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The King of Fighters XV/Shun'ei

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The King of Fighters XV

OverviewStrategyDataCombosReplays

Though young, Shun'ei is a master manipulator of illusions. However, all's not fun and games as his parents disowned him the moment mysterious hands began to form around his body. Luckily, he fell under the wing of legendary martial arts master Tung Fu Rue, where he learned how to come to grips with his new-found powers.
After the defeat of the strange being known as Verse, Shun'ei continued his training in an effort to better control his powers within. He enters the tournament with his friend Meitenkun to further push his abilities to the limit.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Buster Knee Kick - / +

Aerial Leg Throw - / +

Command Normals

Sky Axe - +

Ground Hammer - +

Target Combo - (Far) >

Special Moves

Scarlet Phantom - + / (*)

Aqua Spear - + / (*)

Rising Efreet - + / (*)

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

Gaianic Burst - + / (!)

Specter Extension - + / (!)

Climax Super Special Moves

Phantom Singulation - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

2B > 2A > 2A > 6B > j.236A = 153 dmg
cl.C > 6A > 623C > 214A = 243 dmg

½ Meter

Anywhere
Anywhere
Corner

2B > 2A > 2A/f.A > 236AC > 623C > 214C = 269 dmg
cl.C > 6A > 236AC > 623C > 214C = 336 dmg
cl.C > 6A > 236AC > (tk) j.2366C > 623C > 214A = 364 dmg

1 Meter

Anywhere
Anywhere
Corner

2B > 2A > 236AC > 623AC > 623C > 214C = 319 dmg
cl.C > 6A > 236AC > 623AC > 623C > 214C = 393 dmg
cl.C > 6A > 236AC > (tk) j.236C > 623AC > 623C > 214C = 431 dmg

2 Meter

Anywhere
Anywhere
Corner

2B > 2A > 236AC > 623AC > 623C > 214C > 236236B/D = 441 dmg
cl.C > 6A > 236AC > 623AC > 623C > 214C > 236236B/D = 515 dmg
cl.C > 6A > (tk) j.236C > 623AC > 623C > 214C > 236236B/D = 545 dmg

Gameplay Overview

Shun'ei is a midrange character with an emphasis on tricky movement and good straightforward pressure when he gets in.

His mobility allows him to rapidly switch his game plan and create opportunities in neutral - backing up to stay safe and bait commitments from the opponent, or closing in with threatening pokes.
Pros Cons
  • Great Mobility and Whiff Punishes: His multiple airdashes and Blau Wing allow for versatile movement in neutral that can make catching Shun'ei tricky. CD is excellent for whiff punishing opponents that try to anti-air you or keep you out with pokes. Shun'ei also has above average grounded movement speed.
  • Midrange Tools: His CD, Aqua Spear, Scarlet Phantom and even 623C/AC allow him to challenge mid-ranged neutral with long range pokes, disjoints, and unique burst options.
  • Solid Okizeme: Shun gets oki off of all his knockdowns except midscreen Aqua Spear, and he's guaranteed at least a safejump if he spends meter in his confirms. Spaced safejumps are also relatively accessible along with infrequent left/right setups.
  • Frametraps and Roll Punishes: Sky Axe (6B) frametraps result in a safejump midscreen at minimum and a combo in the corner. Shun'ei also has great roll punishes (some of which can be option selected in pressure sequences) thanks to his CD, far.C, 214A, 236A/AC, and 236236K.
  • EX Conversions: Shun'ei's EX DP is a consistent and reliable combo special that leads to good damage, meter gain, and safejump okizeme. Being able to combo into it off of light confirms gives Shun'ei solid and efficient half-bar combos.
  • Bad Defense: Shun'ei lacks meterless reversals, instead having to rely on supers. However, Shun'ei does have a few defensive tricks - his Gaianic Burst (236236P) grants a safejump anywhere on the screen, he has some okay abare options, his upper body invuln Rising Efreets can burst through certain pressure sequences, and his Shatter Strike has a naturally solid hitbox with good conversions available on hit.
  • Lack of Fundamentally Solid Mixup Tools: Shun'ei relies on frametraps, staggers, pressure resets, and throws to open up their opponent. 6B > Airdash is essentially a knowledge check/gimmick that can be consistently stuffed by prepared opponents. Mostly left without unique pressure options, Shun'ei will have a hard time against opponents that are willing to be patient, block, and time their throw techs appropriately.


Normals

Far Standing Normals

Far A

stand A
A
A
25 Mid special 6 4 8 +3 +1 - 30 60

Standard anti-hop normal and minor poke/check tool. Decent range and speed as a far jab.

  • Surprisingly solid range, more range than 2D and 2A
  • Whiffs against guarding crouching opponents limiting its use as a pressure tool.
  • Can special cancel, making this Shun'ei's furthest reaching cancellable light normal.

Far B

stand B
B
B
30 Mid super 6 4 12 -1 -3 - 30 60

Hop check normal alternative to far A.

  • Same range as far A, but hits crouching opponents
  • Slightly retracts lower hurtbox, can interact well against lows
  • Slightly more damage than far A, solid for punishes, and can meter dump into Supers or Quick MAX, can also use 2365B>236K for a useful super cancel input shortcut that isn't available with far A
  • Leaves Shun'ei at a frame disadvantage on hit

Far C

stand C
C
C
40 Mid command 9 2 21 -2 -4 - 40 60
  • Poke with a slightly larger than expected hitbox and low recovery. Can cancel into command moves or his special cancellable Target Combo allowing for easy confirms.
  • Has no pushback which makes combos consistent even at further ranges
  • Slightly more range than far A
  • Overall a key part of your ground game, decent for keepout, approaches, and even whiff punishes

Far D

stand D
D
D
80 Mid super 8 5 25 -9 -11 - 70 120

One of Shun'ei's useful normals for anti-airing and stopping incoming hops/jumps both re-actively and preemptively

  • Decent range makes it a useful neutral for establishing space
  • Whiffs on crouching characters at farther ranges, but still contains a hitbox under his knee that will allow it to connect at closer ranges (right outside of cl.D proximity range)
  • Super(see: 2365D>236K input shortcut) and Quick Max cancellable

Close Standing Normals

Close A

close A
cl.A
cl.A
25 Mid command 4 3 8 +4 +2 - 30 60
  • Fast close jab which can be used for checking very close hops.
  • Can be used as an alternative to 2A when up close.

Close B

close B
cl.B
cl.B
30 Mid command 5 4 6 +5 +3 - 30 60
  • Useful mid pressure starter with similar usage as cl.5A with slightly slower startup in exchange for more damage and block advantage
  • Positive block advantage makes this a useful offensive pressure tool for Shun'ei

Close C

close C
cl.C
cl.C
70 Mid command 5 4 16 +1 -1 - 70 120
  • Shun'ei's fastest heavy close range punish tool (at 5 frames of startup), combo starter, and combo filler (cl.C xx Command Normal/Special/MAX/EX), and frame trap tool (from cl.A/2A)
  • Combos into both of his command normals on hit and block
  • cl.C xx 6B is a true blockstring whereas cl.C xx 6A combos on hit or leaves a gap that acts as a frame trap on block

Close D

close D
cl.D
cl.D
80 (40+40) Mid command 6 3 (5) 2 21 -2 -4 - 80 (40+40) 120 (60+60)
  • Multi-hitting close D with similar usage to cl.5C (with 1 extra frame of startup and less preferable frame advantage)
  • Both the first and second hits of this normal are special, MAX, and super cancellable
  • A substitute in combos for cl.C but may cause drops at certain ranges due to the additional pushback from both hits
  • Counts as only one hit in terms of scaling, leading to max damage combos

Crouch Normals

Crouch A

crouch A
cr.A
cr.A
25 Mid command 4 4 7 +4 +2 - 30 60
  • Shun'ei's go-to normal for light confirms, lighters punishes, and checking dash attempts
  • Chains into and combos into itself at close ranges allowing for hit confirms (ie, 2B > 2A > 2A xx Special)
  • Combos into Sky Axe (6B), Scarlet Phantom (214A), EX Aqua Spear (236AC), and EX Rising Efreet (623AC)

Crouch B

crouch B
cr.B
cr.B
15 Low super 4 4 10 +1 -1 - 15 30
  • Shun'ei's decent ranged low starter to establish a high/low game and to check blocks
  • Combos into itself up to 3 times allowing hitconfirm options in 2A xx Special or MAX
  • Chains into 2A
  • Not special cancellable

