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=Movelist=
=Movelist=
(*) = EX OK
(!) = MAX OK


'''Throws'''
'''Throws'''
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|}
|}
=Gameplay Overview=
=Gameplay Overview=
Shun'ei is a unique rushdown character that sports an airdash akin to those found in anime fighters (e.g. Guilty Gear). What he lacks in grounded blockstrings and options he makes up for in aerial blockstrings by special cancelling j.C or j.CD with the Thruster Vision (the airdash), and air mobility using Blau Wing (air close ranged projectile) or backward/forward Thruster Vision.
Shun'ei is versatile and easy to pick up, making him a solid choice for beginners. His high damage and easy to perform combos make him an alluring choice as an an anchor, while his diverse pool of options makes him a strong choice for battery or second.


=Normals=
=Normals=
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'''Standing'''
'''Standing'''


Far A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancel-able to supers or BC Max Mode activation.
* st. A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancellable to supers or BC Max Mode activation.


Far B: A middle height side kick. A good, low risk poke.  His front foot rises a lot for the kick, so it pseudo low crushes unless the low can reach his back foot. Only cancel-able to supers or BC Max Mode activation
* st. B: A mid-height kick. A good, low risk poke.  His foot rises for the kick, so it can low crush unless the low can reach his back foot. Super and Max cancellable


Far C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. The hurtbox seems hard to hit, but the hitbox seems skinny. Only BC Max Mode cancel-able.
* st. C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. Low-risk, but doesn't have much range. Only Max cancellable


Far D:  A long range, decently quick roundhouse. Feels strong for controlling hop/run space. No lower hitbox, however. Only BC Max Mode cancel-able
* st. D:  A long range, decently quick roundhouse. Strong for controlling hop/run space, but it can't hit crouchers. Only Max cancellable


'''Close'''
'''Close'''


Close A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.
* cl. A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.


Close B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.
* cl. B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.


Close C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.
* cl. C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.


Close D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling.
* cl. D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling. Special cancel-able and cancel-able into his F+B command normal.


'''Crouching'''
'''Crouching'''


Crouching A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Cancel-able to pretty much everything.
* cr. A: A standard crouch jab. His fastest normal that isn’t range specific(5f).  Can chain into itself and is +2 on block. Cancel-able to pretty much everything.


Crouching B: A standard low kick. Kind of slow for a cr.B (6f). Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.
* cr. B: A standard low kick. 4 frame start-up. Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.


Crouching C: An anti-air angled elbow. Forces standing on hit. Seems fine as an anti-air.  
* cr. C: An anti-air angled elbow. Forces standing on hit. A decent anti-air.


Crouching D: A sweep with a little more range than cr.B. Soft knockdown. Special/f+b/BC Max Mode cancel-able.
* cr. D: A sweep with a little more range than cr.B. Shun’ei squashes down rather low to the ground. Neutral on block. Soft knockdown. Special/f+b/BC Max Mode cancel-able.


'''Jumping'''
'''Jumping'''


Jump A: An air-to-air jab. His farthest horizontal jumping normal.  
* j. A: An air-to-air jab. His farthest horizontal jumping normal. Can be easily low profile anti-air though.


Jump B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommened to stick to j.D for crossups.
* j. B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommended to stick to j.D for crossups.


Jump C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high.
* j. C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high. Can cancel into an airdash against a standing opponent, which is good for pressure, or for a quick retreat. 


Jump D: A good air-to-ground. Crosses up, but you’ll have to work pretty hard to do it on standing opponents.
* j. D: A good air-to-ground. Improved cross-up ability in version 3.0 but was toned down in 3.10.


'''Blowback'''
'''Blowback'''


Stand CD: A jumping kick. Low crushes. Slightly unsafe, can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.
* st. CD: A jumping kick. Low crushes. Slightly unsafe but can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.


Jumping CD: A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height.
* j. CD:   A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height. The better of the 2 moves to special cancel into airdash. Pin them in blockstun with jump CD, then you can do an empty jump, airdash j.D, airdash j.236+P, airdash empty jump low, etc. If it counterhits and you airdash, it makes it easy to followup.


