Difference between revisions of "XV Broken/Shun'ei"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Shunei Profile.png|thumb|Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.<br/>After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Shunei Profile.png|thumb|Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.<br/>After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}
==Movelist==
==Movelist==


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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.
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 approaches 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.
* '''Great Mobility and Whiff Punishes''': His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky.  CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes.  Shun'ei also has above average grounded movement speed.
* '''Solid Okizeme''': Shun gets oki off of almost every one of his knockdowns and is guaranteed a safejump if he spends meter in his confirms.  Spaced safejumps are also relatively accessible.
* '''Midrange Tools''': His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, and unique burst options.
* '''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, and 236A/AC.
* '''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.
* '''Midrange Tools''': His CD, 6B, 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.
* '''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, 236A/AC, and 236236K.
* '''EX Conversions''': Shun'ei's EX DP is a very 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 especially solid and efficient half-bar combos.
* '''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=
* '''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 can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.
* '''Average Approach and Keepout''': 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.  Shun'ei's neutral is at its safest and strongest when he's whiff punishing -  but you simply can't afford to play passively in KoF.  You will be forced to take big risks in neutral.
* '''Lack of Fundamentally Solid Mixup Tools''': Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent.  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.
* '''Honest Mix''': Shun'ei relies on frametraps, staggers, pressure resets and throws to open up their opponent.  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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|description=
|description=
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab.  
Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab.  
* Surprisingly solid range, more range than 2D  
* Surprisingly solid range, more range than 2D and 2A
* 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 special cancel, making this Shun'ei's furthest reaching cancellable light normal.
* Used in certain blockstring option selects
}}
}}


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|moveId=shunei_stb
|moveId=shunei_stb
|description=
|description=
Shun'ei's midrange poke used for counter poking and space control.
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=
* Short range, low risk, low range 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.
* 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.
* Has no pushback which makes combos consistent even at further ranges
* 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 while gaining Shun'ei frame advantage on hit and block.
* Fast close jab which can be used for checking very close hops.
* Chains into other normals (including command normals) on block and hit making it useful for initiating pressure sequences and combos.
* 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 and from light confirms (outside of 2B > 5A xx Rush Combo for highest possible no resource 2B starter)
* 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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|moveId=shunei_crd
|moveId=shunei_crd
|description=
|description=
* Close range sweep with acceptable startup and useful as a low profile tool to beat out other normals
* Close range sweep with good startup and useful as a low profile tool to beat out other normals
* Whiff, empty, MAX, and special cancellable
* Whiff, empty, MAX, and special cancellable
}}
}}
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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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|description=
|description=
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack
* Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack
* Can be cancelled into 214A for a true blockstring with better frame advantage
* Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit
* Doing this cancel typically leads to combos
* Unlike most other CDs, this cannot be whiff cancelled
* Unlike most other CDs, this cannot be whiff cancelled
}}
}}
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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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Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range.  
Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range.  
* Despite its animation, it is not an overhead
* Despite its animation, it is not an overhead
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash
* Can be cancelled into j.236P or airdashes
* When canceled into from a normal, you can only cancel into EX Air Dash, when used on its own you can cancel into any airdash
* Non-cancelled version can be kara-cancelled into j.236P and airdashes
* The recovery of the command normal is also cancellable into his air dash, but not j.236P
* Combos from Shun'ei's heavy normals
* Combos from Shun'ei's heavy normals
}}
}}


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* A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback
* A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback
* C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A.  
* C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A.  
* EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown and combos from lights.
* EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown.
}}
}}


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|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance  
|description3=Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance  
* Non EX/EX version can negate most non EX/EX fireballs
* Non EX/EX version can negate most non EX/EX fireballs
* Useful as a space control and poking tool, but has a lot of active and recovery frames that allow the opponent to jump in on Shun'ei if whiffed at the wrong ranges.
* Useful as a space control and hop check, but has a lot of active and recovery frames that allow the opponent to jump in on Shun'ei if whiffed at the wrong ranges.
* Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but the projectile doesn't continue to be active during recovery frames.
* A version starts up slightly faster allowing it to combo from heavy and command normals
* A version starts up slightly faster allowing it to combo from heavy and command normals
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.
* C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.
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|input=623A/C/AC
|input=623A/C/AC
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards.  
|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards.  
* Shun'ei's main high damage combo tool.
* All versions have upper body invulnerability.  A version can be used to anti-air jumps on reaction.
* A version starts immediately from Shun'ei's current position while the C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack invincibility, and launches the opponent slightly higher.
* C and AC version are Shun'ei's main high damage combo tools.
* A version starts immediately from Shun'ei's current position while the C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw invincibility, and launches the opponent slightly higher, though it doesn't allow for any follow-ups, even with a Super Cancel. Hefty recovery compared to the others so don't use this for anything but anti-airs.
* EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Upper Body invincible during the initial frames of the attack.
* EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Upper Body invincible during the initial frames of the attack.
* 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
* C and AC version allow 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=j.236D/BD
|input=j.236D/BD
|description2= Shun'ei uses his power to propel himself forward in the air.
|description2= Shun'ei uses his power to propel himself forward in the air.
* A forward air dash that allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.
* Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.
* Shun'ei has almost zero landing recovery when he lands. You can take advantage of this by going low when your opponent expects an air normal.
}}
}}


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|input=j.214D/BD
|input=j.214D/BD
|description2= Shun'ei uses his power to propel himself backwards in the air.
|description2= Shun'ei uses his power to propel himself backwards in the air.
* A backwards air dash that allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer.  
*Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer.  
}}
}}


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* A diagonal air dash that allows Shun'ei to travel towards the ground.
* A diagonal air dash that allows Shun'ei to travel towards the ground.
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.
* Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.
* This has slightly more landing recovery than j.236D, about 6 frames. This is still very little and can still allow for high-low mix-ups.
}}
}}



Revision as of 01:21, 1 February 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.
After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Knee Kick - Bk.gif / Fd.gif + C.gif

Aerial Leg Throw - Bk.gif / Fd.gif + D.gif

Command Normals

Sky Axe - Fd.gif + B.gif

Ground Hammer - Fd.gif + A.gif

Target Combo - (Far) C.gif > C.gif

Special Moves

Scarlet Phantom - Qcb.gif + A.gif / C.gif (*)

Aqua Spear - Qcf.gif + A.gif / C.gif (*)

Rising Efreet - Dp.gif + A.gif / C.gif (*)

Blau Wing - Qcf.gif + A.gif / C.gif (Midair Only) (*)

Thruster Vision ~ Front - Qcf.gif + D.gif (Midair Only) (*)

Thruster Vision ~ Back - Qcb.gif + D.gif (Midair Only) (*)

Thruster Vision ~ Slant - Qcf.gif + B.gif (Midair Only) (*)

Thruster Vision ~ Under - Qcb.gif + B.gif (Midair Only) (*)

Super Special Moves

Gaianic Burst - Qcf.gifQcf.gif + A.gif / C.gif (!)

Specter Extension - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Phantom Singulation - Qcb.gifDb.gifQcf.gif+C.gif+D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

2B > 2A > 214A = 111 dmg
cl.C > 6C > 623C > 214A = 243 dmg

½ Meter

Anywhere
Anywhere

2B > 2A > 623AC > 214C = 213 dmg
2B > 2A > 236AC > 214C = 193 dmg

1 Meter

Anywhere
Anywhere

2B > 2A > 214A > 236236B/D = 271 dmg
2B > 2A > 236AC > 623AC > 214C = 275 dmg

2 Meter

Anywhere
Corner

2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg
2B > 2A > 236AC > 623AC > j.236C > 214A = 427 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
  • Great Mobility and Whiff Punishes: His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.
  • Midrange Tools: His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, 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, 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.
  • 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 can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.
  • Lack of Fundamentally Solid Mixup Tools: Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 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.


Normals

Far Standing Normals

Far A

stand A
A
A
XV shunei fa ima.png
XV shunei fa hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 6 4 8 +3 +1 - 30 60

Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab.

  • Surprisingly solid range, more range than 2D and 2A
  • Whiffs on crouching opponents limiting its use as a pressure tool.
  • Can special cancel, making this Shun'ei's furthest reaching cancellable light normal.

Far B

stand B
B
B
XV shunei fb ima.png
XV shunei fb hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 12 -1 -3 - 30 60

Hop check normal alternative to far A.

  • Same range as far A, but hits crouching opponents
  • 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
  • Leaves Shun'ei at a frame disadvantage on hit

Far C

stand C
C
C
XV shunei fc ima.png
XV shunei fc hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid command 9 2 21 -2 -4 - 40 60
  • 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.
  • Has no pushback which makes combos consistent even at further ranges
  • Slightly more range than far A
  • Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes

Far D

stand D
D
D
XV shunei fd ima.png
XV shunei fd hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 5 25 -9 -11 - 70 120

One of Shun'ei's useful normals for anti-airing and stopping incoming hops and jumps both reactively and pre-emptively

  • Has decent range (more than far C)
  • Can connect on some crouching characters close to tip range as the hitbox lies just underneath his knee.
  • Super and MAX cancellable

Close Standing Normals

Close A

close A
cl.A
cl.A
XV shunei cla ima.png
XV shunei cla hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • 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

Close B

close B
cl.B
cl.B
XV shunei clb ima.png
XV shunei clb hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 6 +5 +3 - 30 60
  • Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage

Close C

close C
cl.C
cl.C
XV shunei clc ima.png
XV shunei clc hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 16 +1 -1 - 70 120
  • Shun'ei's close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.5C xx Command Normal/Special/MAX/EX)
  • Combos into both of his command normals on hit and block

Close D

close D
cl.D
cl.D
XV shunei cld ima.png
XV shunei cld hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 6 3 (5) 2 21 -2 -4 - 80 (40+40) 120 (60+60)
  • Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)
  • Both the first and second hits of this normal are special, MAX, and super cancellable
  • A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits
  • Counts as only one hit in terms of scaling, leading to max damage combos

Crouch Normals

Crouch A

crouch A
cr.A
cr.A
XV shunei 2a ima.png
XV shunei 2a hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 7 +4 +2 - 30 60
  • 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)
  • Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)

Crouch B

crouch B
cr.B
cr.B
XV shunei 2b ima.png
XV shunei 2b hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 4 10 +1 -1 - 15 30
  • Shun'ei's decent ranged low starter to establish a high/low game and to check blocks
  • Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX
  • Links into 2A
  • Not special cancellable

Crouch C

crouch C
cr.C
cr.C
XV shunei 2c ima.png
XV shunei 2c hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 7 3 21 -3 -5 - 70 120
  • One of Shun'ei's anti-air options in alternative to far 5D
  • Special cancellable and combos into both of his command normals

Crouch D

crouch D
cr.D
cr.D
XV shunei 2d ima.png
XV shunei 2d hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 9 4 15 Soft Knockdown (+30/+57) 0 - 70 120
  • Close range sweep with good startup and useful as a low profile tool to beat out other normals
  • Whiff, empty, MAX, and special cancellable

Jump Normals

Jump A

jump A
j.A
j.A
XV shunei ja ima.png
XV shunei ja hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 5 5 1 on ground - - - 30 50

jump jump

45 High special 5 7 1 on ground - - - 30 60
  • One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps
  • Has a decent amount of active frames and a generous hitbox

Jump B

jump B
j.B
j.B
XV shunei jb ima.png
XV shunei jb hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 9 1 on ground - - - 30 60
  • Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups
  • 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
  • Very limited crossup hitbox

Jump C

jump C
j.C
j.C
XV shunei jc ima.png
XV shunei jc hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 6 5 1 on ground - - - 70 100

jump jump

70 High special 6 6 1 on ground - - - 70 120
  • Decent jump-in option as Shun'ei in situations where a crossup isn't needed
  • Special cancellable into j.236A/C/AC or his forward or backward EX air boost

Jump D

jump D
j.D
j.D
XV shunei jd ima.png
XV shunei hop d hb.png
XV shunei jd hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 9 5 1 on ground - - - 70 100

jump jump

70 High - 9 6 1 on ground - - - 70 120
  • Shun'ei's #1 jump in and hop pressure option
  • Decent hitbox and crossup potential

Blowback

Blowback

Blowback
CD
CD
XV shunei cd ima.png
XV shunei cd hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 4 29 Wall Splat (Ground hit) / Soft Knockdown (Air hit) -10 Low Body: 7 to 30 (24 Frames) 100 160
  • Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack
  • Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit
  • Unlike most other CDs, this cannot be whiff cancelled

Shatter Strike

Shatterstrike
236CD
236CD
XV shunei 236cd ima.png
XV shunei 236cd hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit - HKD +93) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike
  • When done raw on ground hit the recovery does not allow for any ground normal follow ups

Jump CD

jump CD
j.CD
j.CD
XV shunei jcd ima.png
XV shunei jcd hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 14 5 1 on ground Soft Knockdown (+54/+91) - - 80 120

jump jump

90 Mid special 14 7 1 on ground Soft Knockdown (+54/+91) - - 80 140

Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals

  • Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks
  • 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
  • Very limited crossup hitbox

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
XV shunei rush2 ima.png
XV shunei rush1 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush - - - - - - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush - - - - - - 30 180 (60+60+60)
  • Used for a couple very specific combo routes.

Throws

Cthrow (forward)
(close) 4/6C
(close) 4/6C
XV shunei cthrow ima.png
XV shunei cthrow hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 Hard Knockdown (+49) Unblockable - 0 0

Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.

  • Launches Shun'ei's opponent roughly 2 jumps/3 hops away


dthrow (backward)
(close) 4/6D
(close) 4/6D
XV shunei dthrow ima.png
XV shunei dthrow hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 Hard Knockdown (+33) Unblockable - 0 0

Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.

  • Leaves Shun'ei right outside of hop distance of the opponent

Command Moves

Sky Axe

Sky Axe
6B
6B
XV shunei 6b ima.png
XV shunei 6b hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
45 [35] Mid special 13 [11] 2 24 -9 -11 - 40 80

Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range.

  • Despite its animation, it is not an overhead
  • Can be cancelled into j.236P or airdashes
  • Non-cancelled version can be kara-cancelled into j.236P and airdashes
  • The recovery of the command normal is also cancellable into his air dash, but not j.236P
  • Combos from Shun'ei's heavy normals

Ground Hammer

Ground Hammer
6A
6A
XV shunei 6a ima.png
XV shunei 6a hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 [45] High [Mid] super [special] 25 [19] 4 17 [19] 0 [0] -2 [-2] - 90 [40] 110 [80]

Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation.

  • Special and Super cancelable.
  • Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option

Target Combo 1

Target Combo 1
5CC
5CC
XV shunei fc ima.png
XV shunei fc2 hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
78 (40+40) Mid special 6 2 20 -1 -3 - 100 (40+60) 100 (60+40)

Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.

Special Moves

Scarlet Phantom

Scarlet Phantom
214A/C/AC
214A/C/AC
XV shunei 214a ima.png
XV shunei 214c ima.png
XV shunei 214a hb.png
XV shunei 214c hb.png
XV shunei 214ac hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 12 7 17 Soft Knockdown (+30/+57) -5 - 60 80

C C

80 Mid super 16 7 18 Hard Knockdown (+69) -6 - 60 80

AC AC

120 Mid - 16 7 18 Hard Knockdown (+69) -5 Low Feet Strike Invincibility - 12 to 21 (10 Frames) - Only during proximity box detection. 0 120

Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range.

  • Special cancellable into super or climax (notably his 236236B/D/BD)
  • If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place
  • A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback
  • C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A.
  • EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown.

Aqua Spear

Aqua Spear
236A/C/AC
236A/C/AC
XV shunei 236a ima.png
XV shunei 236a hb.png
XV shunei 236c hb.png
XV shunei 236ac hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 16 8 24 Soft Knockdown (+30/+57) -5 - 40 40

C C

80 Mid super 21 10 22 Soft Knockdown (+30/+57) -5 - 60 80

AC AC

80 Mid - 12 11 23 Crumple (Close - +100) / Soft Knockdown (Max Range +32/+72) -7 - 0 80

Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance

  • Non EX/EX version can negate most non EX/EX fireballs
  • Useful as a space control and hop check, but has a lot of active and recovery frames that allow the opponent to jump in on Shun'ei if whiffed at the wrong ranges.
  • Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but the projectile doesn't continue to be active during recovery frames.
  • A version starts up slightly faster allowing it to combo from heavy and command normals
  • C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.
  • EX version has increases properties and a faster startup allowing it to combo from 2A.
  • The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A.

Rising Efreet

Rising Efreet
623A/C/AC
623A/C/AC
XV shunei 623a ima.png
XV shunei 623a hb.png
XV shunei 623c hb.png
XV shunei 623ac hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

75 Mid super 10 7 40 Soft Knockdown (+24/+51) -28 Full body against non-projectile air moves: 1 to 11 (11 Frames) 80 100

C C

85 Mid super 18 7 28 Soft Knockdown (+24/+51) -16 Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames) 80 100

AC AC

107 (50+60) Mid - 13 7 (11) 7 14 Soft Knockdown (+52/+72) -20 Upper Body: 1 to 12 (12 Frames) 0 80

Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards.

  • All versions have upper body invulnerability. A version can be used to anti-air jumps on reaction.
  • C and AC version are Shun'ei's main high damage combo tools.
  • A version starts immediately from Shun'ei's current position while the C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw invincibility, and launches the opponent slightly higher, though it doesn't allow for any follow-ups, even with a Super Cancel. Hefty recovery compared to the others so don't use this for anything but anti-airs.
  • EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Upper Body invincible during the initial frames of the attack.
  • C and AC version allow 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.

Blau Wing

Blau Wing
j.236A/C/AC
j.236A/C/AC
XV shunei j236a ima.png
XV shunei j236a hb.png
XV shunei j236c hb.png
XV shunei j236ac hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid - 11 7 7 on ground Hard Knockdown (+77) 4 (Lowest height) to -5 (Highest height) / -3 (After Sky Axe, 6B) - 40 60

C C

60 Mid - 14 8 2 on ground Soft Knockdown 1 (Lowest height) to -6 (Highest height) / -1 (After Sky Axe, 6B) - 40 60

AC AC

85 (30+28+30) Mid - 14 8 8 on ground Soft Knockdown 6 (Lowest height) to -2 (Highest height) / 5 (After Sky Axe, 6B) - 0 120 (40+40+40)

Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options.

