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The King of Fighters XIII/Shen Woo: Difference between revisions
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'''(7a)''' (http://www.youtube.com/watch?v=Wug_FR9UDtc#t=4m50) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcb A (whiffs).qcf A, [HDC] qcf D, [HDC] qcf C (charge slightly), [HDC] qcf D, qcf D, qcf B, CABC (2 stocks '''813'''dmg) | '''(7a)''' (http://www.youtube.com/watch?v=Wug_FR9UDtc#t=4m50) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcb A (whiffs).qcf A, [HDC] qcf D, [HDC] qcf C (charge slightly), [HDC] qcf D, qcf D, qcf B, CABC (2 stocks '''813'''dmg) | ||
'''(7b)''' (http://www.youtube.com/watch?v=YThw1ultk_U)j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, | '''(7b)''' (http://www.youtube.com/watch?v=YThw1ultk_U)j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcb A (whiffs).qcf A, [HDC] qcf D, qcb A.qcf A, [HDC] qcf D, qcf D, CABC (2 stocks '''779'''dmg) . | ||
Revision as of 05:13, 23 May 2011
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
st. B -
- Hit Detection: High
- Damage: 30
st. C -
- Super Cancelable only
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 70
cl. C -
- Cancelable
- Hit Detection: High
- Damage: 70
cl. D -
- Cancelable
- Hit Detection: High
- Damage: 80
Crouching
cr. A -
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
cr. B -
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancelable
- Hit Detection: High
- Damage: 70
cr. D -
- Cancelable
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancelable
- Hit Detection: High
- Damage: 75
j. CD -
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Kokakugeki = (b/f+C/D)
- Hit Detection: Close
- Damage: 33+33+40
Command Moves
Fusenkyaku = (f+B)
- His forward kick to the gut from his previous version, good reach, cancelable by itself, best move to activate HD with, and perfect to be used in most his combos.
- Cancelable
- Hit Detection: High
- Damage: 65
Special Moves
Geki-Ken = (qcf+A/C)
- Swinging punch that lunges himself forward, good startup and recovery for his light version. A version is the most abusable move in his repertoire, safe when blocked, perfect to stop grass hopping opponents.
(EX) = qcf+AC
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 65/70/100
Gekiken (Charged) = (qcf+C) hold for 2 seconds
- Fully charged C version mimicks his DM with a DM flash, does real 20% damage if it connects, deceivingly good vertical hitbox, crumples opponent upon connection. Guarding a fully charged leads to a Guard Crash (except on Ralf, Clark and Maxima due to higher guard meter) into full combo. Ex qcf+P travels farther, starts up quicker, and goes through projectiles.
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 80/85/200
Gekiken Feint = During Gekiken (Charge) press K
Fuku Tora Geki = (qcb+A)
- Two-parter starting with his double hand overhead then swinging back upwards launches the opponent for a low juggle (can be Super Canceled (SC'd) into his qcf x2 + A/C DM). Retains it's overhead properties despite being in a block string however is not safe when blocked if your opponent has a fast countering move. Unlike XII, he can cancel his qcb + A off of his command attack f + B. Extremely useful in his mixups and most damaging special to SC off of. EX version juggles opponents higher (high enough to connect his qcf x2 + A/C DM).
(EX) = qcb+AC
- Hit Detection: Mid
- Damage: 60/70
∟ Kanyuu Ryugeki = (qcf+A)
- Second part of the Fuku Tora Geki. This move is not safe if blocked.
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 50/80
Tenrenken = (qcf+K)
- Lunges forward with a sliding grounded uppercut. Not as useful for anti-air as XII as he slides forward even with the B version. Only useful for anticipated hops and maybe some jumps. D version combos off his BnB s.C, f.B chain. Ex version is much more useful, does an added hit and allows for juggles but is not the anti-air move that you would expect. Follow up with a qcf + D for juggles (otherwise opponent is too high and falls down vertically).