Crouch C

crouch C
cr.C
cr.C
70 Mid command 7 3 21 -3 -5 - 70 120
  • One of Shun'ei's (riskier) anti-air options in alternative to 5D/623A
  • Special cancellable and combos into both of his command normals

Crouch D

crouch D
cr.D
cr.D
80 Low command 9 4 15 Soft Knockdown (+30/+57) 0 - 70 120
  • Close range sweep with good startup and useful as a low profile tool to beat out other normals
  • Neutral advantage on block in combination with its whiff and empty cancel properties (into 6B/214A) makes this a useful offensive tool to vary your offense

Jump Normals

Jump A

jump A
j.A
j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 5 5 1 on ground - - - 30 50

jump jump

45 High special 5 7 1 on ground - - - 30 60
  • One of Shun'ei's horizontal air-to-air options useful for stopping incoming hops and jumps
  • Has a decent amount of active frames and a generous hitbox

Jump B

jump B
j.B
j.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 9 1 on ground - - - 30 60
  • Jump-in with similar range and hitbox to j.D and slight utility as an air-to-air in the right matchups
  • Quicker startup than j.D allows it to hit lower and more ambiguous as a jump in
  • Can instant overhead King of Dinosaurs and Antonov as a result of the faster startup in comparison to his other air normals
  • Very limited crossup hitbox

Jump C

jump C
j.C
j.C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 6 5 1 on ground - - - 70 100

jump jump

70 High special 6 6 1 on ground - - - 70 120
  • Decent jump-in option as Shun'ei in situations where a crossup isn't needed
  • Special cancellable into j.236A/C/AC or his forward or backward EX air boost

Jump D

jump D
j.D
j.D
Hop D
Hop D
Jump D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 9 5 1 on ground - - - 70 100

jump jump

70 High - 9 6 1 on ground - - - 70 120
  • Shun'ei's #1 jump in and hop pressure option
  • Decent hitbox and crossup potential

Blowback

Blowback

Blowback
CD
CD
75 Mid special 14 4 29 Wall Splat (Ground hit) / Soft Knockdown (Air hit) -10 Low Body: 7 to 30 (24 Frames) 100 160
  • Useful as a poke and blowback fishing tool as well as high profiling lows during the startup and duration of the attack
  • Can be cancelled into 214A for a true blockstring with better frame advantage, and typically leads to combos on hit
  • Unlike most other CDs, this cannot be whiff cancelled

Shatter Strike

Shatterstrike
236CD
236CD
75 Mid - 15 6 27 Crumple (Ground Hit - HKD +93) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Shares similar hitbox and properties as CD with the additional universal benefits of Shatter Strike
  • When done raw on ground hit the recovery does not allow for any ground normal follow ups

AdvanceStrike

AdvanceStrike
214CD
214CD
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is on the ground under Shunei.

Jump CD

jump CD
j.CD
j.CD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 14 5 1 on ground Soft Knockdown (+54/+91) - - 80 120

jump jump

90 Mid special 14 7 1 on ground Soft Knockdown (+54/+91) - - 80 140

Shunei's air blowback attack that is useful as an air-to-air and applying extended blockstun in comparison to his other air normals

  • Hitbox is generous and consists of the entirety of Shun'ei's leg during the air kicks
  • Can be cancelled into any of Shun'ei's air specials including his air dashes and their respective EX versions
  • On counter hit forces a juggle state that allows Shun'ei to follow up a majority of his specials
  • Very limited crossup hitbox

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush - - - - - - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush - - - - - - 30 180 (60+60+60)
  • Unoptimal light confirm in 99% of scenarios (both damage and okizeme wise), but general auto combo properties can be used in scramble or game closing scenarios to minimize input errors

Throws

Buster Knee Kick

Cthrow (forward)
(close) 4/6C
(close) 4/6C
100 N/A - 1 1 0 Hard Knockdown (+49) Unblockable - 0 0

Shun'ei's forward throw that has its uses for breaking the opponent's guard and forcing them into the corner or away from Shun'ei.

  • Launches Shun'ei's opponent roughly 2 jumps/3 hops away


Aerial Leg Throw

dthrow (backward)
(close) 4/6D
(close) 4/6D
100 N/A - 1 1 0 Hard Knockdown (+33) Unblockable - 0 0

Shun'ei's back throw that is useful for swapping corner positions with the opponent while also having viable safe jump setups.

  • Leaves Shun'ei right outside of hop distance of the opponent

Command Moves

Sky Axe

Sky Axe
6B
6B
45 [35] Mid special 13 [11] 2 24 -9 -11 - 40 80

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
  • Can be cancelled into j.236P or airdashes
  • Non-cancelled version can be kara-cancelled into j.236P and airdashes
  • Combos from any of Shun'ei cancellable ground normals (and now notably 2A) at most ranges
  • True blockstring (and into j.236A as well) when cancelled from his ground normals

Ground Hammer

Ground Hammer
6A
6A
60 [45] High [Mid] super [special] 25 [19] 4 17 [19] 0 [0] -2 [-2] - 90 [40] 110 [80]

Shun'ei's new command normal added in XV. Useful for checking a high block into Quick Max activation.

  • Special and Super cancelable.
  • Unlike 6B, it is an overhead making it Shun'ei's only grounded overhead option

Target Combo 1

Target Combo 1
5CC
5CC
78 (40+40) Mid special 6 2 20 -1 -3 - 100 (40+60) 100 (60+40)

Rapid fire version of Shun'ei's far 5C that triggers an additional hit. Can be special cancelled for far confirms.

Special Moves

Scarlet Phantom

Scarlet Phantom
214A/C/AC
214A/C/AC
EX Version
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 12 7 17 Soft Knockdown (+30/+57) -5 - 60 80

C C

80 Mid super 16 7 18 Hard Knockdown (+69) -6 - 60 80

AC AC

120 Mid - 16 7 18 Hard Knockdown (+69) -5 Low Feet Strike Invincibility - 12 to 21 (10 Frames) - Only during proximity box detection. 0 120

Shun'ei summons a pyrokinetic phantom using his left arm and rushes towards the opponent causing a knockdown on hit if in range.

  • Special cancellable into super or climax (notably his 236236B/D/BD)
  • If not in range of the opponent at the end of the dash, the fist will not trigger and Shun'ei will simply recover in place
  • A version of the special travels a shorter distance and causes a techable knockdown on hit, but combos from light attacks. Negative on block but generally safe due to pushback
  • C version travels a longer distance and causes an untechable sliding knockdown on hit, but only combos from his heavy normals or when cancelled from 6A.
  • EX version travels slightly faster than his other versions and the fist activates from a farther range allowing it to trade/poke/anti-fireball trade in situations where the other versions could not. Retains an untechable sliding knockdown. It also has some lower body invincibility, which allows for punishes on reaction against certain grounded projectiles.

When Whiffed, LP scarlet phantom frame kills 46f (with a 30f recovery) while C and AC versions will last 50f (also 30f recovery)

Aqua Spear

Aqua Spear
236A/C/AC
236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 16 8 24 Soft Knockdown (+30/+57) -5 - 40 40

C C

80 Mid super 21 10 22 Soft Knockdown (+30/+57) -5 - 60 80

AC AC

80 Mid - 12 11 23 Crumple (Close - +100) / Soft Knockdown (Max Range +32/+72) -7 - 0 80

Shun'ei extends his right arm and produces a hydrokinetic phantom hand that extends outwards from him a great distance

  • Non EX/EX version can negate most non EX/EX fireballs
  • Useful as a space control and hop check, but has a lot of active and recovery frames that allow the opponent to jump in on Shun'ei if whiffed at the wrong ranges.
  • Aqua Spear is generally vulnerable to mid/long range whiff punishes, since the animation is similar in length to most projectile moves, but the projectile doesn't continue to be active during recovery frames.
  • A version starts up slightly faster allowing it to combo from heavy and command normals
  • C version does not combo from normals and has a longer startup, but has increased active frames and damage in exchange.
  • EX version has increases properties and a faster startup allowing it to combo from 2A.
  • The EX version of this attack causes a ground crumple on the opponent if it connects at close range allowing a follow-up afterwards and metered options from 2A aside from 214A.

Rising Efreet

Rising Efreet
623A/C/AC
623A/C/AC
A Version
A Version
C Version
EX Version
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

75 Mid super 10 7 40 Soft Knockdown (+24/+51) -28 Full body against non-projectile air moves: 1 to 11 (11 Frames) 80 100

C C

85 Mid super 18 7 28 Soft Knockdown (+24/+51) -16 Upper Body: 1 to 17 (17 Frames)/ Full body against non-projectile air moves: 1 to 17 (17 Frames) 80 100

AC AC

107 (50+60) Mid - 13 7 (11) 7 14 Soft Knockdown (+52/+72) -20 Upper Body: 1 to 12 (12 Frames) 0 80

Shun'ei extends his left arm into the sky and creates pyrokinetic palm that launches the opponent upwards.

  • A version can be used to anti-air jumps on reaction due to its speed and air attack invulnerability.
  • C and AC versions have upper body invulnerability and are Shun'ei's main high damage combo tools.
  • A version starts immediately from Shun'ei's current position, though it doesn't allow for any follow-ups, even with a Super Cancel. Hefty recovery compared to the others so don't use this for anything but anti-airs.
  • C version has Shun'ei travel forwards a short distance, with Upper Body/Air Attack/Throw 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. Upper Body invincible during the initial frames of the attack.
  • C and AC version allow 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
  • Due to the forward advancing nature of the C and EX version this can also be used as a preemptive anti air if done early enough, but if you just want them out of the air use the A version.

Blau Wing

Blau Wing
j.236A/C/AC
j.236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid - 11 7 7 on ground Hard Knockdown (+77) 4 (Lowest height) to -5 (Highest height) / -3 (After Sky Axe, 6B) - 40 60

C C

60 Mid - 14 8 2 on ground Soft Knockdown 1 (Lowest height) to -6 (Highest height) / -1 (After Sky Axe, 6B) - 40 60

AC AC

85 (30+28+30) Mid - 14 8 8 on ground Soft Knockdown 6 (Lowest height) to -2 (Highest height) / 5 (After Sky Axe, 6B) - 0 120 (40+40+40)

Shun'ei swipes in front of him in the with a phantasmal aquatic hand that allows him to continue the assault from his air options.

  • A version retains Shun'ei's forward momentum and causes an untechable knockdown on hit.
  • C version halts Shun'ei's air momentum and moves him backwards. Trades the untechable knockdown in exchange for allowing combo potential depending on the height it connects.
  • EX version is a combination of both options that knocks the opponent higher and allows for additional combo potential. Slightly moves Shun'ei's air momentum backwards.
  • A/C versions have additional use as a neutral tool to control air space and generate slight meter build in the process.

Thruster Vision • Front

Thruster Vision • Front
j.236D/BD
j.236D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

N/A N/A - - - 1 on ground - - - N/A -

BD BD

N/A N/A - - - 1 on ground - - - N/A -

Shun'ei uses his power to propel himself forward in the air.

  • Allows Shun'ei to go into his all of his air options to make his air threat even more dangerous.
  • Shun'ei has almost zero landing recovery when he lands. You can take advantage of this by going low when your opponent expects an air normal.
  • EX version can cancel into any version of normal Thruster Vision; front, back, slant and under.

Thruster Vision • Back

Thruster Vision • Back
j.214D/BD
j.214D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

N/A N/A - - - 1 on ground - - - N/A -

BD BD

N/A N/A - - - 1 on ground - - Full Body: 1 to 10 (10 Frames) N/A -

Shun'ei uses his power to propel himself backwards in the air.

  • Allows Shun'ei to retreat backwards in the air while still retaining all of his air options making his air presence even safer.
  • EX version can cancel into any version of normal Thruster Vision; front, back, slant and under.

Thruster Vision • Slant

Thruster Vision • Slant
j.236B
j.236B
N/A N/A - - - 8 on ground - - - N/A -

Shun'ei uses his power to propel himself downwards diagonally in the air.

  • A diagonal air dash that allows Shun'ei to travel towards the ground.
  • Useful when cancelled from his allowable air normals to keep his approach ambiguous and make his air threat even more dangerous.
  • This has slightly more landing recovery than j.236D, about 6 frames. This is still very little and can still allow for high-low mix-ups.

Thruster Vision • Under

Thruster Vision • Under
j.214B
j.214B
N/A N/A - - - 10 on ground - - - N/A -

Shun'ei uses his power to propel himself back towards the ground.

  • Useful in quickly altering Shun'ei's air momentum to help him play around the opponent's screen control, anti-air, and projectile options and making his air presence even trickier to deal with.
  • Can be cancelled into "Thruster Vision • Back" in addition to any Blau wing

Super Special Moves

Gaianic Burst

Gaianic Burst
236236A/C/AC
236236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

180 (70+110) Min:90 Mid advanced, climax 7 7 (22) Full Screen Projectile 60 Hard Knockdown (+50) -25 (Close Range / 2nd Hit) to -8 (Max Range) Full Body: 1 to 11 (11 Frames) 0 0

C C

180 (70+110) Min:90 Mid advanced, climax 7 7 (22) Full Screen Projectile 60 Hard Knockdown (+50) -25 (Close Range / 2nd Hit) to -8 (Max Range) Full Body: 1 to 11 (11 Frames) 0 0

AC AC

330 (130+100+100) Min:165 Mid climax 7 9 (4) Full Screen Projectile 81 Hard Knockdown (+48) -29 Full Body: 1 to 15 (15 Frames) 0 0

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
  • MAX version of this super fires an additional energy blast

Specter Extension

Specter Extension
236236B/D/BD
236236B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

190 (40+35+40+35+40) Min:94 Mid advanced, climax 9 9 33 Hard Knockdown (+38) -36 Full Body: 1 to 6 (6 Frames) 0 0

D D

190 (40+35+40+35+40) Min:94 Mid advanced, climax 9 9 33 Hard Knockdown (+38) -36 Full Body: 1 to 6 (6 Frames) 0 0

BD BD

333 (41+40+41+40+41+130) Min:200 Mid - 7 11 47 Hard Knockdown (+89) -47 Full Body: 1 to 8 (8 Frames) 0 0
  • 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.
  • Normal versions have very brief invulnerability and can be used to punish fireballs. However, the timing is extremely tight.
  • All versions switches sides, except against a cornered opponent.
  • Normal version only Advanced and Climax cancels on the last hit, meaning you can buffer the input very early without worrying about losing hits. While climax cancelling auto corrects and can be done in either direction, you'll have to do the input in reverse for the Advanced cancel.
  • 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.

Phantom Singulation

Phantom Singulation
2141236CD
2141236CD
440 (70+120+250) Min:245 Mid - 6 8 42 Hard Knockdown (+40) -31 Full Body: 1 to 14 (14 Frames) 0 0

Shun'ei gathers his energy and juggles the opponent into the air before finishing with an impactful blow!

  • Hitbox starts at Shun'ei's position and travels upward, allowing it to act as a bourgeoisie anti-air

Misc

2.11 Patch Notes

Mostly frame data changes and a few other noticeable changes.

- 2A: Startup decreased from 5 to 4.

- Sky Axe (6B)

  • Raw Version: Startup decreased from 15 to 13. Empty Cancel window set to frame 12.
  • Cancel Version: Startup decreased from 15 to 11.

- Ground Hammer Cancel Version (6A): On-hit advantage increased to 0. On-guard advantage increased to -2

- EX Thruster Vision · Front/ Back (in air, 236B/D or 214B/D): Can cancel into any version of normal Thruster Vision (front/back/slant/under).


Quick Reference for Invincible Moves

- Stand CD: Low Body: 7 to 30 (24 Frames)


- Rising Efreet (623A/C/AC):

  • A: Full body against physical air strike: 1 to 11 (11 Frames)
  • C: Upper Body: 1 to 17 (17 Frames) / Full body against physical air strike: 1 to 17 (17 Frames).
  • EX: Upper Body: 1 to 12 (12 Frames)


- EX Thruster Vision · Back (214BD in air): Full Body: 1 to 10 (10 Frames)


- Gaianic Burst (236236A/C): Full Body: 1 to 11 (11 Frames)

- Max Gaianic Burst (236236AC): Full Body: 1 to 15 (15 Frames)


- Specter Extension (236236B/D): Full Body: 1 to 6 (6 Frames)

- Max Specter Extension (236236BD): Full Body: 1 to 8 (8 Frames)


- Phantom Singulation (2141236CD): Full Body: 1 to 14 (14 Frames)

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

{{#ev:youtube|Asg-tHYHJOA|||Shun'ei Reveal Trailer|frame}}

The King of Fighters XV

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The King of Fighters XV
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