The King of Fighters 2003/Shen: Difference between revisions

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[[Image:KoF2003Portrait03-Duolon.png|right]]
{{TOClimit|3}}


{| 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=
'''''「 Shen Woo 」'''''
'''''「 Shen Woo 」'''''


Line 10: Line 32:
In general, he is a fairly solid mid-tier character and with a few interesting options that we will list throughout this page:
In general, he is a fairly solid mid-tier character and with a few interesting options that we will list throughout this page:


{{ ProConTable
| pros=
* 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
| cons=
* 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
}}


'''Advantages:'''
'''+''' He is one of the characters with the most potential for stun
'''+''' Can go through high projectiles with his Zetsu geki ken (qcfx2 + P)
'''+''' His Kohyou rengeki (qcfx2 + K) has good damage
'''+''' His far B is one of the best pokes and has many active frames, his far D is an excellent anti-air
'''+''' It has very simple combos that do good damage
'''+''' Very easy to learn
'''+''' MSA has a decent range and startup
'''+''' His throw is hard knockdown
'''Disadvantages:'''
'''-''' Has pretty bad match-ups
'''-''' His grab command is not invincible, it has a short range and few active frames
'''-''' He can only confirm low hits with his Kohyou rengeki (qcfx2 + K) making him dependent on the power bars
'''-''' The LDM is not highly recommended, it is too much risk for little reward
'''-''' Zetsu geki ken (qcfx2 + P) loses against low projectiles
==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==
'''UNDER CONSTRUCTION'''
=== Normals ===
==== Far Normals ====
==== Far Normals ====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen St.LP.png
|caption=
|caption=
|name=st.A
|name=st.A
Line 63: Line 75:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 73: Line 85:
  |invul=-
  |invul=-
  |description=  
  |description=  
standard jab with quick and good range, useful for stopping hops
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen St.LK.png
|caption=
|caption=
|name=st.B
|name=st.B
Line 87: Line 101:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 96: Line 110:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
*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. 
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen St.HP.png
|caption=
|caption=
|name=st.C
|name=st.C
Line 111: Line 130:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 121: Line 140:
  |invul=-
  |invul=-
  |description=  
  |description=  
*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
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen St.HK.png
|caption=
|caption=
|name=st.D
|name=st.D
Line 135: Line 158:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 145: Line 168:
  |invul=-
  |invul=-
  |description=  
  |description=  
*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 ====
==== Close Range Normals ====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cl.A.png
|caption=
|caption=
|name=cl.A
|name=cl.A
Line 161: Line 187:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 174: Line 200:
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cl.B.png
|caption=
|caption=
|name=cl.B
|name=cl.B
Line 185: Line 212:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 195: Line 222:
  |invul=-
  |invul=-
  |description=  
  |description=  
*much like st.B, this hits mid
*doesn't have much use.
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cl.C.png
|caption=
|caption=
|name=cl.C
|name=cl.C
Line 209: Line 239:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 219: Line 249:
  |invul=-
  |invul=-
  |description=  
  |description=  
*main combo starter
*gives alot of frames to link MSA after
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cl.D.png
|caption=
|caption=
|name=cl.D
|name=cl.D
Line 233: Line 266:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 243: Line 276:
  |invul=-
  |invul=-
  |description=  
  |description=  
*does slightly more dmg than cl.C
  }}
  }}
}}
}}


==== Crouching Normals ====
==== Crouching Normals ====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cr.LP.png
|caption=
|caption=
|name=cr.A
|name=cr.A
Line 259: Line 293:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 269: Line 303:
  |invul=-
  |invul=-
  |description=  
  |description=  
st.A but crouching, slightly less range but still useful
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cr.LK.png
|caption=
|caption=
|name=cr.B
|name=cr.B
Line 283: Line 319:
  |b. damage=
  |b. damage=
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Low
  |guard= Low
  |startup=
  |startup=
Line 293: Line 329:
  |invul=-
  |invul=-
  |description=  
  |description=  
a cr.B that links into itself and cr.A, doesn't have the best reach. still important for shen.
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cr.HP.png
|image2=KOF2003 Shen Cr.HP 3.png
|caption=
|caption=
|name=cr.C
|name=cr.C
Line 307: Line 346:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=None
  |cancel= CMD/Special/Super
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 317: Line 356:
  |invul=-
  |invul=-
  |description=  
  |description=  
*only the 1st hit is cancelable
optiomal anti-air, be careful if this whiffs as you recover slowly.
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Cr.HK.png
|caption=
|caption=
|name=cr.D
|name=cr.D
Line 331: Line 373:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard= Low
  |guard= Low
  |startup=
  |startup=
Line 343: Line 385:
  }}
  }}
}}
}}


==== Neutral Jumping Normals ====
==== Neutral Jumping Normals ====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
Line 367: Line 409:
  |invul=-
  |invul=-
  |description=
  |description=
*same as jp.A but with a lowered hitbox
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Nj.LK.png
|caption=
|caption=
|name=nj.B
|name=nj.B
Line 391: Line 435:
  |invul=-
  |invul=-
  |description=
  |description=
}}
*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
{{MoveData
|image=
|image=
Line 409: Line 455:
  |startup=
  |startup=
  |active=
  |active=
  |recovery=-
  |recovery=
  |total=
  |total=
  |advHit=
  |advHit=
Line 415: Line 461:
  |invul=-
  |invul=-
  |description=
  |description=
*same as jp.C but with a lowered hitbox and slightly smaller hurtbox
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Nj.HK.png
|caption=
|caption=
|name=nj.D
|name=nj.D
Line 439: Line 487:
  |invul=-
  |invul=-
  |description=
  |description=
*useful for air-to-air, just be weary of the slight start-up
  }}
  }}
}}
}}


==== Diagonal Jump Normals ====
==== Diagonal Jump Normals ====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen J.LP.png
|caption=
|caption=
|name=dj.A
|name=dj.A
Line 463: Line 513:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
}}
*can be a decent instant overhead
*overshadowed by other normals
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen J.LK.png
|caption=
|caption=
|name=dj.B
|name=dj.B
Line 488: Line 541:
  |invul=-
  |invul=-
  |description=  
  |description=  
*very fast air-to-air
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=KOF2003 Shen J.HP.png
|caption=
|name=dj.C
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
*good as a jump-in, terrible as a air-to-air
  }}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen J.HK.png
|caption=
|caption=
|name=dj.D
|name=dj.D
Line 512: 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
  }}
  }}
}}
}}


=== Throws ===
=== Throws ===
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=
|name=Kyakuten Zuchi
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
|data=
Line 537: Line 618:
  |invul=-
  |invul=-
  |description=  
  |description=  
*hardknockdown
*leaves the opponent next to shen
*it's possible to create an ambigous roll mix-up
  }}
  }}
}}
}}


=== MSA ===
=== MSA ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen MSA startup.png
|caption=
|caption=
|name=MSA Startup
|name=MSA Startup
Line 552: Line 637:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard= Mid
  |guard= Mid
  |startup=
  |startup=
Line 562: Line 647:
  |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
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen J.HK.png
|caption=
|caption=
|name=MSA Entry
|name=MSA Entry
Line 575: Line 663:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=-
Line 587: Line 675:
  }}
  }}
}}
}}


=== Command Normals ===
=== Command Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 shen Fusen Kyaku (F+LK).png
|image2=KOF2003 shen Fusen Kyaku (F+LK) 2.png
|caption=
|caption=
|name=
|name=Fusen Kyaku
|input={{Motion|6}}{{Icon-SNK|b}}
|input={{Motion|6}}{{Icon-SNK|b}}
|data=
|data=
Line 601: Line 690:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= none
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 611: Line 700:
  |invul=-
  |invul=-
  |description=  
  |description=  
}}
*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.
  }}
}}
}}


