The King of Fighters 2003/Shen: Difference between revisions

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===Colors===
===Colors===
'''UNDER CONSTRUCTION'''
{|
! [[image:snka.gif]]
! [[image:snkb.gif]]
! [[image:snkc.gif]]
! [[image:snkd.gif]]
|-
|[[File:KOF2003 Shen colour A.png]]
|[[File:KOF2003 Shen colour B.png]]
|[[File:KOF2003 Shen colour C.png]]
|[[File:KOF2003 Shen colour D.png]]
|}


==Movelist==
==Movelist==
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  |invul=-
  |invul=-
  |description=  
  |description=  
*basic KOF jab
standard jab with quick and good range, useful for stopping hops  
*useful for catching hops
  }}
  }}
}}
}}
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  |description=
  |description=
*despite appearances, this is not a low
*despite appearances, this is not a low
*has a ton of active frames
*alot of active frames
*if timmed as a meaty, you can link MSA/another st.B/Kouhyou Rengeki after
a very good poke due to the ton of active frame it has, use this at close range poke. 
  }}
  }}
}}
}}
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*whiffs on a crouching malin  
*whiffs on a crouching malin  
*doesn't have armor on it compared to later iterations
*doesn't have armor on it compared to later iterations
can be a decent anti-air, it's alittle on the slow side in terms of start-up and recovery
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*optimal anti-air
*whiffs on all crouchers  
*whiffs on all crouchers  
*moves shen forward alittle bit
*moves shen forward alittle bit
optimal anti-air, useful for hitting people hopping at him from a distance. just be careful whiffing this due to horrible recovery.
  }}
  }}
}}
}}
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  |description=  
  |description=  
*much like st.B, this hits mid
*much like st.B, this hits mid
*doesn't have much use.
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
st.A but crouching, slightly less range but still useful
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
a cr.B that links into itself and cr.A, doesn't have the best reach. still important for shen.
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*optiomal anti-air
*only the 1st hit is cancelable
*only the 1st hit is cancelable
optiomal anti-air, be careful if this whiffs as you recover slowly.
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=
  |description=
*same as jp.A but with a lowered hitbox
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=
  |description=
*good for hitting people above shen, but other than that, it's not really worth using
*good for hitting people above shen, but other than that, it's doesn't really alot of use
}}
  }}
}}
}}


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  |invul=-
  |invul=-
  |description=
  |description=
*same as jp.C but with a lowered hitbox and slightly smaller hurtbox
  }}
  }}
}}
}}
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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
}}
*can be a decent instant overhead
*overshadowed by other normals
  }}
}}
}}


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  |invul=-
  |invul=-
  |description=  
  |description=  
}}
*good as a jump-in, terrible as a air-to-air
  }}
}}
}}


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  |invul=-
  |invul=-
  |description=  
  |description=  
*shen's most commonly used jump-in, hits at a good angle and has a pretty decent hitbox, use it for zoning and as a jump-in
  }}
  }}
}}
}}
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*hardknockdown
*hardknockdown
*leaves the opponent next to shen
*leaves the opponent next to shen
*it's possible to create an ambigous roll mix-up
  }}
  }}
}}
}}
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  |invul=Strike/Projectile
  |invul=Strike/Projectile
  |description=  
  |description=  
*shen's MSA is his cl.C, this MSA has decent range and can also be used as an anti-air like most MSA's
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*despite the appearance,this is an overhead
*overhead
*pretty slow to come out
*pretty slow to come out
*when canceled into, it becomes faster and loses the overhead property.
despite the appearance, this is actually his overhead. can catch some people off guard but it's fairly reactable due to the slow start-up. it also doesn't have great range which can be problem when used in combos.
*can be canceled into Special/Super if you cancelled into it.  
  }}
}}
}}
}}