(EX) = qcf+BD
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 50/70/50(55)+55
Tamaken = (hcb f+P)
- Command throw which combos off his f.B chain and even his light attacks if he's close enough. Without and drive canceling or super canceling, this is his strongest comboable special (even slightly stronger than Shen Woo Hammer). Ex version crumples the opponent and allows for jugglable followups like (DM, qcb + A, EX dp B/D).
(EX) = hcb f+AC
- Drive/Super Cancelable
- Hit Detection: Close
- Damage: 120
Tamaken Deflect = (qcb+C)
- Reflects incoming projectile. You can cancel the ending frames into any move however the most practical one is C Shen Woo Punch Lite and cancel if needed.
Desperation Moves
Tatsu!! Gekiken! = (qcfx2+P)
- Buffed up version of his of Shen Woo Punch Lite, does good damage, and is invincible after startup. Ex version is much faster.
(EX) = qcfx2+AC
- Max Cancelable
- Hit Detection: High
- Damage: 220/320
Bakuten = (C,A,B,C) 2 stocks
Causes Shen Woo to explode and glow yellow like SSJ. The explosion itself does about 312 dmg and his attack increases by 30% while in this mode. Note, normally the minimum any DM gets scaled down to is .5 but since he gets the 30% increase the minimum the CABC DM does in a combo is .65 of 240, or 156 dmg.
- Max Cancelable
- Hit Detection: High
- Damage: 240
Neomax
Tensho Bakushingeki = (qcf~hcb+AC)
Fast chase down punisher, Shen glides across the screen and activates an upwards punch sending a blast upwards
- Hit Detection: High
- Damage: 200+250
Combos
Assuming you start each combo with j.C/D, s.C, f.B, here's a guide to use which combo to use under which circumstance:
No stock or Drive guage -
hcb~f+P or corner qcf D, far C (~311dmg)
1 stock, no Drive guage -
Ex qcf K, qcf D x2, hyperhop C (~430dmg)
1 stock, 1+ Drive guage
Ex qcf K, qcf D, qcb A.qcf A, [DC] qcf C, qcf A, (corner) d.C (~[524dmg)
2 stock, 1+ Drive guage
Ex qcf K, qcf D, qcb A.qcf A, [DC] qcf C, qcf A, qcf x2 +P DM (575dmg)
3 stock, 1+ Drive gauge
Ex qcf K, qcf D, qcb A.qcf A, [DC] qcf C, qcf A, Ex qcfx2 + P DM (~622dmg)
Naturally, should use HyperDrive if you have two Drive gauges, so the rest are non-Drive gauge combos:
2 stocks -
Ex qcf K, qcf D x2, qcf x2+P DM (~526dmg)
3 stocks -
Ex hcb~f+P, Ex qcf K, qcf D x2, qcf x2+P DM (~601dmg)
corner Ex qcb A.qcf A, qcf D, qcf B, C.A.B.C (~608dmg)
4 stocks -
Ex hcb~f+P, Ex qcf K, qcf D x2, Ex qcf x2+P DM (~663dmg)
corner Ex hcb~f+P, Ex qcf K, qcf D x2, qcf B, C.A.B.C (~671dmg)
5 stocks -
Ex hcb~f+P, Ex qcf K, qcf D, Ex qcf P, Ex qcf x2+P DM (~682dmg)
corner Ex hcb~f+P, Ex qcf K, qcf D Ex qcf P, qcf B, C.A.B.C (~691dmg)
HyperDrive
There are so many variations to his HyperDrive combos (HD) so it's really about picking your own poison. Fortunately, all his (Ex) DMs juggles so SCing/MCing isn't a problem.
If you don't like the fancy stuff then do the 5 stock:
(1) (http://www.youtube.com/watch?v=DBA-z3zY1qQ) j.D, s.C, f.B, HD s.C, f.B, C.A.B.C, MC qcf~hcb+AC is already ~977dmg (if you add a qcf+A [HDC]... before the CABC the damage is 983)
If you like to conserve stocks:
(2) (http://www.youtube.com/watch?v=YThw1ultk_U#t=0m24) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, qcf D, [HDC] C, [HDC] D, qcf D, qcf B, Bakuten (C.A.B.C) (2 stocks, 831dmg)
(2c) NEW! (http://www.youtube.com/watch?v=Wug_FR9UDtc#t=4m50) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C (charge slightly), [HDC] qcf D, [HDC] qcb A(whiff).qcf A, [HDC] qcf D, [HDC] qcf C (charge slightly), [HDC] qcf D, qcf D, qcf B, CABC (2 stocks, 813 dmg)
(3) (http://www.youtube.com/watch?v=PTE1nyR0IF8) j.D, s.C, f.B, HD, s.C, f.B, Ex hcb~f+P, qcb A.qcf A, [i] delay[/i] [HDC] qcf+D, qcb A.qcf A, [HDC] qcf C, qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] D, qcf D, qcf B, CABC[/url] (3 stocks, HD, 870dmg)
(4) Made popular by Haregoro's white Shen from the KCE vids: (http://www.youtube.com/watch?v=vl86pDdUGlE) s.C/d.C, f.B, HD, s.C, f.B, qcb A.qcf A, ([HDC] qcf D, [HDC] qcf C, qcf A) x3, CABC. (2 stocks 818dmg / 822dmg if you do Ex qcf x2+AC instead)
4 stocks 100%:
(5) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, ([HDC] qcf D, [HDC] qcf C [charge half a sec]) x3, qcf D, CABC, Ex qcf x2+P DM
(2b) (http://www.youtube.com/watch?v=YThw1ultk_U#t=0m36) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, qcf D, [HDC] qcf C, [HDC] D, CABC, Ex qcf x2 +AC
100% combos 5 stocks
(5b) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcf C [charge half a sec], [HDC] qcf D, CABC, Ex qcf x2+P DM
(5c) (http://www.youtube.com/watch?v=HQ4Ycz5RsPA#t=0m09) j.C, s.C, f.B, HD, s.C, f.B, qcf A, [HDC] qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, qcf A, [HDC] qcf D, CABC, MC NM.
Special
(6) (http://www.youtube.com/watch?v=nWMFqrGXypI) 4leaf's Shen 4 hit 100% combo. (Corner and in HD) qcf C (fully charged), CABC, [MC] NM
Fullscreen wall carries
(7a) (http://www.youtube.com/watch?v=Wug_FR9UDtc#t=4m50) j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcb A (whiffs).qcf A, [HDC] qcf D, [HDC] qcf C (charge slightly), [HDC] qcf D, qcf D, qcf B, CABC (2 stocks 813dmg)
(7b) (http://www.youtube.com/watch?v=YThw1ultk_U)j.C, s.C, f.B, HD, s.C, f.B, qcb A.qcf A, [HDC] qcf D, [HDC] qcf C, [HDC] qcf D, [HDC] qcb A (whiffs).qcf A, [HDC] qcf D, qcb A.qcf A, [HDC] qcf D, qcf D, CABC (2 stocks 779dmg) .
KOF XIII - No. 17's Shen 1 stock 799dmg HD combo
(8) (http://www.youtube.com/watch?v=QfQgoRtTYlA) j.C, s.C, f.B, HD, s.C, f.B, qcf D, [HDC] qcf C, [HDC] qcf D, qcf D, [HDC] qcf C, [HDC] qcf D, qcb A.qcf A, [HDC] qcf D, qcf A, [HDC] qcf D, qcf D, qcf x2+P DM
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Videos
Technical Reference
http://www.youtube.com/watch?v=gFX8UBiyo8w&t=6m51s
Discussion Threads
Discuss at Dream Cancel