=Throws=
=Throws=
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'''Buster Knee Kick''' - (b/f + C) close
'''Buster Knee Kick''' - (b/f + C) close
* A knee to the face. Soft knockdown, and knocks them far back making it basically a reset to neutral unless you’re in the corner. In the corner, you have enough advantage to meaty them.
* A knee to the face. Soft knockdown, and knocks them far back making it basically a reset to neutral unless you’re in the corner. In the corner, you have enough advantage to meaty them.
* Can be broken




'''Aerial Leg Throw''' - (b/f + D) close
'''Aerial Leg Throw''' - (b/f + D) close
* Shun’ei slams them down by flipping them head first with his legs.  
* Shun’ei slams them down by flipping them head first with his legs.  
* Can setup a 4F safe jump setup
* Can be broken


* Hard knockdown.
* Hard knockdown.
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'''Sky Axe''' - F+B
'''Sky Axe''' - F+B


* A forward hopping kick. Doesn’t hit crouching opponents unless they’re in hitstun. It's not recommended to use this normal outside of cl.c confirms, since it is pretty unsafe on block/whiff. Only cancel-able to j.qcf+A.
* A forward hopping kick. Can be cancelled from special cancel-able normals. Only cancel-able to j.qcf+P when not in max mode, but in max mode can be cancelled late into j.qcb or j.qcb+BD. This move is special cancel-able by itself.
 
* Not safe on block


=Special Moves=
=Special Moves=


'''Notation Key'''
'''Scarlet Phantom''' - (qcb + A/C)
(*) = EX OK
 
* A rush forward, followed by a punch if the opponent is close to you. A very long duration hard knockdown. Both are minus on block, and could possibly be punished by very fast moves like Iori’s qcf~hcb+A+C if done too close. The A (light punch) version goes about 1/3rd of the screen, C (heavy punch) version goes 2/3rds and is a little slower/worse on block. Can delay super cancel to confirm it into qcfx2+B/D.


(!) = MAX OK
* If whiffed at a certain distance, the punch will not release and there is an enormous amount of recovery.


'''Scarlet Phantom''' - (qcb + A/C)
* qcb+A lost its hard knockdown property in version 3.10. qcb+C has Shun’ei sliding closer to the opponent when hit or blocked which makes it easier to punish if blocked.


* A rush forward, followed by a punch if the opponent is close to you. A very long duration hard knockdown. Both are minus on block, and could possibly be punished by very fast moves like Iori’s qcf~hcb+A+C if done too close. The A (light punch) version goes about 1/3rd of the screen, C (heavy punch) version goes 2/3rds and is a little slower/worse on block. Can delay super cancel to pseudo confirm it into qcfx2+B/D.


'''EX:''' Similar to the normal version, except a little faster & wall bounces on hit.
'''EX:''' Similar to the normal version, except a little faster & wall bounces on hit. Also has projectile invuln a few frames into the startup.




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* A horizontal, stationary projectile. Range is a little less than the round start position, up to about the pinky nail of the projectile hand. Pretty bad on close range block or whiff. Can super cancel on whiff.
* A horizontal, stationary projectile. Range is a little less than the round start position, up to about the pinky nail of the projectile hand. Pretty bad on close range block or whiff. Can super cancel on whiff.
* Best used to control and defend space in front of Shun’ei briefly


* Soft knockdown.  
* Soft knockdown.  


'''EX:''' Starts up and recovers faster.
'''EX:''' Starts up and recovers faster. Also juggles the opponent in the air during combos in the corner.




'''Rising Efreet''' - (dp + A/C)
'''Rising Efreet''' - (dp + A/C)


* A slow, but good hitbox anti-air DP (dragon punch). A (light punch) version seems to be upper body invul and stays in place, C (heavy punch) is full invul on startup, but not until impact, and moves forward a little. Juggle options depend on height.
* A slow, but good hitbox anti-air DP (dragon punch). A (light punch) version has upper body invul and stays in place, C (heavy punch) is full invul on startup, but not until impact, and moves forward a little. Juggle options depend on height.


* Soft knockdown.
* Soft knockdown.
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'''Blau Wing''' - in air (qcf + A/C)
'''Blau Wing''' - in air (qcf + A/C)


* Shun’ei swings a big blue hand in the air. A (light punch) version keeps air momentum, C (heavy punch) version changes air momentum backwards. Juggles are possible after a version depending on height.
* Shun’ei swings a big blue hand in the air. A (light punch) version keeps air momentum, C (heavy punch) version changes air momentum backwards. Juggles are possible after the A version depending on height.


'''EX:''' is kind of a mix between the two normal versions. It changes air momentum slightly back and down, allowing you to juggle.  
'''EX:''' A mix between the two normal versions. It changes air momentum slightly back and down, allowing you to juggle.  




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'''Gaianic Burst''' - (qcf, qcf + A/C)
'''Gaianic Burst''' - (qcf, qcf + A/C)


* Shun’ei summons two hands, forces them together, and fires them. Used in the occasional combo, but seems too slow to be used as a fireball punish.
* Shun’ei summons two hands, forces them together, and fires them. Useful as an antiair, but too slow to be used as a fireball punish.  
 
*Can be used in corner combos, and advanced cancelling Specter Extension.
'''EX:''' has full invul, fires twice, and has a good first hitbox, so it could possibly used as an anti air for what his other ex super is too low to the ground to anti-air.


'''EX:''' has full invul, fires twice, and has a good first hitbox, so it can be used as an anti air for when his other ex super is too low to the ground to anti-air.


'''Specter Extension''' - (qcf, qcf + B/D)
'''Specter Extension''' - (qcf, qcf + B/D)


* A rush super. One of your main tools to convert random hits or whiff punish very bad whiffs. Start-up travel time is very fast.
* A rush super. One of your main tools to convert random hits, and can be used as a whiff punish. Has fast startup and distance.


'''EX:''' is very fast and has a lot of invul to blow through certain things like ground fireballs. It also is usually your go-to finisher for combos using 2 bars, since the last hit doesn’t seem to scale below 100. Using it as an anti-air can work, but the vertical hitbox isn’t amazing for jumps.
'''EX''' Has a few frames of invuln on startup, and strike invuln for the dash. It is your go-to finisher for combos using 2 bars. It can be used as an anti-air, similar to Iori's super.


=Climax Super Special Moves=
=Climax Super Special Moves=
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'''Demolish Dimension''' - (hcb, hcb + A/C)
'''Demolish Dimension''' - (hcb, hcb + A/C)


* A straight up vertical angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.
* A straight up vertical angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.
 
* Usually most commonly used in combos after a qcfx2+k to secure a kill, since it is hard to combo into otherwise, and most combos using this don't do terribly much more than using qcfx2+bd.
 
* Highly punish-able if blocked or whiffed.


=Combos=
=Combos=
* (any special information about the character combos if needed)


[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
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===Rush Auto Combo===
===Rush Auto Combo===


'''Meterless:''' description here
'''Meterless:''' Does 125 dmg. Does the most damage off of a cr.b confirm (cr.b, rush AAAA.) That's about it.


'''1 Meter:''' description here
'''1 Meter:''' Does 223 dmg. You're better off going into max mode or using a super cancel off of lights if you know how to use either of them.


'''EX:''' description here
'''EX:''' Does 362 dmg. You're better off using optimized max mode combos if you know one.


==0 meter==
==0 meter==


* cr.B, cr. A, qcb+A = (111 DMG)
* cr.B, cr.B, cr. A, qcb+A = (135 DMG)
(Hard knockdown)
(1 or 2 cr.B's into a hard knockdown. Bad damage, but a straight forward low confirm.)
 
* j.D, cl.C, f+B, delay j.qcf+A, qcb+A (270 dmg)
(Can be used over the next one, though it's less damaging.)
 
* j.D, cl.C, f+B, j.qcf+A, qcb+C = (282 DMG)


* cl.C, f+B, delay j.qcf+A, qcb+C = (234 DMG)
* st.CD, qcb+C = (143 DMG)
(Hard knockdown)
(Don't special cancel the st.CD on this one. Alternatively, if you whiff a special cancelled qcb+C, you can follow up with qcb+A for a bit less damage.)


* st.CD, qcb+C = (151 DMG)
(Hard knockdown)
==1 meter==
==1 meter==


* (place combo here) = (place damage amount here)
* cr. B, cr. B, cr. A, qcb+A, qcfx2+K = (279 DMG)
(place combo description here)
(something quick and easy that ends in a hard knockdown without going into max mode. if you have 2 more meters, Advance Cancel into qcfx2+AC for more damage.)
 
* j.D, cl.C, f+B, j.qcf+A, qcb+C, qcfx2+K = (416 DMG)
(similar to above but with a jump-in confirm into cl.C)
 
* cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, dp+AC, qcb+AC, qcb+C = (344/374 DMG)
(ends in a hard knockdown, be sure to delay the qcb+C after the qcb+AC, or sideswap if near the corner.
 
* cr.B, cr. B, st.B/cl.C, [BC], cl.C, dp+AC, dp+C, qcb+AC, qcb+C = (351/379 DMG)
(hard knockdown, if done in the corner, you sideswap after qcb+AC. Add a jump-in attack can be added for more damage & an easier confirm)
 
* cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, qcb+AC, dp+AC, dp+C, qcb+C = (381/419 DMG)
(hard knockdown, be sure to pop the opponent high enough in the air that both hits of dp+AC lands, and that dp+C keeps them airborne early enough for qcb+C can land on time)
 
 
'''Corner only'''
* cr.B, cr. B, st.B/cl.C, [BC], cl.C, dp+AC, tk j.qcf+AC, dp+C, cl.C = (326/353 DMG) 
(air reset. if you want a hard knockdown, swap out cl.C for qcb+A. Swapping out cl.C for cr. D give the opponent a soft knockown but for max damage.)
 
* cl.C, f+B, delay j.qcf+A, dp+C, qcb+A [SC] qcfx2+P = (417 DMG)  
(hard knockdown)


==2 meters==
==2 meters==


* (place combo here) = (place damage amount here)
NOTE: If you're on anchor, these combos can be climax canceled after qcfx2+BD, for +3 meter. Adds about 255 damage to each combo.
(place combo description here)
 
* cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, qcb+AC, qcb+C [SC] qcfx2+BD = (498/529 DMG)
(easy but a bit less damage than the combo below. If done in corner, you sideswap after qcb+ac and do qcb+c other direction ASAP)
 
* cr. B, cr. B, st.B/cl. C, [BC] cr. C, dp+C, qcb+AC, qcb+C [SC] qcfx2+BD = (506/542 DMG)
(If not in corner, delay qcb+C. If done in corner, you sideswap after qcb+ac and do qcb+c other direction ASAP)
 
* cr. B, cr. B, st.B/cl.c, BC, cl.c, qcb+AC, dp+AC, dp+C, qcb+C [SC] qcfx2+BD = (554/587 DMG)  {1500 Max Mode} (third char only, works midscreen only | delay dp+ac a little)
 
'''Corner only'''
 
* cr. B, cr. B, st.B/cl.C, [BC] cl.C, f+B, j.qcf+A, dp+AC, dp+C, qcb+C [SC] qcfx2+BD = (541/571 DMG) {1200/1500 Max Mode} (second/third character only)
 
* cr. B, cr. B, st.B/cl.C, [BC] cl.C, dp+AC, dp+C, qcb+AC, qcb+C [SC] qcfx2+BD = (551/583 DMG) {1500 Max Mode} (sideswap after qcb+AC)


==3 meters==
==3 meters==


* (place combo here) = (place damage amount here)
==4 meters==
(place combo description here)
 
==5 meters==
 
=Misc=


==4 meters==


* (place combo here) = (place damage amount here)
(place combo description here)


==5 meters==


* (place combo here) = (place damage amount here)
==Frame Data==
(place combo description here)


=Misc=
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=640488243 Shun'Ei KOFXIV Frama Data Link]


=Videos=
=Videos=
'''KoF XIV: Shun'ei Beginner Breakdown (pre KOFXIV 2.0 version)'''
{{#ev:youtube|ujTGozT3rjQ}}
'''ver2.01 Shun'ei basic combo 【KOF14 KOFXIV】'''
{{#ev:youtube|TGZM9Pot0AQ}}
'''Shun'ei Slow Motion Hitboxes'''
{{#ev:youtube|GzKUQYbrvTY}}


