The King of Fighters XIII/Shen: Difference between revisions

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==== Normal Moves ====
==== Normal Moves ====
*'''Standing Light Punch ([[File:snka.gif]])''' -  
*'''Standing Light Punch ([[File:snka.gif]])''' - Standard Standing Light Punch for anti-airing and controlling the hop space while being vulnerable to low attacks.


*'''Standing Light Kick ([[File:snkb.gif]])''' -  
*'''Standing Light Kick ([[File:snkb.gif]])''' - A somewhat fast shin kick. Unlike most Standing Light Kicks, this one neither hits low nor is cancelable making it only viable as a mid-hitting poke or as part of a HD combo hitconfirm. Has a decent reach on it so makes for a safe normal when spacing on the ground at the very least.


*'''Standing Heavy Punch ([[File:snkc.gif]])''' -  
*'''Standing Heavy Punch ([[File:snkc.gif]])''' - This baby is THE 'Far C' move. During the startup there's a window of guard frames on Shen's upper body which helps when using this attack to anti-air, and on hit a player can cancel Standing Heavy Punch into any of Shen's DMs. Shen attacks a little below shoulder level which makes this move hit crouching opponents, while still being high enough to control the hop space in front of him or serve as an anti-air (especially with the autoguard). The range isn't too amazing on this punch and Shen has some hefty recovery on whiff making it a risk if range is miscalculated. Otherwise a really meaty poke that can lead into big damage.


*'''Close Heavy Punch (Close [[File:snkc.gif]])''' -  
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - A short body blow aimed around an opponent's lower torso. This move comes out slightly faster than Shen's Close Heavy Kick making it the normal of choice to be canceled into [[File:f.gif]] + [[File:snkb.gif]]. Pretty standard as far as Close normals go while not hitting high enough to be used as an anti-air, but nonetheless an important tool for starting Shen's blockstring/hitconfirm.


*'''Standing Heavy Kick ([[File:snkd.gif]])''' -  
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - Shen performs a long spinkick similar to Iori's Standing Heavy Kick. Likewise it carries with it a really long reach that hits both standing and crouching opponents. This is Shen's longest poke which controls a large portion of the ground space when active. An opponent could read the Standing Heavy Kick and attempt to hop or jump on it to beat it, but the largest weakness is during the startup where Shen could be counterhit out of the startup, especially by low attacks. From the max hittable range of the poke an opponent would have to commit to a sweep or heavy normal to outpoke it, which the Shen player could punish on whiff or by hopping over the low. From this max range an opponent could more easily hop over Shen's leg and combo him, so be aware of how the opponent reacts at each range.


*'''Close Heavy Kick (Close [[File:snkd.gif]])''' -  
*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - Knee to the chest. Starts up slower and is used less than Close Heavy Punch when close, but this move works a little better as an anti-air than the latter should it come out instead of a throw due to the slightly taller hitbox and from Shen's body bending back.


*'''Crouching Light Punch ([[File:down.gif]]+ [[File:snka.gif]])''' -  
*'''Crouching Light Punch ([[File:down.gif]]+ [[File:snka.gif]])''' - Similar to Shen's Standing Light Punch but done crouching while Shen opens his mouth. Shen can't get much damage off of canceling his Crouching Light Punch so this normal isn't used much at all as Crouching Light Kick out-ranges it while hitting low.


*'''Crouching Light Kick ([[File:down.gif]]+ [[File:snkb.gif]])''' -  
*'''Crouching Light Kick ([[File:down.gif]]+ [[File:snkb.gif]])''' - Long-reaching low kick that can be chained three times from up close, but isn't cancelable. His low chain series works great as a Hyperdrive mode hitconfirm, but otherwise serves more for making an opponent block low. From up close, a player can link Shen's [[File:hcb.gif]][[File:f.gif]] + [[File:punch.gif]] command grab on hit. Works as a tripguard meaty and can be incorporated into Shen's offensive pressure, but opponents wont be too afraid of this move until Shen's sitting on a full HD stock.


*'''Crouching Heavy Punch ([[File:down.gif]]+ [[File:snkc.gif]])''' -  
*'''Crouching Heavy Punch ([[File:down.gif]]+ [[File:snkc.gif]])''' - Shen's mighty 'Mexican Upper' crouching uppercut (although it causes him to stand). The vertical hitbox on this move is an aerial wall, while having no horizontal reach. As such it makes for one of Shen's best anti-airs against jumps or hops where the opponent will jump into Shen's arm. If whiffed, Shen continues shaking his arm in recovery which gives the opponent a large window to punish for a full combo. Works best saved for when on reaction to a hop or jump. While this normal is technically cancelable, this only refers to a very short hitting window that occurs before Shen stands up, from which point Shen can't cancel into anything.


*'''Crouching Heavy Kick ([[File:down.gif]]+ [[File:snkd.gif]])''' -  
*'''Crouching Heavy Kick ([[File:down.gif]]+ [[File:snkd.gif]])''' - Low-hitting, cancelable sweep kick. Most commonly canceled into a [[File:qcf.gif]] + [[File:snkc.gif ]] Feint to make the player safer on block, hit, or whiff. Works the same as other sweeps for frametrap applications and for punishing grounded pokes. Since Shen's Crouching Light Kick doesn't always lead to much damage, using Crouching Heavy Kick as a tripguard anti-air against poor air-to-ground approaches may work better as the Shen player would score a soft knockdown.


*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' -  
*'''Blowback Attack ([[File:snkc.gif]] + [[File:snkd.gif]])''' - After a heavy startup time, Shen moves forward into a shoulder tackle. Fairly standard Blowback Attack, but the hitbox range isn't that long. Instead the most interesting aspect is how fast Shen sneaks forward before the tackle.


*'''Jumping Light Punch (Air [[File:snka.gif]])''' -  
*'''Jumping Light Punch (Air [[File:snka.gif]])''' - Downward punch angled higher than Jumping Heavy Punch making it a poorer air-to-ground while still being a poor air-to-air. Not much usefulness.


*'''Jumping Light Kick (Air [[File:snkb.gif]])''' -  
*'''Jumping Light Kick (Air [[File:snkb.gif]])''' - High-angled upward kick with a fast startup, making for a great air-to-air option against opponents above or in front of Shen. Leaves Shen vulnerable to lows if whiffed from a jump.


*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' -  
*'''Jumping Heavy Punch (Air [[File:snkc.gif]])''' - Shen punches almost directly downward below him. Carries a deep vertical hitbox making for Shen's best air-to-ground approach from a hop. Has a moderate deal of hitstun allowing it to come out earlier than Jumping Heavy Kick while still allowing Shen to combo afterward.


*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' -  
*'''Jumping Heavy Kick (Air [[File:snkd.gif]])''' - Horizontal Rider Kick. Can air-to-air opponents below Shen near the end of his foot or closer, while as a ground-to-air approach works best when Shen's shoe just touches the opponent. In a situation where Shen wouldn't hit with the end of his leg from this move, Jumping Heavy Punch would work better as an aerial approach. Likewise when the punch would whiff, use the kick. The hitstun on this move is low, meaning a player should use this move close to the ground in order to result in the most frame advantage. Additionally, Shen can cross up with the back end of this move.


*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' -
*'''Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]])''' - Jumping backfist and otherwise giant hitbox. The bulk of this move is by Shen's fist, making it poor up close where Jumping Heavy Punch would connect much easier and earlier. When used from the same spacing as Jumping Heavy Kick this move works as a great air-to-ground while also working as a big air-to-air control. Simultaneous air and ground control makes this Shen's best aerial move to throw out if unsure where the opponent will be near the end of the jump. Commands good respect when spaced and timed correctly telling an opponent they can not advance.


====Unique Attacks====
====Unique Attacks====

Revision as of 16:20, 10 July 2011

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Shen

KOFXIII-Shen Face.png

In a nutshell

The self-trained Shanghai God of War still hungers for stronger opponents to beat. Shen is an offensive beast with almost every tool imaginable available to him to deal with whatever is thrown his way. While infamous for his killer Hyperdrive combos, Shen is strong placed anywhere on a team. His low mixup is somewhat lackluster without HD Meter, but Shen can easily make up for it with his command grab and the wall of hitboxes on his normals. Shen's a low execution character who's easy to learn while being a superb team member for advanced players.

Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
Standing Heavy Punch
kof.sp
80
autoguard supercancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
Close Heavy Kick
Close kof.sk
80
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low cancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Fusenkyaku
f + kof.lk
65
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Kokakugeki
f or b + kof.sp or kof.sk (while close)
33+33+40
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gekiken
qcf + P
kof.lp : 65
kof.sp : 70
ex : 100
drivecancel
ex : armored
Gekiken!
kof.sp Gekiken then hold
Charged lv. 1: 80
Charged lv. 2: 85
Charged lv. 3: 200
drivecancel
Charged lv. 3: guardcrush crumple
Gekiken (Feint)
Gekiken! charge then k
0
Fukkogeki
qcb + kof.lp
kof.lp : 60
ex : 70
high
Koryugeki
Fukkogeki then qcf + kof.lp
kof.lp : 50
ex : 80
drivecancel
Danken
hcb f + p
120
throw
ex : crumple
Danken (Reflect)
qcb + kof.sp
0
projectileabsorb specialcancel
Tenrenken
qcf + k
kof.lk : 50
kof.sk : 70
ex (close range) : 55×2
ex (far range): 50+55
drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Tatsu: Gekiken
qcf qcf + p
p : 220
ex : 320
Counterhit : wallbounce maxcancel
Bakushin
kof.sp ~ kof.lp ~ kof.lk ~ kof.sp
240
Requires 2 Stocks. 30% Damage increase maxcancel
Tenshou Bakushingeki
qcf hcb + kof.lp + kof.sp
200+250

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Standard Standing Light Punch for anti-airing and controlling the hop space while being vulnerable to low attacks.
  • Standing Light Kick (Snkb.gif) - A somewhat fast shin kick. Unlike most Standing Light Kicks, this one neither hits low nor is cancelable making it only viable as a mid-hitting poke or as part of a HD combo hitconfirm. Has a decent reach on it so makes for a safe normal when spacing on the ground at the very least.
  • Standing Heavy Punch (Snkc.gif) - This baby is THE 'Far C' move. During the startup there's a window of guard frames on Shen's upper body which helps when using this attack to anti-air, and on hit a player can cancel Standing Heavy Punch into any of Shen's DMs. Shen attacks a little below shoulder level which makes this move hit crouching opponents, while still being high enough to control the hop space in front of him or serve as an anti-air (especially with the autoguard). The range isn't too amazing on this punch and Shen has some hefty recovery on whiff making it a risk if range is miscalculated. Otherwise a really meaty poke that can lead into big damage.
  • Close Heavy Punch (Close Snkc.gif) - A short body blow aimed around an opponent's lower torso. This move comes out slightly faster than Shen's Close Heavy Kick making it the normal of choice to be canceled into F.gif + Snkb.gif. Pretty standard as far as Close normals go while not hitting high enough to be used as an anti-air, but nonetheless an important tool for starting Shen's blockstring/hitconfirm.
  • Standing Heavy Kick (Snkd.gif) - Shen performs a long spinkick similar to Iori's Standing Heavy Kick. Likewise it carries with it a really long reach that hits both standing and crouching opponents. This is Shen's longest poke which controls a large portion of the ground space when active. An opponent could read the Standing Heavy Kick and attempt to hop or jump on it to beat it, but the largest weakness is during the startup where Shen could be counterhit out of the startup, especially by low attacks. From the max hittable range of the poke an opponent would have to commit to a sweep or heavy normal to outpoke it, which the Shen player could punish on whiff or by hopping over the low. From this max range an opponent could more easily hop over Shen's leg and combo him, so be aware of how the opponent reacts at each range.
  • Close Heavy Kick (Close Snkd.gif) - Knee to the chest. Starts up slower and is used less than Close Heavy Punch when close, but this move works a little better as an anti-air than the latter should it come out instead of a throw due to the slightly taller hitbox and from Shen's body bending back.
  • Crouching Light Punch (Down.gif+ Snka.gif) - Similar to Shen's Standing Light Punch but done crouching while Shen opens his mouth. Shen can't get much damage off of canceling his Crouching Light Punch so this normal isn't used much at all as Crouching Light Kick out-ranges it while hitting low.
  • Crouching Light Kick (Down.gif+ Snkb.gif) - Long-reaching low kick that can be chained three times from up close, but isn't cancelable. His low chain series works great as a Hyperdrive mode hitconfirm, but otherwise serves more for making an opponent block low. From up close, a player can link Shen's Hcb.gifF.gif + Punch.gif command grab on hit. Works as a tripguard meaty and can be incorporated into Shen's offensive pressure, but opponents wont be too afraid of this move until Shen's sitting on a full HD stock.
  • Crouching Heavy Punch (Down.gif+ Snkc.gif) - Shen's mighty 'Mexican Upper' crouching uppercut (although it causes him to stand). The vertical hitbox on this move is an aerial wall, while having no horizontal reach. As such it makes for one of Shen's best anti-airs against jumps or hops where the opponent will jump into Shen's arm. If whiffed, Shen continues shaking his arm in recovery which gives the opponent a large window to punish for a full combo. Works best saved for when on reaction to a hop or jump. While this normal is technically cancelable, this only refers to a very short hitting window that occurs before Shen stands up, from which point Shen can't cancel into anything.
  • Crouching Heavy Kick (Down.gif+ Snkd.gif) - Low-hitting, cancelable sweep kick. Most commonly canceled into a Qcf.gif + Snkc.gif Feint to make the player safer on block, hit, or whiff. Works the same as other sweeps for frametrap applications and for punishing grounded pokes. Since Shen's Crouching Light Kick doesn't always lead to much damage, using Crouching Heavy Kick as a tripguard anti-air against poor air-to-ground approaches may work better as the Shen player would score a soft knockdown.
  • Blowback Attack (Snkc.gif + Snkd.gif) - After a heavy startup time, Shen moves forward into a shoulder tackle. Fairly standard Blowback Attack, but the hitbox range isn't that long. Instead the most interesting aspect is how fast Shen sneaks forward before the tackle.
  • Jumping Light Punch (Air Snka.gif) - Downward punch angled higher than Jumping Heavy Punch making it a poorer air-to-ground while still being a poor air-to-air. Not much usefulness.
  • Jumping Light Kick (Air Snkb.gif) - High-angled upward kick with a fast startup, making for a great air-to-air option against opponents above or in front of Shen. Leaves Shen vulnerable to lows if whiffed from a jump.
  • Jumping Heavy Punch (Air Snkc.gif) - Shen punches almost directly downward below him. Carries a deep vertical hitbox making for Shen's best air-to-ground approach from a hop. Has a moderate deal of hitstun allowing it to come out earlier than Jumping Heavy Kick while still allowing Shen to combo afterward.
  • Jumping Heavy Kick (Air Snkd.gif) - Horizontal Rider Kick. Can air-to-air opponents below Shen near the end of his foot or closer, while as a ground-to-air approach works best when Shen's shoe just touches the opponent. In a situation where Shen wouldn't hit with the end of his leg from this move, Jumping Heavy Punch would work better as an aerial approach. Likewise when the punch would whiff, use the kick. The hitstun on this move is low, meaning a player should use this move close to the ground in order to result in the most frame advantage. Additionally, Shen can cross up with the back end of this move.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Jumping backfist and otherwise giant hitbox. The bulk of this move is by Shen's fist, making it poor up close where Jumping Heavy Punch would connect much easier and earlier. When used from the same spacing as Jumping Heavy Kick this move works as a great air-to-ground while also working as a big air-to-air control. Simultaneous air and ground control makes this Shen's best aerial move to throw out if unsure where the opponent will be near the end of the jump. Commands good respect when spaced and timed correctly telling an opponent they can not advance.

