The King of Fighters 2003/Shen: Difference between revisions

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[[Image:KoF2003Portrait03-Duolon.png|right]]
{{TOClimit|3}}
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{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | 上海の戦争の神, Shanghai's God of War
|-
! align="center" colspan="2" | [[Image:KoF2003Portrait03-Duolon.png|center]]
|-
| '''Tier Placement''' || B+
|-
| '''Ratio Cost (Sarsen)''' || 3 Points (4 Points Leader) of 15
|-
| '''Ratio Cost (China)''' || 6 Points of 20
|-
| '''Best Position''' || Solo
|-
| '''Good LDM?''' || Inconvenient
|-
| '''Crouch Height''' || Medium
|-
| '''Wakeup Speed''' || 22 Frames
|-
| '''Stun Value''' || 900
|-
|}


==Introduction==
==Introduction==
Line 16: Line 38:
* high damage combos that are simple to preform
* high damage combos that are simple to preform
* good buttons
* good buttons
* Easy tick throw setups
* Very easy to learn
* Very easy to learn
| cons=
| cons=
Line 21: Line 44:
* can struggle defensively as he has no reversal ouside of meter
* can struggle defensively as he has no reversal ouside of meter
* only low confirm is with Kohyou rengeki (qcfx2 + K)
* only low confirm is with Kohyou rengeki (qcfx2 + K)
* abit dependent on meter to get things going
* a bit dependent on meter to get things going
* bad LDM
* bad LDM
}}
}}


==Data==
'''UNDER CONSTRUCTION'''
===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==
=== Normals ===
==== Far Normals ====
==== Far Normals ====
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 46: Line 75:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= yes
  |cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 56: Line 85:
  |invul=-
  |invul=-
  |description=  
  |description=  
*basic KOF jab
standard jab with quick and good range, useful for stopping hops  
*useful for catching hops
  }}
  }}
}}
}}
Line 73: Line 101:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 84: Line 112:
  |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 as a close range poke. 
  }}
  }}
}}
}}
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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 112: Line 142:
*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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= yes
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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  |invul=-
  |invul=-
  |description=  
  |description=  
*just like st.B, this hits mid
*much like st.B, this hits mid
*doesn't have much use.
  }}
  }}
}}
}}
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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= yes
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= yes
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 261: Line 293:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= yes
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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  |invul=-
  |invul=-
  |description=  
  |description=  
st.A but crouching, slightly less range but still useful
  }}
  }}
}}
}}
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  |b. damage=
  |b. damage=
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Low
  |guard= Low
  |startup=
  |startup=
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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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=yes
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 322: Line 356:
  |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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel= no
  |cancel= none
  |guard= Low
  |guard= Low
  |startup=
  |startup=
Line 353: Line 387:


==== Neutral Jumping Normals ====
==== Neutral Jumping Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.A
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
*same as jp.A but with a lowered hitbox
}}
}}
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
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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 have alot of use
  }}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.C
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|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
  }}
}}
}}


Line 504: Line 593:
  |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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
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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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
Line 598: Line 690:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 608: Line 700:
  |invul=-
  |invul=-
  |description=  
  |description=  
*despite the appearance,this is an overhead
*overhead
*pretty slow to come out
*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.
  }}
}}
}}


