Difference between revisions of "The King of Fighters XIV/Shun'ei"

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=Climax Super Special Moves=
=Climax Super Special Moves=


'''Demolish Dimension''' - (hcb, hcb + A/C)
* A straight up angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.


=Combos=
=Combos=

Revision as of 05:27, 31 July 2016

Charaimg shunei.png

Movelist

Throws

Buster Knee Kick - close Bk.gif / Fd.gif + C.gif 

Aerial Leg Throw - close Bk.gif / Fd.gif + D.gif

Command Normals

Sky Axe  - Fd.gif + B.gif

Special Moves

Scarlet Pantom - Qcb.gif + A.gif / C.gif (*)

Aqua Spear - Qcf.gif + A.gif / C.gif (*)

Rising Efreet - Dp.gif + A.gif / C.gif (*)

Blau Wing - in air, Qcf.gif + A.gif / C.gif (*)

Thruster Vision • Front - in air, Qcf.gif + B.gif / D.gif (*)

Thruster Vision • Back - in air, Qcb.gif + B.gif / D.gif (*)

Super Special Moves

Gaianic Burst - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Specter Extension - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Demolish Dimension - Hcb.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

Far A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancel-able to supers or BC Max Mode activation.

Far B: A middle height side kick. A good, low risk poke. His front foot rises a lot for the kick, so it pseudo low crushes unless the low can reach his back foot. Only cancel-able to supers or BC Max Mode activation

Far C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. The hurtbox seems hard to hit, but the hitbox seems skinny. Only BC Max Mode cancel-able.

Far D: A long range, decently quick roundhouse. Feels strong for controlling hop/run space. No lower hitbox, however. Only BC Max Mode cancel-able

Close

Close A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.

Close B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.

Close C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.

Close D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling.

Crouching

Crouching A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Cancel-able to pretty much everything.

Crouching B: A standard low kick. Kind of slow for a cr.B (6f). Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.

Crouching C: An anti-air angled elbow. Forces standing on hit. Seems fine as an anti-air.

Crouching D: A sweep with a little more range than cr.B. Soft knockdown. Special/f+b/BC Max Mode cancel-able.

Jumping

Jump A: An air-to-air jab. His farthest horizontal jumping normal.

Jump B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommened to stick to j.D for crossups.

Jump C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high.

Jump D: A good air-to-ground. Crosses up, but you’ll have to work pretty hard to do it on standing opponents.

Blowback

Stand CD: A jumping kick. Low crushes. Slightly unsafe, can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.

Jumping CD: A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Sky Axe - F+B

  • A forward hopping kick. Doesn’t hit crouching opponents unless they’re in hitstun. It's not recommended to use this normal outside of cl.c confirms, since it is pretty unsafe on block/whiff. Only cancel-able to j.qcf+A.

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK

Scarlet Phantom - (qcb + A/C)

  • A rush forward, followed by a punch if the opponent is close to you. A very long duration hard knockdown. Both are minus on block, and could possibly be punished by very fast moves like Iori’s qcf~hcb+A+C if done too close. The A (light punch) version goes about 1/3rd of the screen, C (heavy punch) version goes 2/3rds and is a little slower/worse on block. Can delay super cancel to pseudo confirm it into qcfx2+B/D.

EX: Similar to the normal version, except a little faster & wall bounces on hit.


Aqua Spear - (qcf + A/C)

  • A horizontal, stationary projectile. Range is a little less than the round start position, up to about the pinky nail of the projectile hand. Pretty bad on close range block or whiff. Can super cancel on whiff.
  • Soft knockdown.

EX: Starts up and recovers faster.


Rising Efreet - (dp + A/C)

  • A slow, but good hitbox anti-air DP (dragon punch). A (light punch) version seems to be upper body invul and stays in place, C (heavy punch) is full invul on startup, but not until impact, and moves forward a little. Juggle options depend on height.
  • Soft knockdown.

EX: Moves forward, and is full invul until impact. On hit, a second hit pops them up to be juggled by pretty much whatever you want.


Blau Wing - in air (qcf + A/C)

  • Shun’ei swings a big blue hand in the air. A (light punch) version keeps air momentum, C (heavy punch) version changes air momentum backwards. Juggles are possible after a version depending on height.

EX: is kind of a mix between the two normal versions. It changes air momentum slightly back and down, allowing you to juggle.


Thruster Vision, Front - in air (qcf + B/D) Thruster Vision, Back - in air (qcb + B/D)

  • Air dashes forward (qcf) and back (qcb). Cancel-able to all air actions. Has a height restriction so you can’t tiger knee (qcf, uf+k) it right away or do it very close to the ground after a cancel-able jump normal.

EX: loses the height restriction, but can’t cancel into air specials.

Super Special Moves

Gaianic Burst - (qcf, qcf + A/C)

  • Shun’ei summons two hands, forces them together, and fires them. Used in the occasional combo, but seems too slow to be used as a fireball punish.

EX: has full invul, fires twice, and has a good first hitbox, so it could possibly used as an anti air for what his other ex super is too low to the ground to anti-air.


Specter Extension - (qcf, qcf + B/D)

  • A rush super. One of your main tools to convert random hits or whiff punish very bad whiffs. Start-up travel time is very fast.

EX: is very fast and has a lot of invul to blow through certain things like ground fireballs. It also is usually your go-to finisher for combos using 2 bars, since the last hit doesn’t seem to scale below 100. Using it as an anti-air can work, but the vertical hitbox isn’t amazing for jumps.

Climax Super Special Moves

Demolish Dimension - (hcb, hcb + A/C)

  • A straight up angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina