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The King of Fighters XIII/Shen Woo
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B -
- Cancel-able
- Hit Detection: High
- Damage: 30
st. C -
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 70
cl. C -
- Cancel-able
- Hit Detection: High
- Damage: 40+70
cl. D -
- Cancel-able
- Hit Detection: High
- Damage: 40x2
Crouching
cr. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B -
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Cancel-able
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- 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)
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.
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. Fully charged C version mimicks his DM with a DM flash, does real good damage if it connects (~30% if I'm not mistaken), deceivingly good vertical hitbox, crumples opponent upon connection. Guarding a fully charged leads to a Guard Crash into full combo. Ex qcf+P travels farther, starts up quicker, and goes through projectiles.
(EX) = qcf+AC
Gekiken (Charged) = qcf+C (hold for 2 seconds)
Gekiken Feint = qcf+A/C +K
Fuku Tora Geki = (qcb+A)
(EX) = qcb+AC
Kanyuu Ryugeki = (qcf+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).
qcf + B/D = Tenrenken (EX)
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).
hcb, f + A/C = Tamaken (EX)
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).
qcb + C = Tamaken Deflect
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
qcf x2 + A/C = Tatsu!! Gekiken! (EX)
Buffed up version of his of Shen Woo Punch Lite, does good damage, and is invincible after startup. Ex version is much faster.
CABC (costs two stocks) = Bakuten
Causes Shen Woo to explode and glow yellow like SSJ. The explosion itself does about 30% but his attack increases while in this mode.
Neomax
qcf, hcb + AC = Tensho Bakushingeki
Fast chase down punisher, Shen glides across the screen and activates an upwards punch sending a blast upwards