Unique Attacks

  • Fusenkyaku (Right.gif + Snkb.gif) -

Throw

  • Kokakugeki (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • Gekiken - (Qcf.gif + Punch.gif) -
  • Gekiken! - (Qcf.gif + Snkc.gif [Hold to Charge]) -
    • Gekiken! (Feint) - [While Charging Qcf.gif + Snkc.gif Press Kick.gif) -
    • Ex.png Gekiken (Qcf.gif + Snka.gif + Snkc.gif) -
  • Fukkogeki - (Qcb.gif + Snka.gif) -
    • Ex.png Fukkogeki - (Qcb.gif + Snka.gif + Snkc.gif) -
    • Koryugeki - (Qcb.gif + Snka.gif) -
  • Danken - (Hcb.gifRight.gif + Punch.gif) -
    • Ex.png Danken - (Hcb.gifRight.gif + Snka.gif + Snkc.gif) -
  • Danken (Reflect) - (Qcb.gif + Snkc.gif) -
  • Tenrenken - (Qcf.gif + Kick.gif) -
  • Ex.png Tenrenken - (Qcf.gif + Snkb.gif + Snkd.gif) -

Desperation Moves

  • Tatsu: Gekiken (Qcf.gifQcf.gif + Punch.gif) -
    • Ex.png Tatsu: Gekiken (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Bakushin - (Snkc.gif~Snka.gif~Snkb.gif~Snkc.gif) -
  • Tenshou Bakushingeki - (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Frame Data