=== Special Moves ===
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Tenren Shuu (F+HK).png
|caption=
|caption=
|name=
|name=Tenren Shuu
|input=
|input={{Motion|6}}{{Icon-SNK|d}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 626: Line 718:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=  
  |cancel= none
  |guard=  
  |guard=Mid
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=
|input=
|data=
{{AttackData-KoF03
|version=
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
}}
{{AttackData-KoF03
|version=
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=
|input=
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
  |startup=
  |startup=
  |active=
  |active=
Line 700: Line 728:
  |invul=-
  |invul=-
  |description=  
  |description=  
*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
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Tenren no kamae (f+D) (hold)..png
|caption=
|caption=
|name=
|name=Tenren no Kamae
|input=
|input={{Motion|6}}{{Icon-SNK|d}} (Hold)
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 714: Line 746:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard= Mid
  |guard=Mid
  |startup=
  |startup=
  |active=
  |active=
Line 723: Line 755:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=
*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 ===
===== <span class="invisible-header"></span> =====
<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=
|name=Gekiken
|input=
|input={{Motion|236}}[[File:P.png]] (Hold)
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version={{Icon-SNK|a}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= Super
  |guard=
  |guard=  
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
Line 746: Line 786:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=* Can be cancelled with K.
*unsafe no matter the distance
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=
|input=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version={{Icon-SNK|c}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= Super
  |guard=
  |guard=  
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
Line 769: Line 803:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description=* Can be cancelled with K.
*if fully charged it will become unblockable
*unsafe no matter the distance
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
<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=
|name=Fukoku Geki ~ Kouryuu Geki
|input=
|input={{Motion|214}}{{Icon-SNK|a}}~{{Motion|236}}{{Icon-SNK|a}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Fukoku Geki
|subtitle={{Motion|214}}{{Icon-SNK|a}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= Kouryuu Geki
  |guard= Throw
  |guard=  
  |startup=-
  |startup=
  |active=-
  |active=-
  |recovery=-
  |recovery=-
Line 792: Line 833:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
|description=
  }}
  }}
}}
{{MoveData
|image=
|caption=
|name=
|input=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
|version=Kouryuu Geki
|subtitle={{Motion|236}}{{Icon-SNK|a}}
  |damage=-
  |damage=-
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=  
  |guard=  
  |startup=
  |startup=
Line 817: Line 850:
  |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
  }}
  }}
}}
}}


 
===== <span class="invisible-header"></span> =====
<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=
|name=Saikou Hougeki
|input=
|input={{Motion|63214}}{{Motion|6}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 831: Line 869:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=  
  |startup=
  |startup=
  |active=-
  |active=
  |recovery=-
  |recovery=
  |total=
  |total=
  |advHit=
  |advHit=
Line 841: Line 879:
  |invul=-
  |invul=-
  |description=  
  |description=  
*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 ===
=== Super Moves ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=KOF2003 Shen Zetsu! Gekiken (QCFx2+P) 2.png
|caption=
|caption=
|name=
|name=Zetsu! Gekiken
|input=
|input={{Motion|236}}{{Motion|236}}[[File:P.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 857: Line 899:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 866: Line 908:
  |advBlock=
  |advBlock=
  |invul=-
  |invul=-
  |description=  
  |description= *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.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
<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=
|name=Kouhyou Rengeki
|input=
|input={{Motion|236}}{{Motion|236}}[[File:K.png]]
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 880: Line 928:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 890: 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=
|name=Bakushin
|input=
|input={{Icon-SNK|c}}{{Icon-SNK|a}}{{Icon-SNK|b}}{{Icon-SNK|c}}
|data=
|data=
  {{AttackData-KoF03
  {{AttackData-KoF03
Line 905: Line 954:
  |b. damage=0
  |b. damage=0
  |stun=-
  |stun=-
  |cancel=
  |cancel= -
  |guard=
  |guard=
  |startup=
  |startup=
Line 915: 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==
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''


==Match Up=
===Match Up===
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''


Line 1,081: Line 1,178:
{{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