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  |invul=-
  |invul=-
  |description=  
  |description=  
*shen does a slow spin around before doing a fast kick horizontal
*shen does a slow spin around before doing a fast kick horizontal that knocksdown on hit.
*knocksdown on hit
*Is cancelable from his normals but is too slow to combo from anything
*cancelable from his normals but is too slow to combo from anything
*i don't recommend using this
*i don't recommend using this
  }}
  }}
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  |invul=-
  |invul=-
  |description=* Can be cancelled with K.
  |description=* Can be cancelled with K.
*unsafe no matter the distance
  }}
  }}
  {{AttackData-KoF03
  {{AttackData-KoF03
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  |description=* Can be cancelled with K.
  |description=* Can be cancelled with K.
*if fully charged it will become unblockable
*if fully charged it will become unblockable
*unsafe no matter the distance
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*mainly used as a combo ender
*1st hit has much more range than the animation implies
*does alot of stun dmg
mainly for show. used as a combo ender
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*command grab
*prioximity unblockable
*can also reflect projectiles except DM projectiles
*re-stand's the opponent
*this command grab is not invincible, has short range and very few active frames
*can reflect projectiles that's not a super
*If you K.O with your command grab, shen will be in the perfect position to cross-up the opponent.
this is shen's command grab; however, it's not treated like one, rather it's a proximity unblockable that allows you to combo after it. If you K.O with your command grab, shen will be in the perfect position to cross-up the opponent. just be aware that it has short range, not invinicbile and has very few active frames.
  }}
  }}
}}
}}
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*heavy version has upper body invinicibility  
*heavy version has upper body invinicibility  
*will cause a counter-wire on counter hit
*will cause a counter-wire on counter hit
*is useful as to beat projeciles, but it depends on which one you use depending on the matchup
an enhanced version of his geki ken, mainly used in combos where kohyou rengeki will whiff. you can also use it to beat projeciles, but whichever version you use depends on the projectile.
  }}
  }}
}}
}}
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  |invul=-
  |invul=-
  |description=  
  |description=  
*invinicbile on start-up
*invinicbile on start-up  
*this is unsafe on block; however, spacing it can make it hard to punish for most characters
*when used in combo's only the inital hit adds up to the combo counter, this causes the move to be almost unscaled in any combo.
}}
  }}
}}
}}


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  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description= shen's install super
  |description=  
*this will power up shen's damage output
*shen's install super, this LDM power up shen's damage output, allowing easy 50-60% combos.
*the entire transformation is a hitbox
*the buff will last 7 in-game seconds
*buff lasts for 7 in-game seconds
*if canceled into, shen will skip the start-up of the move
*if canceled into, shen will skip the start-up of the move
despite what's been mention, there alot of drawbacks to using this:  
despite what's been mention, there alot of drawbacks to using this:  
*a unique drawback of this move is that shen's head will take much more stun dmg,this allows shen to be stunned very easily.
*a unique drawback of this move is that shen's will take much more stun dmg (this is noticeable when hitting his head)
*when done raw, it starts up extremly slow, leaving you wide open to be punished
*when done raw, it starts up extremly slow, leaving you wide open to be punished
*it has extremly small hitbox when activating it
*it has extremely small hitbox upon activation
*you can not build meter while in the buffed state
*you can not build meter while in the buffed state
overall,shen as a leader is not recommended, as he gains major drawbacks using his LDM  
overall,shen as a leader is not recommended, as he gains major drawbacks using his LDM  
all for the price of more dmg
all for the price of more dmg.
  }}
  }}
}}
}}
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==Combos==
==Combos==
'''UNDER CONSTRUCTION'''
*st.C/st.D/cr.C
**f.B,qcf P
***qcfqcf P
 
*st.B (must be done meaty)
**st.B
**qcfqcfK
 
*jp.C/jp.D
**st.C/st.D/cr.C (don't implement a f.B, it will whiff)
***qcb A~qcf A (does alot of stun)
***qcf P     
****qcfqcf P (2 bars)
****qcfqcf K (2 bars,does 50% health) 
 
*hcb,F,C,run-up st.C/st.D
**anything you want
 
'''MSA set-ups(1 bar):'''
*hcb,F,C,run-up st.C,MSA (main MSA starter)
 
*meaty st.B,MSA (hard)
 
*f.B,MSA (corner only, useless)
 
'''MSA ender:'''
 
standing:
*anything you want


in air:
*any jumping normal
*qcfqcf K


==Strategy==
==Strategy==

Revision as of 00:42, 23 July 2022

KoF2003Portrait03-Duolon.png


Introduction

「 Shen Woo 」

Shen is a character that excels on melee, he usually has problems with characters that can stay away and safe from his Zetsu geki ken (qcfx2 + P) using low projectiles. (Iori for example)

In general, he is a fairly solid mid-tier character and with a few interesting options that we will list throughout this page:

Strengths Weaknesses
  • One of the characters with the most potential for stun
  • has a few ways to deal with projeciles
  • high damage combos that are simple to preform
  • good buttons
  • Easy tick throw setups
  • Very easy to learn
  • lacks a good crossup
  • can struggle defensively as he has no reversal ouside of meter
  • only low confirm is with Kohyou rengeki (qcfx2 + K)
  • a bit dependent on meter to get things going
  • bad LDM

