Lichmassacre (talk | contribs) m (→Neutral Jumping Normals: Restored nj.A and nj.C since even though the animations are the same as the diagonal versions, the hitboxes are different (frame data probably is too)) |
Mr. yagami91 (talk | contribs) m (→Combos) |
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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== | ||
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* 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) | ||
* | * a bit dependent on meter to get things going | ||
* bad LDM | * bad LDM | ||
}} | }} | ||
===Colors=== | ===Colors=== | ||
{| | |||
! [[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== | ||
==== Far Normals ==== | ==== Far Normals ==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
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|invul=- | |invul=- | ||
|description= | |description= | ||
standard jab with quick and good range, useful for stopping hops | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*despite appearances, this is not a low | *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. | |||
}} | }} | ||
}} | }} | ||
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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= | ||
*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= | ||
*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 | *good for hitting people above shen, but other than that, it's doesn't really have 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= | ||
* | *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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|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. | ||
*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= | ||
* | *prioximity unblockable | ||
*can | *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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*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 | ||
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 | *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= | ||
*shen's install super, this LDM power up shen's damage output, allowing easy 50-60% combos. | |||
*the | *the buff will last 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 | *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 | *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. | ||
}} | }} | ||
}} | }} | ||
== | ==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== | ==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 | |
---|---|
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 |
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|
|
Colors
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Movelist
Far Normals
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 |
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 | - | - | - | - | - | - | - |
a very good poke due to the ton of active frame it has, use this as a close range poke. |
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 | - | - | - | - | - | - | - |
can be a decent anti-air, it's alittle on the slow side in terms of start-up and recovery |
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 | - | - | - | - | - | - | - |
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
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 | - | - | - | - | - | - | - |
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 | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - |
|
Crouching Normals
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 |
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. |
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 | - | - | - | - | - | - | - |
optiomal anti-air, be careful if this whiffs as you recover slowly. |
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
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Diagonal Jump Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
Throws
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
MSA
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 |
|
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
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 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. |
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 | - | - | - | - | - | - | - |
|
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 Moves
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
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
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
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- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
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. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
|
LDM
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
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- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
despite what's been mention, there alot of drawbacks to using this:
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
| - Ash:
| - Duo Lon:
| - Shen:
| - Terry:
| - Joe:
| - Tizoc:
| - Ryo:
| - Robert:
| - Yuri:
| - Kim:
| - Chang:
| - Jhun:
| - Leona:
| - Ralf:
| - Clark:
| - Gato:
| - Billy:
| - Yamazaki:
| - King:
| - Mai:
| - Mary:
| - Benimaru:
| - Shingo:
| - Daimon:
| - Athena:
| - Hinako:
| - Malin:
| - K':
| - Maxima:
| - Whip:
| - Kyo:
| - Chizuru:
| - KUSANAGI:
| - Maki:
| - Adelheid:
| - Mukai: