Difference between revisions of "XV Broken/Shun'ei"
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. | | intro = {{SUBPAGENAME}} is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. | ||
His mobility allows him to rapidly switch his | His mobility allows him to rapidly switch his game plan and create opportunities in neutral - backing up to stay safe and bait commitments from the opponent, or closing in with threatening pokes. | ||
| pros= | | pros= | ||
* '''Great Mobility and Whiff Punishes''': His multiple airdashes allow for versatile | * '''Great Mobility and Whiff Punishes''': His multiple airdashes and j.236C allow for versatile movement in neutral that can make catching Shun'ei tricky. CD and 214C/AC are excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. | ||
* '''Solid Okizeme''': Shun gets oki off of | * '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, fast whiff punish tools, and unique burst options. | ||
* ''' | * '''Solid Okizeme''': Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups. | ||
* ''' | * '''Frametraps and Roll Punishes''': Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A/AC, 236A/AC, and 236236K. | ||
* '''EX Conversions''': Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos. | |||
| cons= | | cons= | ||
* '''Weak, Awkward, and Reactive Neutral''': Shun'ei's weak and situational anti-airs along with his committal midrange options can make it hard to keep opponents out. His average approach options result in a character that has to move safely and unpredictably. Airdashes have some usage in neutral, but prepared opponents will have a much easier time mitigating the threat of aerial approaches. Shun'ei's neutral is at its safest and strongest when he's whiff punishing and baiting mistakes from his opponent - but you simply can't afford to play passively in KoF. You will be forced to take awkward risks in neutral. | |||
* '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit. | * '''Bad Defense''': Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets (623C/AC) can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit. | ||
* ''' | * '''Lack of Strong Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. Left/right mix is situational and precise. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately. | ||
}} | }} | ||
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* Whiffs on crouching opponents limiting its use as a pressure tool. | * Whiffs on crouching opponents limiting its use as a pressure tool. | ||
* Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well. | * Can super cancel into 236236B/D and 236236BD and combo at the correct range if buffered extremely well. | ||
}} | }} | ||
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|moveId=shunei_stb | |moveId=shunei_stb | ||
|description= | |description= | ||
Hop check normal alternative to far A. | |||
* Same range as far A | * Same range as far A, but hits crouching opponents | ||
* Slightly retracts lower hurtbox, can interact well against lows | * Slightly retracts lower hurtbox, can interact well against lows | ||
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A | * Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A | ||
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|moveId=shunei_stc | |moveId=shunei_stc | ||
|description= | |description= | ||
* | * Poke with a slightly larger than expected hitbox and low recovery. Can cancel into command moves or his special cancellable Target Combo allowing for easy confirms. | ||
* Slightly more range than far A | * Slightly more range than far A | ||
* Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes | * Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes | ||
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|moveId=shunei_cla | |moveId=shunei_cla | ||
|description= | |description= | ||
* Fast close jab which can be used for checking very close hops | * Fast close jab which can be used for checking very close hops. | ||
* | * Can be used as an alternative to 2A when up close. | ||
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B | * Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B | ||
}} | }} | ||
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|moveId=shunei_cra | |moveId=shunei_cra | ||
|description= | |description= | ||
* Shun'ei's go-to normal for | * Shun'ei's go-to normal for light confirms | ||
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special) | * Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special) | ||
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC) | * Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC) | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in | * Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in | ||
* Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals | * Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals | ||
* Very limited crossup hitbox | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions | * Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions | ||
* On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials | * On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials | ||
* Very limited crossup hitbox | |||
}} | }} | ||
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* All versions allows a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | * All versions allows a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | ||
* Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough. | * Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough. | ||
* A version can be used to build meter at full screen | |||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow! | |description= Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow! | ||
* Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air | |||
* Hitbox starts at Shun'ei | |||
}} | }} | ||
Revision as of 14:48, 23 November 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Blau Wing - + / (Midair Only) (*)
Thruster Vision ~ Front - + (Midair Only) (*)
Thruster Vision ~ Back - + (Midair Only) (*)
Thruster Vision ~ Slant - + (Midair Only) (*)
Thruster Vision ~ Under - + (Midair Only) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 214A = 111 dmg |
½ Meter |
Anywhere |
2B > 2A > 623AC > 214C = 213 dmg |
1 Meter |
Anywhere |
2B > 2A > 214A > 236236B/D = 271 dmg |
2 Meter |
Anywhere |
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg |
Gameplay Overview
Shun'ei is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. His mobility allows him to rapidly switch his game plan and create opportunities in neutral - backing up to stay safe and bait commitments from the opponent, or closing in with threatening pokes. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
A
A |
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Far B
stand B
B
B |
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Far C
stand C
C
C |
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Far D
stand D
D
D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
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Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
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Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatterstrike
236CD
236CD |
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Jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
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Throws
Cthrow (forward)
(close) 4/6C
(close) 4/6C |
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dthrow (backward)
(close) 4/6D
(close) 4/6D |
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Command Moves
Sky Axe
Sky Axe
6B
6B |
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Ground Hammer
Ground Hammer
6A
6A |
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Target Combo 1
Target Combo 1
5CC
5CC |
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Special Moves
Scarlet Phantom
Scarlet Phantom
214A/C/AC
214A/C/AC |
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Aqua Spear
Aqua Spear
236A/C/AC
236A/C/AC |
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Rising Efreet
Rising Efreet
623A/C/AC
623A/C/AC |
---|
Blau Wing
Blau Wing
j.236A/C/AC
j.236A/C/AC |
---|
Thruster Vision • Front
Thruster Vision • Front
j.236D/BD
j.236D/BD |
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Thruster Vision • Back
Thruster Vision • Back
j.214D/BD
j.214D/BD |
---|
Thruster Vision • Slant
Thruster Vision • Slant
j.236B
j.236B |
---|
Thruster Vision • Under
Thruster Vision • Under
j.214B
j.214B |
---|
Super Special Moves
Gaianic Burst
Gaianic Burst
236236A/C/AC
236236A/C/AC |
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Specter Extension
Specter Extension
236236B/D/BD
236236B/D/BD |
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Phantom Singulation
Phantom Singulation
2141236CD
2141236CD |
---|