

Shen Woo
In a nutshell
Shen the Shanghainese brawler likes to drink and beat people senseless in the streets. 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 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
execution character who's easy to learn while being a superb team member for advanced players.
Video Walkthrough
Move List
Normal Moves
Frames | Advantage | Properties | Block | Damage | Notes | ||
---|---|---|---|---|---|---|---|
Standing Close | |||||||
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5/4/16 | +5/+3 | ![]() |
HL | 70 | An inward body blow aimed around an opponent's lower torso. This move comes out slightly faster than Shen's Cl.![]() ![]() ![]() | |
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6/11/20 | -10/-12 | ![]() |
HL | 80 | Knee to the chest. Starts up slower and is used less than Cl.![]() | |
Standing Far | |||||||
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4/3/7 | +5/+3 | ![]() ![]() |
HL | 25 | Standard Standing ![]() | |
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7/3/11 | +1/-1 | - | HL | 30 | A very fast horizontal poke that's great for quickly checking the opponent instead of committing to a slower Heavy attack. Unlike most Standing ![]() | |
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9/4/22 | -5/-7 | - | HL | 80 | This baby is THE 'Far C' move. 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.
During the startup there's a window of guard frames on Shen's upper body which helps when using this attack to anti-air. Do note that Shen only has one point of autoguard, meaning he can only absorb one hit so he can't counter as liberally as Maxima can.
On hit a player can cancel Standing | |
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11/4/24 | -7/-9 | HL | 70 | Shen performs a long spinkick similar to Iori's Standing ![]() An opponent could read the Standing | ||
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14/7/17 | KD/-1 | ![]() ![]() |
HL | 75 | 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 hipcheck.
Works alright in the corner when fishing for Counterhits or as a bold anti-air that reaches out further than Crouching | |
Crouching | |||||||
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5/4/7 | +4/+2 | ![]() ![]() |
HL | 25 | Similar to Shen's Standing ![]() ![]() ![]() A player can use the cancelability property of this move to open up an opponent. By canceling into a safe special the opponent will begin to respect Crouching | |
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5/4/7 | +4/+2 | ![]() |
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30 | 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. 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 or when the opponent's Guard Gauge is low.
From up close, a player can link EX Danken ( | |
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4/8/24 | -11/-13 | ![]() |
HL | 70 | A mighty anti-air standing uppercut, just look at that arm shake! 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. Ideally used 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. | |
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8/4/23 | KD/-8 | ![]() ![]() |
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80 | Low-hitting, cancelable sweep kick. Works the same as other sweeps for frametrap applications and for punishing grounded pokes. Since Shen's Crouching ![]() ![]() Most commonly canceled into a Gekiken! Feint ( | |
Jump/Hop | |||||||
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6/6/- 5/10/- |
- | - | ![]() |
45/40 | Downward punch angled higher than Jumping ![]() | |
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5/5/- 5/10/- |
-/- | - | ![]() |
45/40 | 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. | |
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6/6/- 7/7/- |
-/- | - | ![]() |
72/70 | Shen punches almost directly downward below him. Carries a deep vertical hitbox making for Shen's best air-to-ground approach from a hop. This attack causes a solid deal of hitstun allowing it to come out earlier than Jumping ![]() | |
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8/6/- 7/8/- |
-/- | - | ![]() |
70/68 | 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 ![]() | |
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12/4/- 10/5/- |
KD/- | ![]() |
HL | 90/80 | Jumping backfist and otherwise giant hitbox. The bulk of this move is by Shen's fist, making it poorer up close where Jumping ![]() When used from the same spacing as Jumping | |
Command Normals | |||||||
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16/4/17 | 0/-2 | ![]() |
HL | 65 | The big boot. A straight, cancelable kick to an opponent's tummy. Only combos from a Close Heavy normal, but can be canceled into from said normals for free in order to extend his hitconfirm length, while Shen can cancel into a ![]() ![]() Allows for all of Shen's specials and DMs to connect on hit. Slow to start up if used on its own which makes it real risky, and if not feint canceled leaves Shen somewhat vulnerable.
Canceling into a feint builds meter and makes Shen safe from retaliation and Blowback Counter Attacks, but canceling into | |
Throws | |||||||
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0 | KD | ![]() |
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33+33+40 | Kokakugeki- Triple headbutt throw that places the opponent a hop's range away from Shen. The spacing doesn't allow for a tight crossup, but leaves enough time for Shen to meaty the opponent from a hop attack.
After landing Danken ( | |
Special Moves | |||||||
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HL | ![]() |
Gekiken- Shen's dash punch, similar to Makoto's Hayate from Street Fighter. Moves Shen 1/4 th screen's length. Easy to Drive Cancel into specials or DMs, although not really an efficient setup or situation. Combos from ![]() ![]() The | |
>![]() |
LVL 2: 32/7/19 Lvl 3: 35/8/19 |
LVL 2: 0/-1 Lvl 3: 0/-3 |
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HL | LVL 2: 80 Lvl 3: 85 |
Gekiken!- This section will refer to the ![]() ![]() There are essentially three levels of charge: instant or not charged, followed by a 'level 2' activated by charging a while, 'level 3' a little more charge, then finally 'level 4' after two seconds.
The fully charged punch will automatically be released after two seconds, causing a superflash followed by a dash punch similar to Shen's | |
> Gekiken! charge then ![]() |
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- | - | - | Gekiken (feint)- Any time while charging ![]() ![]() ![]() If an opponent blocks Shen's string of j. | |
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- | ![]() |
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Fukkogeki- Double-handed overhead smash. Shen's only grounded overhead which can also form a solid blockstring when done from ![]() ![]()
| |
>Fukkogeki then ![]() ![]() |
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HL | ![]() |
Koryugeki- Followup move to ![]() ![]() | |
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Danken- A slow command grab smack with a standard KOF command grab range (which is fairly short-reaching as opposed to a Street Fighter '360' range) that combos off any of Shen's cancelable normals, the most notable being off of ![]() ![]() Gives Shen an alright frame advantage from the soft knockdown and more importantly pushes an opponent back far toward the corner. | |
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- | - | Danken (Reflect)- A projectile deflector (Shen does not actually reflect the projectile back at the opponent) that will make Shen smack aside any fireball unfortunate enough to head into his hand.
After nullifying an projectile, the player can freely cancel Shen into any special or DM move. By canceling into a | |
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HL | ![]() |
Tenrenken- After sliding forward a bit, Shen goes into an uppercut. ![]() ![]() ![]() ![]() ![]() ![]() Builds a lot of meter on whiff and on hit.
Once an opponent is airborne, a player should land as many | |
DMs | |||||||
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HL | ![]() ![]() |
Tatsu: Gekiken- This dash punch will power through most any attack. Shen becomes invulnerable while active, sporting an enormous wall of pain for the opponent. Starts up fast enough to punish things on reaction from 3/4 the screen's distance while dealing hefty damage. Connects well against airborne opponents and works as a juggle ender. Still, the startup is reasonably 'slow' as far as reversals go making for a poor wakeup choice against meaty attacks. Quite unsafe if blocked or if the opponent rolls backward.
On Counterhit causes a Wallbounce which can lead into another DM, a reset, or a special move to land.
Provides the player with another answer to projectiles, aerial approaches, or other threatening hitboxes.
| |
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HL | 240 | Bakushin- Shen stops hiding his powerlevel and sends out an energy wave around him. Costs 2 meter to use and is activated by pressing the four buttons in sequential order. The typical uses allow time for a player to buffer the first three inputs behind a special during combos, or during down time when waking up. Has a big vertical hitbox but not as much horizontal reach. Works as a reversal against sloppy hops or jumps but can be baited, safejumped and punished (i.e. it's not as good as Ash's Sans-culotte (![]() ![]() ![]() ![]() After activation Shen glows with a healthy GAL-O glow, during which time he deals 30% extra damage. This damage even applies to the initial explosion. Makes for a great corner combo ender and due to the damage boost Shen can finish off an opponent in a few solid pokes afterward due to the damage buff. The DM cannot be used again until the glow fades in about 10 seconds.
It's easy to buffer this move during specials to use it in combos, or buffering on wakeup ( | |
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15/4/45 | KD/-30 | - | - | 200+250 | Tenshou Bakushingeki- Shen shrinks low to the ground and slides forward 3/4 of the screen. While it's fast, the hitbox is low to the ground which makes it harder to land against an aerial opponent than his ![]() ![]() ![]() ![]() Sports a long amount of invulnerability, but is a more costly gamble to toss out than the Tatsu: Gekiken when trying to punish the opponent. |
Console Changes
- Gekiken (Feint) (
+
>
) has faster recovery. However, it will not work if the kick button is pressed too soon.
- Gekiken! (
+
) does about half a bar of guard crush damage. Previously, it would fully guard crush most characters.
- Danken (
+
) has slower startup and still has no invincibility. However, it can be Drive-canceled.
- Danken (Reflect) (
+
) builds up meter if successful. It still does not build any Drive meter.
- EX Fukkogeki > Koryugeki (
+
>
+
) has slower recovery when blocked. It is completely punishable.
Combos
0% Drive
0 Bar
- (corner only) (jump attack) cl.
+
xx
+
, cl.
xx
+
~
- (253, 26)
- Decent reset option in the corner. Could reset with st.A for easier/quicker recovery. Obviously applicable from the low link too.
+
(Fully Charged),
+
+
- (302, 30)
- After the charged punch connects, the opponent is crumpled which limits Shen's combo options more than a guard break would.
1 Bar
- (jump attack) cl.
+
xx
+
,
+
,
+
. far
- (390, 32)
- Slightly more damaging than above, but no room for a reset.
+
+
+
- (222, 10)
- The most damaging meterless followup to a crumple from ex command grab.
+
(Fully Charged),
+
,
+
,
+
, j.
- (463, 39)
- As you've already seen. In order to get a proper combo after a crumple, you need to blow a bar of meter or drive.
- (counter hit) st.
/j.
+
- (302/321)
- Very easy counterhit followup that works anywhere on the screen and does solid damage for one meter.
Easy followup for whenever Shen's DM registers as a counter hit. (Does this actually work?)
2 Bar
- (corner only) (jump attack) cl.
,
+
xx
+
,
- (459, 19)
- Does slightly less damage but will let you get your 30% damage boost on a cornered opponent, leading to lots more potential damage.
- (vs. Kim, Terry, Takuma, and Mr.Karate) (Corner) cl.
+
xx
+
,
- (~500)
- These four characters have specific aerial hitboxes that allows Shen to link Bakushin off his command grab for high damage and little cost.
3 Bar
4 Bar
5 Bar
- (jump attack) cl.
,
+
xx
+
,
+
,
+
,
+
,
+
- (655, 19)
- Pretty inefficient combo, but can be useful for finishing someone off if you have the meter and the 3 or 4 bar combos might not do it.
50% Drive
0 Bar
- (jump attack) cl.
+
xx
+
+
+
, j.
- (335, 36)
- (jump attack) cl.
+
xx
+
,
+
+
, far
- (343, 36)
- (near corner) (jump attack) cl.
+
xx
+
+
+
,
+
, cl.
xx
+
~
- (380, 44)
- A couple of basic Drive combo extenders.
- (corner only) (jump attack) cl.
+
xx
+
+
,
+
, cl.
xx
+
~
- (402, 36)
- Have to be in very deep to the corner for this to work.
+
+
+
, j.
- (229, 23)
- Overhead combo.
- (corner only)
+
+
,
+
, cl.
xx
+
~
- (303, 21)
+
(Fully Charged),
+
+
+
,
+
, j.
- (465, 51)
- (near corner)
+
(Fully Charged),
+
+
+
,
+
, j.
- (469, 49)
- As you can see, it's possible to blow Drive to get a juggle from crumple instead of just a bar of meter.
1 Bar
- (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
, j.
(must end near corner for this to connect) - (484, 50)
- (near corner) (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
, j.
- (487, 48)
- (near corner) (jump attack) cl.
+
xx
+
,
+
,
+
,
+
xx
+
,
+
, cr.
- (499, 48)
+
+
- (239, 0)
- (corner only)
+
+
xx
+
- (384, 6)
+
,
+
+
+
, j.
- (337, 23)
- (near corner)
+
,
+
+
+
,
+
, j.
- (385, 31)
- (corner only)
+
,
+
+
+
, j.
- (389, 29)
+
+
+
xx
+
- (357, 16)
+
(Fully Charged),
+
+
+
,
+
xx
+
- (578, 44)
- (near corner)
+
(Fully Charged),
+
+
+
,
+
xx
+
- (582, 42)
2 Bar
- (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
xx
+
- (567, 43)
- (jump attack) cl.
+
xx hcb,f+
,
+
,
+
xx
+
,
+
xx
+
- (570, 37)
- (near corner) (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
xx
+
- (570, 41)
- (corner only) (jump attack) cl.
+
xx
+
+
xx
+
xx
- (584, 27)
- (near corner) (jump attack) cl.
+
xx
+
,
+
xx
+
,
+
xx
(538)
+
+
- (424, 0)
- (corner only)
+
+
,
+
xx
- (509, 14)
+
,
+
+
+
,
+
xx
+
- (498, 24)
- (corner only)
+
,
+
+
+
,
+
xx
+
- (502, 22)
+
+
+
xx
+
- (442, 16)
- (near corner)
+
+
+
,
+
xx
- (461, 24)
+
(Fully Charged),
+
+
+
,
+
xx
+
- (653, 44)
+
(Fully Charged),
+
+
+
,
+
xx
(must finish close to corner) - (647, 44)
- (near corner)
+
(Fully Charged),
+
+
+
,
+
xx
- (651, 42)
3 Bar
- (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
xx
+
- (622, 43)
- (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
xx
(must finish close to corner) - (617, 43)
- (jump attack) cl.
+
xx hcb,f+
,
+
,
+
xx
+
,
+
xx
+
- (635, 37)
- (near corner) (jump attack) cl.
+
xx
+
,
+
,
+
+
+
,
+
xx
- (620, 41)
+
+
xx
+
- (503, 0)
- (corner only)
+
+
,
+
xx
- (541, 6)
+
,
+
+
+
,
+
xx
+
- (573, 24)
- (near corner)
+
,
+
+
+
,
+
xx
(must finish close to corner) - (567, 24)
- (corner only)
+
,
+
+
+
,
+
xx
- (571, 22)
+
(Fully Charged),
+
+
,
+
+
DC
+
,
+
xx
+
- (723, 50)
+
(Fully Charged),
+
+
,
+
+
DC
+
,
+
xx
(must finish close to corner) - (718, 50)
- (near corner)
+
(Fully Charged),
+
+
,
+
+
DC
+
,
+
xx
- (721, 48)
- A combination of Shen's best possible combos without going into HD.
4 Bar
5 Bar
- (jump attack) cl.
+
xx
+
,
+
,
+
,
+
,
+
xx
+
,
+
xx
+
(708)
- Damaging combo but of limited use because of how many resources it requires. Useful for finishing out a match occasionally.
100% Drive
All of these combos can also start from a cr. cr.
st.
hitconfirm into BC as well.
- (jump attack) cl.
+
BC cl.
+
xx
+
+
(HDC)
+
(HDC)
+
(HDC)
+
(HDC)
+
(whiff)
+
(HDC)
+
(HDC)
+
(Slightly Charged)...
- (near corner) j.
cl.
+
BC cl.
+
xx
+
(HDC)
+
(HDC)
+
,] x4...
- ...
+
(HDC)
+
, cl/cr.
xx
+
~
- (725)
- ...
+
(HDC)
+
,
+
- (801)
- ...
+
(HDC)
+
,
+
,
- (847 + power up)
- ...
(HDC)
+
- (921)
- ...
+
(MC)
+
- (966)
- ...
(MC)
+
- (1091)
- Shen's new corner HD combos; mad easy and very damaging. Becomes nearly fatal for just two super bars. Learn this combo for when in the corner, and then Shen's fullscreen corner carry for any other spacing.
- ...
Team Order
1st position
Pros
- Shen's meterless damage output is good, and having meter doesn't greatly affect his hitconfirm conversions aside from doing cr.
into HD.
- Shen can build meter on his own, and by using one super bar or just one Drive Cancel he can get about 40% damage in the corner.
- By conserving meter or simply by dominating, Shen can dam enough resources for a HD combo.
Cons
- Shen will either have to conserve meter in the first round or dish or receive a beatdown in order to have access to HD.
- When lacking HD or meter, Shen only has his cr.
cr.
link for low combos and it only works at point blank.
- Shen needs to burn meter to get any damage from his EX command grab.
- Requires meter for a reversal.
2nd position
Pros
- Shen can stock more meter and will most likely come in to the next round with some leftover stocks or drive.
- With 4 meter and HD, Shen can easily perform Fatal KOs.
- With moderate resources, Shen can net high damage from his EX command grab or from solid hits.
- Tatsu! Gekiken and either EX DM can be used as reversals, to punish projectiles, anti-air, or complete combos.
Cons
- Shen wont necessarily have more meter by being placed second if your first character burns through meter.
- Similarly, if Shen burns all your meter then be prepared for your anchor to play with little meter.
3rd position
Pros
- Shen can store plenty of meter and use his DMs and EX command grab liberally and convert thick damage from just about any hit.
Cons
- Shen's still meter-reliant for those wanting access to all of his options, so it may be necessary to partition meter when on your second character so that Shen's not left high and dry.
Strategy
Offense
- Shen has a pretty standard hop arc for rushing down. Use Jumping
or Jumping
+
for when approaching an opponent from a hop or hyperhop due to the additional horizontal reach, then stick with Jumping
once in an opponent's face.