=External Links=
=External Links=
'''Get In The Ring!!! – A Shun’ei Guide for All Comers'''


http://www.k-p-b.com/2017/05/gitr0617/


=Discussion Threads=
Discuss at [http://dreamcancel.com/forum/index.php?board=157.0 Dream Cancel]


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Shun'ei]]

Latest revision as of 01:09, 22 February 2021

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Knee Kick - close / +  

Aerial Leg Throw - close / +

Command Normals

Sky Axe  - +

Special Moves

Scarlet Pantom - + / (*)

Aqua Spear - + / (*)

Rising Efreet - + / (*)

Blau Wing - in air, + / (*)

Thruster Vision • Front - in air, + / (*)

Thruster Vision • Back - in air, + / (*)

Super Special Moves

Gaianic Burst - + / (!)

Specter Extension - + / (!)

Climax Super Special Moves

Demolish Dimension - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Shun'ei is a unique rushdown character that sports an airdash akin to those found in anime fighters (e.g. Guilty Gear). What he lacks in grounded blockstrings and options he makes up for in aerial blockstrings by special cancelling j.C or j.CD with the Thruster Vision (the airdash), and air mobility using Blau Wing (air close ranged projectile) or backward/forward Thruster Vision.

Shun'ei is versatile and easy to pick up, making him a solid choice for beginners. His high damage and easy to perform combos make him an alluring choice as an an anchor, while his diverse pool of options makes him a strong choice for battery or second.

Normals

Standing

  • st. A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancellable to supers or BC Max Mode activation.
  • st. B: A mid-height kick. A good, low risk poke. His foot rises for the kick, so it can low crush unless the low can reach his back foot. Super and Max cancellable
  • st. C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. Low-risk, but doesn't have much range. Only Max cancellable
  • st. D: A long range, decently quick roundhouse. Strong for controlling hop/run space, but it can't hit crouchers. Only Max cancellable

Close

  • cl. A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.
  • cl. B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.
  • cl. C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.
  • cl. D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling. Special cancel-able and cancel-able into his F+B command normal.

Crouching

  • cr. A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Can chain into itself and is +2 on block. Cancel-able to pretty much everything.
  • cr. B: A standard low kick. 4 frame start-up. Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.
  • cr. C: An anti-air angled elbow. Forces standing on hit. A decent anti-air.
  • cr. D: A sweep with a little more range than cr.B. Shun’ei squashes down rather low to the ground. Neutral on block. Soft knockdown. Special/f+b/BC Max Mode cancel-able.

Jumping

  • j. A: An air-to-air jab. His farthest horizontal jumping normal. Can be easily low profile anti-air though.
  • j. B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommended to stick to j.D for crossups.
  • j. C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high. Can cancel into an airdash against a standing opponent, which is good for pressure, or for a quick retreat.
  • j. D: A good air-to-ground. Improved cross-up ability in version 3.0 but was toned down in 3.10.

Blowback

  • st. CD: A jumping kick. Low crushes. Slightly unsafe but can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.
  • j. CD: A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height. The better of the 2 moves to special cancel into airdash. Pin them in blockstun with jump CD, then you can do an empty jump, airdash j.D, airdash j.236+P, airdash empty jump low, etc. If it counterhits and you airdash, it makes it easy to followup.

Throws

Buster Knee Kick - (b/f + C) close

  • A knee to the face. Soft knockdown, and knocks them far back making it basically a reset to neutral unless you’re in the corner. In the corner, you have enough advantage to meaty them.
  • Can be broken


Aerial Leg Throw - (b/f + D) close

  • Shun’ei slams them down by flipping them head first with his legs.
  • Can setup a 4F safe jump setup
  • Can be broken
  • Hard knockdown.

Command Moves

Sky Axe - F+B

  • A forward hopping kick. Can be cancelled from special cancel-able normals. Only cancel-able to j.qcf+P when not in max mode, but in max mode can be cancelled late into j.qcb or j.qcb+BD. This move is special cancel-able by itself.
  • Not safe on block

Special Moves

Scarlet Phantom - (qcb + A/C)

  • A rush forward, followed by a punch if the opponent is close to you. A very long duration hard knockdown. Both are minus on block, and could possibly be punished by very fast moves like Iori’s qcf~hcb+A+C if done too close. The A (light punch) version goes about 1/3rd of the screen, C (heavy punch) version goes 2/3rds and is a little slower/worse on block. Can delay super cancel to confirm it into qcfx2+B/D.
  • If whiffed at a certain distance, the punch will not release and there is an enormous amount of recovery.
  • qcb+A lost its hard knockdown property in version 3.10. qcb+C has Shun’ei sliding closer to the opponent when hit or blocked which makes it easier to punish if blocked.


EX: Similar to the normal version, except a little faster & wall bounces on hit. Also has projectile invuln a few frames into the startup.


Aqua Spear - (qcf + A/C)

  • A horizontal, stationary projectile. Range is a little less than the round start position, up to about the pinky nail of the projectile hand. Pretty bad on close range block or whiff. Can super cancel on whiff.
  • Best used to control and defend space in front of Shun’ei briefly
  • Soft knockdown.

EX: Starts up and recovers faster. Also juggles the opponent in the air during combos in the corner.


Rising Efreet - (dp + A/C)

  • A slow, but good hitbox anti-air DP (dragon punch). A (light punch) version has upper body invul and stays in place, C (heavy punch) is full invul on startup, but not until impact, and moves forward a little. Juggle options depend on height.
  • Soft knockdown.

EX: Moves forward, and is full invul until impact. On hit, a second hit pops them up to be juggled by pretty much whatever you want.


Blau Wing - in air (qcf + A/C)

  • Shun’ei swings a big blue hand in the air. A (light punch) version keeps air momentum, C (heavy punch) version changes air momentum backwards. Juggles are possible after the A version depending on height.

EX: A mix between the two normal versions. It changes air momentum slightly back and down, allowing you to juggle.


Thruster Vision, Front - in air (qcf + B/D) Thruster Vision, Back - in air (qcb + B/D)

  • Air dashes forward (qcf) and back (qcb). Cancel-able to all air actions. Has a height restriction so you can’t tiger knee (qcf, uf+k) it right away or do it very close to the ground after a cancel-able jump normal.

EX: loses the height restriction, but can’t cancel into air specials.

Super Special Moves

Gaianic Burst - (qcf, qcf + A/C)

  • Shun’ei summons two hands, forces them together, and fires them. Useful as an antiair, but too slow to be used as a fireball punish.
  • Can be used in corner combos, and advanced cancelling Specter Extension.

EX: has full invul, fires twice, and has a good first hitbox, so it can be used as an anti air for when his other ex super is too low to the ground to anti-air.

Specter Extension - (qcf, qcf + B/D)

  • A rush super. One of your main tools to convert random hits, and can be used as a whiff punish. Has fast startup and distance.

EX Has a few frames of invuln on startup, and strike invuln for the dash. It is your go-to finisher for combos using 2 bars. It can be used as an anti-air, similar to Iori's super.

Climax Super Special Moves

Demolish Dimension - (hcb, hcb + A/C)

  • A straight up vertical angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.
  • Usually most commonly used in combos after a qcfx2+k to secure a kill, since it is hard to combo into otherwise, and most combos using this don't do terribly much more than using qcfx2+bd.
  • Highly punish-able if blocked or whiffed.

Combos

Notation

Rush Auto Combo

Meterless: Does 125 dmg. Does the most damage off of a cr.b confirm (cr.b, rush AAAA.) That's about it.

1 Meter: Does 223 dmg. You're better off going into max mode or using a super cancel off of lights if you know how to use either of them.

EX: Does 362 dmg. You're better off using optimized max mode combos if you know one.

0 meter

  • cr.B, cr.B, cr. A, qcb+A = (135 DMG)

(1 or 2 cr.B's into a hard knockdown. Bad damage, but a straight forward low confirm.)