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
KOF2003 Shen colour A.png KOF2003 Shen colour B.png KOF2003 Shen colour C.png KOF2003 Shen colour D.png

Movelist

Normals

Far Normals

st.A
Kof.lp.png
KOF2003 Shen St.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - - - -

standard jab with quick and good range, useful for stopping hops

st.B
Kof.lk.png
KOF2003 Shen St.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • despite appearances, this is not a low
  • alot of active frames
  • if timmed as a meaty, you can link MSA/another st.B/Kouhyou Rengeki after

a very good poke due to the ton of active frame it has, use this at close range poke.

st.C
Kof.sp.png
KOF2003 Shen St.HP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • whiffs on a crouching malin
  • doesn't have armor on it compared to later iterations

can be a decent anti-air, it's alittle on the slow side in terms of start-up and recovery

st.D
Kof.sk.png
KOF2003 Shen St.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • whiffs on all crouchers
  • moves shen forward alittle bit

optimal anti-air, useful for hitting people hopping at him from a distance. just be careful whiffing this due to horrible recovery.

Close Range Normals

cl.A
Kof.lp.png
KOF2003 Shen Cl.A.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super - - - - - - -

cl.B
Kof.lk.png
KOF2003 Shen Cl.B.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • much like st.B, this hits mid
  • doesn't have much use.

cl.C
Kof.sp.png
KOF2003 Shen Cl.C.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super - - - - - - -
  • main combo starter
  • gives alot of frames to link MSA after

cl.D
Kof.sk.png
KOF2003 Shen Cl.D.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super - - - - - - -
  • does slightly more dmg than cl.C

Crouching Normals

cr.A
D.pngKof.lp.png
KOF2003 Shen Cr.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super - - - - - - -

st.A but crouching, slightly less range but still useful

cr.B
D.pngKof.lk.png
KOF2003 Shen Cr.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - none - - - - - - -

a cr.B that links into itself and cr.A, doesn't have the best reach. still important for shen.

cr.C
D.pngKof.sp.png
KOF2003 Shen Cr.HP.png
KOF2003 Shen Cr.HP 3.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super - - - - - - -
  • only the 1st hit is cancelable

optiomal anti-air, be careful if this whiffs as you recover slowly.

cr.D
D.pngKof.sk.png
KOF2003 Shen Cr.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - none - - - - KD - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • same as jp.A but with a lowered hitbox

nj.B
U.pngKof.lk.png
KOF2003 Shen Nj.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • good for hitting people above shen, but other than that, it's doesn't really alot of use

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • same as jp.C but with a lowered hitbox and slightly smaller hurtbox

nj.D
U.pngKof.sk.png
KOF2003 Shen Nj.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • useful for air-to-air, just be weary of the slight start-up

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
KOF2003 Shen J.LP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • can be a decent instant overhead
  • overshadowed by other normals

dj.B
Ub.png/Uf.png+Kof.lk.png
KOF2003 Shen J.LK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • very fast air-to-air

dj.C
Ub.png/Uf.png+Kof.sp.png
KOF2003 Shen J.HP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • good as a jump-in, terrible as a air-to-air

dj.D
Ub.png/Uf.png+Kof.sk.png
KOF2003 Shen J.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -
  • shen's most commonly used jump-in, hits at a good angle and has a pretty decent hitbox, use it for zoning and as a jump-in

Throws

Kyakuten Zuchi
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -
  • hardknockdown
  • leaves the opponent next to shen
  • it's possible to create an ambigous roll mix-up

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
KOF2003 Shen MSA startup.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - Strike/Projectile
  • shen's MSA is his cl.C, this MSA has decent range and can also be used as an anti-air like most MSA's

MSA Entry
After MSA
KOF2003 Shen J.HK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Command Normals

Fusen Kyaku
F.pngKof.lk.png
KOF2003 shen Fusen Kyaku (F+LK).png
KOF2003 shen Fusen Kyaku (F+LK) 2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • overhead
  • pretty slow to come out

despite the appearance, this is actually his overhead. can catch some people off guard but it's fairly reactable due to the slow start-up. it also doesn't have great range which can be problem when used in combos.