- Off of an empty jump Shen can land into an immediate
Danken (
+
+
) to punish a defensive opponent utilizing the high/low/throw option select. The Shen player could also try to do an empty hop into a Crouching
for a combo although the opponent could apply the very same Option Select to throw Shen out of the low attack.
- Off of an empty jump Shen can land into an immediate
- Attacking with Close
and canceling into Fusenkyaku (
+
) gives the player enough time to hitconfirm and follow up appropriately, especially when done after a jump-in. Due to Shen's low hitconfirms being spacing-dependent or requiring HD meter, going straight into Close
is a common occurrence.
Neutral/Defense
- Shen's same offensive tools can be applied toward a midscreen defensive pressure that can be difficult to overcome.
- Being able to use Tatsu: Gekiken! (
+
) on reaction to a projectile or jump limits the opponent's methods of approaching Shen to the ground or by hopping. In order to punish or take advantage of the invulnerability window, the player should try to remain around 1/2 the screen's length from the opponent so that the punch hits.
- Charging up Gekiken! (
+
[Hold to Charge]) from midscreen poses a threat in itself. The main danger is that the Shen player could release the punch at any given time due to the somewhat safe nature of the move so an opponent may be wary of walking or running forward against a charging Shen. If the opponent decides to take to the air releasing the punch will either result in a clean anti-air or a trade which can be followed up with Tatsu: Gekiken! (
+
). Additionally the player could cancel into a Gekiken! Feint ([While Charging
+
Press
) to gauge the opponent's reaction and quickly build meter.
- Neutral hopping and performing Jumping
+
on the descent of the jump arc can air-to-air jumping opponents while also being able to hit oncoming grounded opponents.
- Being able to use Tatsu: Gekiken! (
- Be ready to anti-air offensive opponents. The main normals for the job are Standing
against hop pressure, Standing
against opponents approaching from in front of Shen, and Crouching
to deal with high distanced jumps/hops that would hit 'deep' towards Shen's body. Don't forget about either Crouching Kicks to catch the tripguard on poor jump-ins.
- Standing
controls the horizontal space in front of Shen exceptionally. Grounded approaches will have to respect the range and mid-hitting hitbox which leaves the opponent with the options of trying to whiff punish or counterpoke from the correct distance. Close-ranged hops will naturally be anti-aired by Standing
and with the Autoguard window factored in the player can beat long-reaching horizontal jump-in attacks that can typically be difficult to anti-air.
- Opponents trying to full jump outside of Standing
range put themselves at risk of Shen's other anti-air options against high-angled jump-ins such as Crouching
, Gekiken! (
+
), or an air-to-air.
- Standing
- Don't forget about Danken (Reflect) (
+
) against projectiles. This works great when low or trying to conserve on meter and when outside of Tatsu: Gekiken! (
+
) range.
Advanced Strategy
Frame Traps
Frame Traps and Links
"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1. st., cl.
- 2 frame gap between st.
and cl.
. St.
whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
2. st., cr.
- 1 frame gap between st.
and cr.
.
3. st., cl.
- 3 frame gap between st.
and cl.
.
4. cr., cl.
- 3 frame gap between cr.
and cl.
.
5. cr., cr.
- 2 frame gap between cr.
and cr.
.
6. cr., cl.
- 4 frame gap between cr.
and cl.
.
7. cr., cl.
- 3 frame gap between cr.
and cl.
.
8. cr., cr.
- 2 frame gap between cr.
and cr.
.
9. cr., cl.
- 4 frame gap between cr.
and cl.
.
10. tip of +
(+2 on block), st.
- 2 frame gap between tip of
+
(+2 on block) and st.
.
11. tip of +
(+2 on block), cr.
- 3 frame gap between tip of
+
(+2 on block) and cr.
.
Note - Ways to hit +
at the tip:
A. Blocked (cl. xx
+
): This is not a true block string. The opponent has time to any invincible reversal or roll to not block the tip of
+
. Use this string cautiously.
B. Blocked (cr. xx
+
): This is not a true block string.
C. Blocked (close st. xx
+
): This is a true block string.
Tips and Tricks
- Shen's cr.
links into cr.
. Whilst this is not the easiest link, learning this will let you really scare an opponent with your damage potential from a low.
- Shen can get a few ambiguous roll setups:
- After a crumple (from a charged
+
or after
,
+
+
) backdash and then roll forward as the opponent gets up to appear behind them. By walking backward or delaying the backdash Shen can roll in front of the opponent.
- Roll forward after Shen's normal throw to land behind the opponent. By walking back a pixel he'll land in front of the opponent.
- After a crumple (from a charged