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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 635: Line 728:
  |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
  }}
  }}
Line 654: Line 746:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 674: Line 766:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Gekiken (QCF+P).png
|image2=KOF2003 Shen Gekiken (QCF+P)2.png
|caption=
|caption=
|name=Gekiken
|name=Gekiken
Line 684: Line 777:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=  
  |cancel= Super
  |guard=  
  |guard=  
  |startup=
  |startup=
Line 694: Line 787:
  |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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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=  
  |cancel= Super
  |guard=  
  |guard=  
  |startup=
  |startup=
Line 711: Line 805:
  |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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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image= KOF2003 Shen Fukuko Geki (QCB+LP).png
|image2=KOF2003 Shen Kouryuu Geki (Fukuko Geki~QCF+LP).png
|caption=
|caption=
|name=Fukoku Geki ~ Kouryuu Geki
|name=Fukoku Geki ~ Kouryuu Geki
Line 728: Line 824:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=  
  |cancel= Kouryuu Geki
  |guard=  
  |guard=  
  |startup=
  |startup=
Line 744: Line 840:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=  
  |guard=  
  |startup=
  |startup=
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  |invul=-
  |invul=-
  |description=  
  |description=  
*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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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Saikou Hougeki (HCB, F+HP).png
|image2=KOF2003 Shen Saikou Hougeki (HCB, F+HP)3.png
|caption=
|caption=
|name=Saikou Hougeki
|name=Saikou Hougeki
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  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=  
  |guard=  
  |startup=
  |startup=
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  |invul=-
  |invul=-
  |description=  
  |description=  
*command grab
*prioximity unblockable
*can reflect projectiles except DM projectiles
*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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Zetsu! Gekiken (QCFx2+P) 2.png
|caption=
|caption=
|name=Zetsu! Gekiken
|name=Zetsu! Gekiken
Line 797: Line 899:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 808: Line 910:
  |description= *light version has lower body invinicbility
  |description= *light version has lower body invinicbility
*heavy version has upper body invinicibility  
*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.
  }}
  }}
}}
}}
Line 814: Line 918:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Kohyou Rengeki (QCFx2+K).png
|image2=KOF2003 Shen Kohyou Rengeki (QCFx2+K)2.png
|caption=
|caption=
|name=Kouhyou Rengeki
|name=Kouhyou Rengeki
Line 823: Line 928:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 833: Line 938:
  |invul=-
  |invul=-
  |description=  
  |description=  
}}
*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 ===
=== LDM ===
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Bakushin! (HP, LP, LK, HP).png
|caption=
|caption=
|name=Bakushin
|name=Bakushin
Line 847: Line 954:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 857: Line 964:
  |invul=-
  |invul=-
  |description=  
  |description=  
*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==
==Combos==
'''UNDER CONSTRUCTION'''
General notes:
*when landing from a standing MSA, remember to do the bnb's rather than the MSA ender (some Bnb's are more favored than others in this secnario)
 
*for the most part, counterwire combos are dependant on where you landed the move.
'''BnBs:'''
* cr.B, cr.A, qcfx2 P / qcfx2 K
:low-confirm in ethier super. qcfx2 K is the prefered one since it does more dmg. for an easier time doing this, do cr.B~qcf,cr.A~qcf P/K.
 
* st.B, st.B / qcfx2 K
:this only works if st.B is done as a meaty. st.B is an easy mode option while qcfx2 is alittle more difficult but more rewearding.
 
* cl.C / cl.D, f.B, qcf P (SC)qcfx2 P)
:this combo only works if you don't implement a jump-in as f.B has short range.
 
* (J.X),cl.C/cl.D,qcb A~qcf A
:combo using qcb A~qcf A. deals solid dmg.
 
* (J.X),cl.C/cl.D,qcf P (SC)qcfx2 P/ qcfx2 K
:Heavy starter into super. If you feel qcfx2 K might whiff, use qcfx2 P instead.
 
* hcb,F.C, cl.C/cl.D,anything
:proximity unblockable combo. hcb,f.C gives enough frames for shen to do a close heavy, allowing you to do any combo of your choosing. If you try to implement f.B, remember to run-up before you do cl.C/D.   
 
* qcf P (CH), qcfx2 K
: counter-hit geki-ken into qcfx2 K. The timming for landing the super depends on where you hit the opponent on the screen. if you automatically cross under the opponent after CH qcf P then reverse the motion input for qcfx2 K
 
'''MSA Starters:'''
* cl.C, MSA
:shen's cl.C gives enough + frames to go into MSA. requires some timming to get used to. 
 
