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The King of Fighters XIII/Shen Woo

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File:Shen.png


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 30% but his attack increases while in this mode.

- 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, far B (corner d.C instead~402/430dmg)


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)

Miscellaneous

Character Sprite

File:Shen.gif

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