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 | * '''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 | * '''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 | * '''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 | * '''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 | * '''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. | ||
}} | }} | ||
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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 | * Can special cancel, making this Shun'ei's furthest reaching cancellable light normal. | ||
}} | }} | ||
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|moveId=shunei_stb | |moveId=shunei_stb | ||
|description= | |description= | ||
Hop check normal alternative to far A. | |||
* Same range as far A | * Same range as far A, but hits crouching opponents | ||
* Slightly retracts lower hurtbox, can interact well against lows | * Slightly retracts lower hurtbox, can interact well against lows | ||
* Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A | * Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A | ||
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|moveId=shunei_stc | |moveId=shunei_stc | ||
|description= | |description= | ||
* | * Poke with a slightly larger than expected hitbox and low recovery. Can cancel into command moves or his special cancellable Target Combo allowing for easy confirms. | ||
* 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 | * Fast close jab which can be used for checking very close hops. | ||
* | * Can be used as an alternative to 2A when up close. | ||
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B | * Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B | ||
}} | }} | ||
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|moveId=shunei_cra | |moveId=shunei_cra | ||
|description= | |description= | ||
* Shun'ei's go-to normal for | * Shun'ei's go-to normal for light confirms | ||
* Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special) | * Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special) | ||
* Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC) | * Combos into Light/EX Scarlet Phantom (214A/AC), EX Aqua Spear (236AC), and EX Rising Efreet (623AC) | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|moveId=shunei_crd | |moveId=shunei_crd | ||
|description= | |description= | ||
* Close range sweep with | * 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 | ||
* 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 | ||
* | * 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 | * 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 | * 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 | * 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 | * 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. | ||
* | * 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. | ||
}} | }} | ||
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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. | ||
* | * 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. | ||
* | *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
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Blau Wing - + / (Midair Only) (*)
Thruster Vision ~ Front - + (Midair Only) (*)
Thruster Vision ~ Back - + (Midair Only) (*)
Thruster Vision ~ Slant - + (Midair Only) (*)
Thruster Vision ~ Under - + (Midair Only) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 214A = 111 dmg |
½ Meter |
Anywhere |
2B > 2A > 623AC > 214C = 213 dmg |
1 Meter |
Anywhere |
2B > 2A > 214A > 236236B/D = 271 dmg |
2 Meter |
Anywhere |
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg |
Gameplay Overview
Shun'ei is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in. His mobility allows him to rapidly switch his game plan and create opportunities in neutral - backing up to stay safe and bait commitments from the opponent, or closing in with threatening pokes. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
A
A |
---|
Far B
stand B
B
B |
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Far C
stand C
C
C |
---|
Far D
stand D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatterstrike
236CD
236CD |
---|
Jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Cthrow (forward)
(close) 4/6C
(close) 4/6C |
---|
dthrow (backward)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Sky Axe
Sky Axe
6B
6B |
---|
Ground Hammer
Ground Hammer
6A
6A |
---|
Target Combo 1
Target Combo 1
5CC
5CC |
---|
Special Moves
Scarlet Phantom
Scarlet Phantom
214A/C/AC
214A/C/AC |
---|
Aqua Spear
Aqua Spear
236A/C/AC
236A/C/AC |
---|
Rising Efreet
Rising Efreet
623A/C/AC
623A/C/AC |
---|
Blau Wing
Blau Wing
j.236A/C/AC
j.236A/C/AC |
---|
Thruster Vision • Front
Thruster Vision • Front
j.236D/BD
j.236D/BD |
---|
Thruster Vision • Back
Thruster Vision • Back
j.214D/BD
j.214D/BD |
---|
Thruster Vision • Slant
Thruster Vision • Slant
j.236B
j.236B |
---|
Thruster Vision • Under
Thruster Vision • Under
j.214B
j.214B |
---|
Super Special Moves
Gaianic Burst
Gaianic Burst
236236A/C/AC
236236A/C/AC |
---|
Specter Extension
Specter Extension
236236B/D/BD
236236B/D/BD |
---|
Phantom Singulation
Phantom Singulation
2141236CD
2141236CD |
---|