After 214236CD, you can do a slightly delayed jump forward j.CD for a safejump<br />
<br />
-''623A''<br />
<br />
*You can technically safejump recovery roll after 623A in the corner with a slightly delayed hop j.CD, but landing a cl.C air reset after the 623A in the corner should generally be better overall<br />
<br />
==Countering Shun'ei==<br />
<br />
==External Resources==<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:Shun'ei]]<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58365The King of Fighters XV/Shun'ei/Combos2022-12-04T00:01:52Z<p>Joydivider1: /* 1 Bar */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58355The King of Fighters XV/Shun'ei/Combos2022-12-03T06:34:07Z<p>Joydivider1: /* 3 Bars */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58349The King of Fighters XV/Shun'ei/Combos2022-12-03T05:42:18Z<p>Joydivider1: /* 3 Bars */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.| <br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58348The King of Fighters XV/Shun'ei/Combos2022-12-03T05:41:45Z<p>Joydivider1: /* 2 Bars */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || <br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.| <br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner || Corner optimal.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58347The King of Fighters XV/Shun'ei/Combos2022-12-03T05:19:22Z<p>Joydivider1: /* 1 Bar */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want spaced safejump oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || Easier light confirm.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.| <br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner || Corner optimal.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58345The King of Fighters XV/Shun'ei/Combos2022-12-03T05:07:14Z<p>Joydivider1: /* 1 Bar */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || Easy BnB. This version can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Generally better than above. Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere || Easier light confirm.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner || Light confirm corner optimal. Harder to confirm and difficult to execute.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want spaced safejump oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || Easier light confirm.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.| <br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner || Corner optimal.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Shun%27ei/Combos&diff=58344The King of Fighters XV/Shun'ei/Combos2022-12-03T05:06:55Z<p>Joydivider1: /* 1 Bar */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.<br />
|-<br />
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.<br />
|-<br />
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.<br />
|-<br />
| 6B > j.236C || 102 || 80 || 13.5% || Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.<br />
|-<br />
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|-<br />
| 236CD || 75 || 0 || 0% || Shatter Strike.<br />
|-<br />
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 45 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.<br />
|-<br />
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. <br />
|-<br />
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.<br />
|-<br />
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.<br />
|-<br />
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.<br />
|-<br />
| CD > (214A), 623A, cl.C || 194 || 250 || 30% || Corner || High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.<br />
|-<br />
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.<br />
|-<br />
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.<br />
|-<br />
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.<br />
|-<br />
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive. Need at least 1 bar for Shatter Strike.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo. More technical and difficult than the above combo.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.<br />
|-<br />
| CD (Trade), 66, 214AC || 177 || 100 || 0.5 || 7.5% || Anywhere || Trade combo for CD. Need to dash up a little bit before the 214AC.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner || Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. <br />
|-<br />
| Counterhit j.CD, 214AC || 214 || 80 || 0.5 || 8% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 2D || 392 || 310 || 0.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D || 432 || 350 || 0.5 || 55% || Corner || <br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.<br />
|-<br />
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.<br />
|-<br />
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||<br />
|-<br />
| 236CD, 214C || 155 || 60 || 0.5 (1) || 12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.<br />
|-<br />
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||<br />
|-<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner || You can skip the Tiger Knee Blau Wing until you get the execution down.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.<br />
|-<br />
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214AC || 347 || 220 || 1 || 40% || Corner || Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.<br />
|-<br />
| CD, j.236AC, 623AC, 623A, 623C, 2D/214A || 351/343 || 330/320 || 1 || 45%/48% || Corner || Technical corner optimal. Very tight timing on the j.236AC.<br />
|-<br />
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25% || Anywhere || Harder confirm than above. You might have to skip 623C depending on spacing.<br />
|-<br />
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||<br />
|-<br />
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.<br />
|-<br />
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.<br />
|-<br />
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner<br />
|-<br />
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.<br />
|-<br />
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || Easy BnB. This version can have better okizeme in the corner compared to combos that end in super.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere || Generally better than above. Harder light confirm.<br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere || Easier light confirm.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner || Light confirm corner optimal. Harder to confirm and difficult to execute.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner<br />
|-<br />
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere<br />
|-<br />
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.<br />
|-<br />
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want spaced safejump oki.<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo. <br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.<br />
|-<br />
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.<br />
|-<br />
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362 || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.<br />
|-<br />
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.<br />
|-<br />
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere<br />
|-<br />
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo. Midscreen optimal.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.<br />
|-<br />
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.<br />
|-<br />
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||<br />
|-<br />
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere || <br />
|-<br />
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere || Easier light confirm.<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner || <br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||<br />
|-<br />
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||<br />
|-<br />
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||<br />
|-<br />
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.<br />
|-<br />
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.| <br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner || Corner optimal.<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.<br />
|-<br />
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.<br />
|-<br />
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25% || Corner || If you prefer 236236BD oki.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.<br />
|-<br />
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||<br />
|-<br />
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||<br />
|-<br />
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||<br />
|-<br />
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.<br />
|-<br />
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||<br />
|-<br />
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||<br />
|-<br />
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.<br />
|-<br />
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.<br />
|-<br />
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.<br />
|-<br />
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||<br />
|-<br />
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||<br />
|-<br />
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||<br />
|-<br />
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||<br />
|-<br />
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner || <br />
|-<br />
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||<br />
|-<br />
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||<br />
|-<br />
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||<br />
|-<br />
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|v-ySwGddtv0|||'''Shun'ei Combos by Meno'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>Joydivider1