Tenren Shuu
F.pngKof.sk.png
KOF2003 Shen Tenren Shuu (F+HK).png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - none - - - - - - -
  • shen does a slow spin around before doing a fast kick horizontal that knocksdown on hit.
  • Is cancelable from his normals but is too slow to combo from anything
  • i don't recommend using this

Tenren no Kamae
F.pngKof.sk.png (Hold)
KOF2003 Shen Tenren no kamae (f+D) (hold)..png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -
  • by holding D shen will not preform the kick
  • shen is vunerable throughout the entire spin
  • can be an OKAY tool for mix-ups

Special Moves

Gekiken
Qcf.pngP.png (Hold)
KOF2003 Shen Gekiken (QCF+P).png
KOF2003 Shen Gekiken (QCF+P)2.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - - - - - - - Super - - - - - - -
  • Can be cancelled with K.
  • unsafe no matter the distance
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - - - - - - - Super - - - - - - -
  • Can be cancelled with K.
  • if fully charged it will become unblockable
  • unsafe no matter the distance

Fukoku Geki ~ Kouryuu Geki
Qcb.pngKof.lp.png~Qcf.pngKof.lp.png
KOF2003 Shen Fukuko Geki (QCB+LP).png
KOF2003 Shen Kouryuu Geki (Fukuko Geki~QCF+LP).png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Fukoku Geki
Qcb.pngKof.lp.png
- - - - - - - - Kouryuu Geki - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kouryuu Geki
Qcf.pngKof.lp.png
- - - - - - - - - - - - - - - -
  • 1st hit has much more range than the animation implies
  • does alot of stun dmg

mainly for show. used as a combo ender

Saikou Hougeki
Hcb.pngF.pngKof.sp.png
KOF2003 Shen Saikou Hougeki (HCB, F+HP).png
KOF2003 Shen Saikou Hougeki (HCB, F+HP)3.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -
  • prioximity unblockable
  • re-stand's the opponent
  • can reflect projectiles that's not a super

this is shen's command grab; however, it's not treated like one, rather it's a proximity unblockable that allows you to combo after it. If you K.O with your command grab, shen will be in the perfect position to cross-up the opponent. just be aware that it has short range, not invinicbile and has very few active frames.

Super Moves

Zetsu! Gekiken
Qcf.pngQcf.pngP.png
KOF2003 Shen Zetsu! Gekiken (QCFx2+P) 2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -
  • light version has lower body invinicbility
  • heavy version has upper body invinicibility
  • will cause a counter-wire on counter hit

an enhanced version of his geki ken, mainly used in combos where kohyou rengeki will whiff. you can also use it to beat projeciles, but whichever version you use depends on the projectile.

Kouhyou Rengeki
Qcf.pngQcf.pngK.png
KOF2003 Shen Kohyou Rengeki (QCFx2+K).png
KOF2003 Shen Kohyou Rengeki (QCFx2+K)2.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -
  • invinicbile on start-up
  • when used in combo's only the inital hit adds up to the combo counter, this causes the move to be almost unscaled in any combo.

LDM

Bakushin
Kof.sp.pngKof.lp.pngKof.lk.pngKof.sp.png
KOF2003 Shen Bakushin! (HP, LP, LK, HP).png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -
  • shen's install super, this LDM power up shen's damage output, allowing easy 50-60% combos.
  • the buff will last 7 in-game seconds
  • if canceled into, shen will skip the start-up of the move

despite what's been mention, there alot of drawbacks to using this:

  • a unique drawback of this move is that shen's will take much more stun dmg (this is noticeable when hitting his head)
  • when done raw, it starts up extremly slow, leaving you wide open to be punished
  • it has extremely small hitbox upon activation
  • you can not build meter while in the buffed state

overall,shen as a leader is not recommended, as he gains major drawbacks using his LDM all for the price of more dmg.

Battle

UNDER CONSTRUCTION

Attack Strings

UNDER CONSTRUCTION

Combos

  • st.C/st.D/cr.C
    • f.B,qcf P
      • qcfqcf P
  • st.B (must be done meaty)
    • st.B
    • qcfqcfK
  • jp.C/jp.D
    • st.C/st.D/cr.C (don't implement a f.B, it will whiff)
      • qcb A~qcf A (does alot of stun)
      • qcf P
        • qcfqcf P (2 bars)
        • qcfqcf K (2 bars,does 50% health)
  • hcb,F,C,run-up st.C/st.D
    • anything you want

MSA set-ups(1 bar):

  • hcb,F,C,run-up st.C,MSA (main MSA starter)
  • meaty st.B,MSA (hard)
  • f.B,MSA (corner only, useless)

MSA ender:

standing:

  • anything you want

in air:

  • any jumping normal
  • qcfqcf K

Strategy

UNDER CONSTRUCTION

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai