Difference between revisions of "XV Broken/Shun'ei"
Coliflowerz (talk | contribs) (→Far C) |
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Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. | Shun'ei's forward advancing command normal that can high profile lows and get Shun'ei into close range. | ||
* Despite its animation, it is not an overhead | * Despite its animation, it is not an overhead | ||
* Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable | * Cancellable into j.236A/C/AC on hit or block and the recovery of the command normal is cancellable into his air dash. | ||
* Combos from Shun'ei's heavy normals | * Combos from Shun'ei's heavy normals | ||
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|moveId=shunei_5cc | |moveId=shunei_5cc | ||
|description= | |description= | ||
Rapid fire version of Shun'ei's far 5C that triggers an additional hit | Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms. | ||
}} | }} | ||
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|description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. | |description3= Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards. | ||
* Shun'ei's main high damage combo tool. | * Shun'ei's main high damage combo tool. | ||
* A version starts immediately from Shun'ei's current position while the C version has Shun'ei | * A version starts immediately from Shun'ei's current position while the C version has Shun'ei travels forward a short distance, has air invincibility, and launches the opponent slightly higher. | ||
* EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Also has minor upper body invincibility. | * EX version triggers an additional hit that props the opponent even higher while also traveling further than the C version. Also has minor upper body invincibility. | ||
* All versions allows a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | * All versions allows a juggle afterwards and the initial hitbox that launches the opponent upwards starts around Shun'ei's shoulder and stretches to the opening of the palm | ||
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|input=236236A/C/AC | |input=236236A/C/AC | ||
|description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them. | |description3=Shun'ei uses his power to entrap the opponent and then fire a subsequent, focused blast of energy at them. | ||
* Invincible start-up. | |||
* If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy | * If the initial hit connects cleanly it will (attempt to) magnet the opponent into position for the following blast(s) of energy | ||
* MAX version of this super fires an additional energy blast | * MAX version of this super fires an additional energy blast | ||
}} | }} | ||
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|description3= | |description3= | ||
* Shun'ei enshrouds himself in energy and blasts through the opponent at high speed. | * Shun'ei enshrouds himself in energy and blasts through the opponent at high speed. | ||
** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits. | ** Unlike Rock's similar Shining Knuckle, this move never loses any hits no matter how far it hits. | ||
* Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight. | * Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is '''extremely''' tight. | ||
* Normal version switches sides. | |||
* Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits, though you'll have to do the input in reverse. | |||
* MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection. | * MAX version has Shun'ei double back and strike the energy with an elbow attack to the midsection. | ||
** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball. | ** It also has more invulnerability frames and works well as a reversal, anti-air or anti-fireball. | ||
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* Shun'ei's single, expensive, fully invincible, wakeup option | * Shun'ei's single, expensive, fully invincible, wakeup option | ||
* Hitbox starts at Shun'ei positions and travel upward, allowing it to act as a bourgeoisie anti-air | * Hitbox starts at Shun'ei positions and travel upward, allowing it to act as a bourgeoisie anti-air | ||
* Climax Cancel options from | * Climax Cancel options from 236236K | ||
}} | }} |
Revision as of 19:30, 18 May 2022
The King of Fighters XV | |
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Blau Wing - + / (Midair Only) (*)
Thruster Vision ~ Front - + (Midair Only) (*)
Thruster Vision ~ Back - + (Midair Only) (*)
Thruster Vision ~ Slant - + (Midair Only) (*)
Thruster Vision ~ Under - + (Midair Only) (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2A > 214A = 111 dmg |
½ Meter |
Anywhere |
2B > 2A > 623AC > 214C = 213 dmg |
1 Meter |
Anywhere |
2B > 2A > 214A > 236236B/D = 271 dmg |
2 Meter |
Anywhere |
2B > 2A > 236AC > 623AC > 623C > 236236B/D = 410 dmg |
Gameplay Overview
Shun'ei is an XYZ character who does QWE using ASDF. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
stand A
A
A |
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Far B
stand B
B
B |
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Far C
stand C
C
C |
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Far D
stand D
D
D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
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Crouch B
crouch B
cr.B
cr.B |
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Crouch C
crouch C
cr.C
cr.C |
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Crouch D
crouch D
cr.D
cr.D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Cthrow (forward)
(close) 4/6C
(close) 4/6C |
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dthrow (backward)
(close) 4/6D
(close) 4/6D |
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Command Moves
Sky Axe
Sky Axe
6B
6B |
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Ground Hammer
Ground Hammer
6A
6A |
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Target Combo 1
Target Combo 1
5CC
5CC |
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Special Moves
Scarlet Phantom
Scarlet Phantom
214A/C/AC
214A/C/AC |
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Aqua Spear
Aqua Spear
236A/C/AC
236A/C/AC |
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Rising Efreet
Rising Efreet
623A/C/AC
623A/C/AC |
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Blau Wing
Blau Wing
j.236A/C/AC
j.236A/C/AC |
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Thruster Vision • Front
Thruster Vision • Front
j.236D
j.236D |
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Thruster Vision • Back
Thruster Vision • Back
j.214D
j.214D |
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Thruster Vision • Slant
Thruster Vision • Slant
j.236B
j.236B |
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Thruster Vision • Under
Thruster Vision • Under
j.214B
j.214B |
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Super Special Moves
Gaianic Burst
Gaianic Burst
236236A/C/AC
236236A/C/AC |
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Specter Extension
Specter Extension
236236B/D/BD
236236B/D/BD |
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Phantom Singulation
Phantom Singulation
2141236CD
2141236CD |
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Misc
Videos
Navigation
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|