  • j.D, cl.C, f+B, delay j.qcf+A, qcb+A (270 dmg)

(Can be used over the next one, though it's less damaging.)

  • j.D, cl.C, f+B, j.qcf+A, qcb+C = (282 DMG)
  • st.CD, qcb+C = (143 DMG)

(Don't special cancel the st.CD on this one. Alternatively, if you whiff a special cancelled qcb+C, you can follow up with qcb+A for a bit less damage.)

1 meter

  • cr. B, cr. B, cr. A, qcb+A, qcfx2+K = (279 DMG)

(something quick and easy that ends in a hard knockdown without going into max mode. if you have 2 more meters, Advance Cancel into qcfx2+AC for more damage.)

  • j.D, cl.C, f+B, j.qcf+A, qcb+C, qcfx2+K = (416 DMG)

(similar to above but with a jump-in confirm into cl.C)

  • cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, dp+AC, qcb+AC, qcb+C = (344/374 DMG)

(ends in a hard knockdown, be sure to delay the qcb+C after the qcb+AC, or sideswap if near the corner.

  • cr.B, cr. B, st.B/cl.C, [BC], cl.C, dp+AC, dp+C, qcb+AC, qcb+C = (351/379 DMG)

(hard knockdown, if done in the corner, you sideswap after qcb+AC. Add a jump-in attack can be added for more damage & an easier confirm)

  • cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, qcb+AC, dp+AC, dp+C, qcb+C = (381/419 DMG)

(hard knockdown, be sure to pop the opponent high enough in the air that both hits of dp+AC lands, and that dp+C keeps them airborne early enough for qcb+C can land on time)


Corner only

  • cr.B, cr. B, st.B/cl.C, [BC], cl.C, dp+AC, tk j.qcf+AC, dp+C, cl.C = (326/353 DMG)

(air reset. if you want a hard knockdown, swap out cl.C for qcb+A. Swapping out cl.C for cr. D give the opponent a soft knockown but for max damage.)

  • cl.C, f+B, delay j.qcf+A, dp+C, qcb+A [SC] qcfx2+P = (417 DMG)

(hard knockdown)

2 meters

NOTE: If you're on anchor, these combos can be climax canceled after qcfx2+BD, for +3 meter. Adds about 255 damage to each combo.

  • cr. B, cr. B, st.B/cl.C, [BC] cl. C, f+B, j.qcf+A, qcb+AC, qcb+C [SC] qcfx2+BD = (498/529 DMG)

(easy but a bit less damage than the combo below. If done in corner, you sideswap after qcb+ac and do qcb+c other direction ASAP)

  • cr. B, cr. B, st.B/cl. C, [BC] cr. C, dp+C, qcb+AC, qcb+C [SC] qcfx2+BD = (506/542 DMG)

(If not in corner, delay qcb+C. If done in corner, you sideswap after qcb+ac and do qcb+c other direction ASAP)

  • cr. B, cr. B, st.B/cl.c, BC, cl.c, qcb+AC, dp+AC, dp+C, qcb+C [SC] qcfx2+BD = (554/587 DMG) {1500 Max Mode} (third char only, works midscreen only | delay dp+ac a little)

Corner only

  • cr. B, cr. B, st.B/cl.C, [BC] cl.C, f+B, j.qcf+A, dp+AC, dp+C, qcb+C [SC] qcfx2+BD = (541/571 DMG) {1200/1500 Max Mode} (second/third character only)
  • cr. B, cr. B, st.B/cl.C, [BC] cl.C, dp+AC, dp+C, qcb+AC, qcb+C [SC] qcfx2+BD = (551/583 DMG) {1500 Max Mode} (sideswap after qcb+AC)

3 meters

4 meters

5 meters

Misc

Frame Data

Shun'Ei KOFXIV Frama Data Link

Videos

KoF XIV: Shun'ei Beginner Breakdown (pre KOFXIV 2.0 version)

ver2.01 Shun'ei basic combo 【KOF14 KOFXIV】

Shun'ei Slow Motion Hitboxes

External Links

Get In The Ring!!! – A Shun’ei Guide for All Comers

http://www.k-p-b.com/2017/05/gitr0617/

Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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