  • A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.
  • C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects.
  • EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.
  • A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.

Thruster Vision • Front

Thruster Vision • Front
j.236D/BD
j.236D/BD
XV shunei j236d ima.png
XV shunei j236d hb.png
XV shunei j236bd hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

N/A N/A - - - 1 on ground - - - N/A -

BD BD

N/A N/A - - - 1 on ground - - - N/A -

Shun'ei uses his power to propel himself forward in the air.

  • Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.
  • Shun'ei has almost zero landing recovery when he lands. You can take advantage of this by going low when your opponent expects an air normal.

Thruster Vision • Back

Thruster Vision • Back
j.214D/BD
j.214D/BD
XV shunei j214d ima.png
XV shunei j214d hb.png
XV shunei j214bd hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

N/A N/A - - - 1 on ground - - - N/A -

BD BD

N/A N/A - - - 1 on ground - - Full Body: 1 to 10 (10 Frames) N/A -

Shun'ei uses his power to propel himself backwards in the air.

  • Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer.

Thruster Vision • Slant

Thruster Vision • Slant
j.236B
j.236B
XV shunei j236b ima.png
XV shunei j236b hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
N/A N/A - - - 8 on ground - - - N/A -

Shun'ei uses his power to propel himself downwards diagonally in the air.

  • A diagonal air dash that allows Shun'ei to travel towards the ground.
  • Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.
  • This has slightly more landing recovery than j.236D, about 6 frames. This is still very little and can still allow for high-low mix-ups.

Thruster Vision • Under

Thruster Vision • Under
j.214B
j.214B
XV shunei j214b ima.png
XV shunei j214b hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
N/A N/A - - - 10 on ground - - - N/A -

Shun'ei uses his power to propel himself back towards the ground.

  • Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.

Super Special Moves

Gaianic Burst

Gaianic Burst
236236A/C/AC
236236A/C/AC
XV shunei 236236p ima.png
XV shunei 236236ac ima.png
XV shunei 236236p hb.png
XV shunei 236236ac hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

180 (70+110) Min:90 Mid advanced, climax 7 7 (22) Full Screen Projectile 60 Hard Knockdown (+50) -25 (Close Range / 2nd Hit) to -8 (Max Range) Full Body: 1 to 11 (11 Frames) 0 0

C C

180 (70+110) Min:90 Mid advanced, climax 7 7 (22) Full Screen Projectile 60 Hard Knockdown (+50) -25 (Close Range / 2nd Hit) to -8 (Max Range) Full Body: 1 to 11 (11 Frames) 0 0

AC AC

330 (130+100+100) Min:165 Mid climax 7 9 (4) Full Screen Projectile 81 Hard Knockdown (+48) -29 Full Body: 1 to 15 (15 Frames) 0 0

Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them.

  • Invincible start-up.
  • If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy
  • MAX version of this super fires an additional energy blast

Specter Extension

Specter Extension
236236B/D/BD
236236B/D/BD
XV shunei 236236k ima.png
XV shunei 236236bd ima.png
XV shunei 236236k hb.png
XV shunei 236236bd hb.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

190 (40+35+40+35+40) Min:94 Mid advanced, climax 9 9 33 Hard Knockdown (+38) -36 Full Body: 1 to 6 (6 Frames) 0 0

D D

190 (40+35+40+35+40) Min:94 Mid advanced, climax 9 9 33 Hard Knockdown (+38) -36 Full Body: 1 to 6 (6 Frames) 0 0

BD BD

333 (41+40+41+40+41+130) Min:200 Mid - 7 11 47 Hard Knockdown (+89) -47 Full Body: 1 to 8 (8 Frames) 0 0
  • Shun'ei enshrouds himself in energy and blasts through the opponent at high speed.
    • Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits.
  • Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is extremely tight.
  • All versions switches sides, except against a cornered opponent.
  • Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.
  • MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection.
    • It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball.

Phantom Singulation

Phantom Singulation
2141236CD
2141236CD
XV shunei 2141236cd ima.png
XV shunei 2141236cd hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
440 (70+120+250) Min:245 Mid - 6 8 42 Hard Knockdown (+40) -31 Full Body: 1 to 14 (14 Frames) 0 0

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

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Shun'ei Reveal Trailer
The King of Fighters XV

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