* st.B, MSA
:the st.B must be done as a meaty in order for this to work.
 
* qcf P (CH), MSA
:counter-hit geki-ken into MSA. The timming for landing the MSA depends on where you hit the opponent on the screen. if you automatically cross under the opponent after CH qcf P then reverse the motion input for MSA


===''Attack Strings''===
* hcb,F,C,(run-up st.C),MSA
'''UNDER CONSTRUCTION'''
:proximity grab into MSA. you can add in cl.C for abit more dmg.


==Combos==
''(corner)''
'''UNDER CONSTRUCTION'''
* f.B, MSA
:overhead link into MSA. useless set-up.


'''MSA Enders:'''
* (After landing from MSA) backdash,qcfx2 K
:basic MSA ender. can be abit difficult to do.


==Strategy==
==Strategy==
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{{Navbox-KOF2003}}
{{Navbox-KOF2003}}
[[Category:The King of Fighters 2003]]
[[Category:The King of Fighters 2003]]
[[Category:Shen Woo]]

Latest revision as of 03:04, 1 October 2022

上海の戦争の神, Shanghai's God of War
KoF2003Portrait03-Duolon.png
Tier Placement B+
Ratio Cost (Sarsen) 3 Points (4 Points Leader) of 15
Ratio Cost (China) 6 Points of 20
Best Position Solo
Good LDM? Inconvenient
Crouch Height Medium
Wakeup Speed 22 Frames
Stun Value 900

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

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 as a 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 have 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.

Combos

General notes:

  • when landing from a standing MSA, remember to do the bnb's rather than the MSA ender (some Bnb's are more favored than others in this secnario)
  • for the most part, counterwire combos are dependant on where you landed the move.

BnBs:

  • cr.B, cr.A, qcfx2 P / qcfx2 K
low-confirm in ethier super. qcfx2 K is the prefered one since it does more dmg. for an easier time doing this, do cr.B~qcf,cr.A~qcf P/K.
  • st.B, st.B / qcfx2 K
this only works if st.B is done as a meaty. st.B is an easy mode option while qcfx2 is alittle more difficult but more rewearding.
  • cl.C / cl.D, f.B, qcf P (SC)qcfx2 P)
this combo only works if you don't implement a jump-in as f.B has short range.
  • (J.X),cl.C/cl.D,qcb A~qcf A
combo using qcb A~qcf A. deals solid dmg.
  • (J.X),cl.C/cl.D,qcf P (SC)qcfx2 P/ qcfx2 K
Heavy starter into super. If you feel qcfx2 K might whiff, use qcfx2 P instead.
  • hcb,F.C, cl.C/cl.D,anything
proximity unblockable combo. hcb,f.C gives enough frames for shen to do a close heavy, allowing you to do any combo of your choosing. If you try to implement f.B, remember to run-up before you do cl.C/D.
  • qcf P (CH), qcfx2 K
counter-hit geki-ken into qcfx2 K. The timming for landing the super depends on where you hit the opponent on the screen. if you automatically cross under the opponent after CH qcf P then reverse the motion input for qcfx2 K

MSA Starters:

  • cl.C, MSA
shen's cl.C gives enough + frames to go into MSA. requires some timming to get used to.
  • st.B, MSA
the st.B must be done as a meaty in order for this to work.
  • qcf P (CH), MSA
counter-hit geki-ken into MSA. The timming for landing the MSA depends on where you hit the opponent on the screen. if you automatically cross under the opponent after CH qcf P then reverse the motion input for MSA
  • hcb,F,C,(run-up st.C),MSA
proximity grab into MSA. you can add in cl.C for abit more dmg.

(corner)

  • f.B, MSA
overhead link into MSA. useless set-up.

MSA Enders:

  • (After landing from MSA) backdash,qcfx2 K
basic MSA ender. can be abit difficult to do.

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