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The King of Fighters XIV/Shun'ei: Difference between revisions
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'''Standing''' | '''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''' | '''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. However, it is not special cancellable. | |||
'''Crouching''' | '''Crouching''' | ||
* cr. A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Cancel-able to pretty much everything. | |||
* cr. 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. 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. Soft knockdown. Special/f+b/BC Max Mode cancel-able. | |||
'''Jumping''' | '''Jumping''' | ||
* j. A: An air-to-air jab. His farthest horizontal jumping normal. | |||
* 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. Crosses up, but you’ll have to work pretty hard to do it on standing opponents. | |||
'''Blowback''' | '''Blowback''' | ||
* st. 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. | |||
* 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= |
Revision as of 23:03, 15 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Thruster Vision • Front - in air, + / (*)
Thruster Vision • Back - in air, + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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. However, it is not special cancellable.
Crouching
- cr. A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Cancel-able to pretty much everything.
- cr. 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. 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. Soft knockdown. Special/f+b/BC Max Mode cancel-able.
Jumping
- j. A: An air-to-air jab. His farthest horizontal jumping normal.
- 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. Crosses up, but you’ll have to work pretty hard to do it on standing opponents.
Blowback
- st. 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.
- 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.
Aerial Leg Throw - (b/f + D) close
- Shun’ei slams them down by flipping them head first with his legs.
- Hard knockdown.
Command Moves
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+P.
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.
EX: Similar to the normal version, except a little faster & wall bounces on hit. Also has projectile invuln.
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.
- Soft knockdown.
EX: Starts up and recovers faster.
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.
- 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.
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.
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.
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
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: Does the most damage off of a cr.b confirm (cr.b, rush AAAA.) That's about it.
1 Meter: 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: You're better off using optimized max mode combos if you know one.
0 meter
- cr.B, cr. A, qcb+A = (111 DMG)
(Hard knockdown)
- cl.C, f+B, delay j.qcf+A, qcb+C = (234 DMG)
(Hard knockdown)
- st.CD, qcb+C = (151 DMG)
(Hard knockdown)
Corner only
- cl.C, f+B, delay j.qcf+A, dp+C, dp+A, cl.C = (354 DMG)
(Air reset)
- st.CD, dp+C, dp+A, qcb+A = (282 DMG)
(Hard knockdown, don't delay the dp+C)
1 meter
- cr.B, cr. A/cl.C, [BC], cl.C, dp+AC, dp+C, qcb+AC, qcb+C = (371/413 DMG)
(hard knockdown, if done in the corner, you sideswap after qcb+AC)
Corner only
- cr.B, cr. B/cl.C, [BC], cl.C, dp+AC, tk j.qcf+AC, dp+C, dp+A, cl.C = (377/421 DMG)
(air reset)
- cl.C, f+b, delay j.qcf+a, dp+c, qcb+a [SC] qcfx2+P = (430 DMG)
(hard knockdown)
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)