Thanks for the input!
I still got my ass kicked by another Kage (something Sensie) yesterday. It actually made me go into command training with Kage to see the tools he had.
Thanks for the input!
I still got my ass kicked by another Kage (something Sensie) yesterday. It actually made me go into command training with Kage to see the tools he had.
Its probably one of his worst match-ups since almost all of Kage’s BnB costs you 2-4 drinks if it all lands, and most of his stuff is hard to punish raw. You really have to know Shun and rely on some less-than-fancy tactics such as agressive 1PK abuses. If you read the console topic, you’ll see my long post about leading the opponent. Against Kage, this is literally your entire match boiled down to if you guess right or wrong. If you’ve got the wrong ideal, you won’t get far in the match and you’ll never stay anywhere near 6-8 drink range.
Shun is in a tight spot in that he has to force the mistakes and drink every chance he gets, but its magical how he does it.
Posted by Average Skyler (thanks a lot for all the advice!!!) on the VF5FS console thread:
[LIST=1][LIST=1]
[/LIST]
[/LIST]
Some more advice. I noticed in the OP you listed 6P+K as slow and hard to land.
Try this.
On a successful 4KP, do one crouching punch and then buffer in the 6P+K.
If you do it right, it’ll land as an “escapable” attack (If you’ve been leading they won’t tech) Meaning you get your +5 drink for free almost if you land the cripple.
Past 8 drinks, if you do your basic 236PP into 6P+K, it’ll also land as an “escapable” (once again, depends on your leading) which brings you to +5 drinks.
Its a sloppy but unexpected hit since it doesn’t look like it will land so low to the ground, but its one of those frame things. The computer sees the opponent as “airborn” and it enters the hitbox.
Landing a successful donkey kick will make it an unescapable +5 drink, a good eay to fake out your opponent is to go for the cripple punch (safe if they block due to stagger) until you know they will attept to counter. Then go into the kick and donkey them up. You’ll be -1 drink, but trading a momentary -1 for a +5 is a good deal since, at the match start, you go from 0 to 5 meaning you can space back, get your 6, and then you have access to your PPKK high/low mix up. From that you can 1PK as a juggle and play the guessing game.
Now that you say this, I’d like to ask you some questions about terminology (I’m not a native English speaker, although I translate English to Spanish). These are the things I don’t understand:
> Flip on them
“escapable” attack
cripple punch
PS: once again, thanks a lot for all the detailed input
In fact, here is a small list of things you can do into 6P+K. Most are escapable, but the ones that aren’t are listed with a UE.
4KP -> 2P -> 6P+K
236P -> P -> 6P+K
236PP -> 6P+K
Any donkey kick -> 6P+K (UE)
66K -> P -> 6P+K
214KK (costs 5 drink) -> P -> 6P+K (gives 5 drink)
2P+K+G -> P -> 6P+K (UE if staggered)
Wall pin is an easy lead in.
“Flip on them” is just my way of saying Shun’s 8P while they are on the ground. He flips and lands on them.
“Escapable” attacks are noted by the green number on the hit counter in the Dojo. Essentially, the opponent can tech and avoid the hit.
Cripple punch is my way of saying Shun’s 4KP When landed, as it cripples them (forces them into a bent-over state in which you can do just about anything).
Ah OK. The cripple punch is when Shun punches them in the gut LOL
WOW, thanks a lot for all the info. I need to re-read this, get it into my mind and practice it later today.
Its no problem, just some stuff I cooked up in the lab. The fact that anyone at all is interested means I’ve done what I came to do. I’ll be looking into him more and I’ll let you all know if I find any more tech with him.
Interesting note:
After the first few times, players will start teching like mad. Play your wake-up grab game with them. Eventually they will be forced to start attacking on tech, allowing you to punish with some well-spaced attacks like 1PK and 4KP or 4KK into donkey kick and 6P+K
Hopefully this is the right place to ask, I am looking for some training friends on PS3 to learn more with Shun. I finally got past the Dan ranking (not a big deal I know), but it’s getting pretty hard now. I am losing to a lot of Jacky’s, Vanessa’s, Akira’s, and Lei’s. If anyone plays during the mornings (PST), I would like to get some help so I can actually do well in tournaments. Thanks!
What system?
Also by asking in here you’ll get mostly Shun Di vs Shun Di, however if your looking for some tech I have a lot the page before this one.
I’m going to continue asking questions about matchups as there was a lot of good feedback last time
I’m having trouble with
Jean: Basically I tend to misjudge his range. His hits can really go a long way!
Brad: I tend to think his strings are shorter than they really are and attack before it’s my turn. I guess I have to do the same thing I did with Kage: Go into command training to see what tools he has.
Pai and Lau: How to deal with their fast combo strings/mixups
Shun Di’s Arcade Character Intros: [media=youtube]SjuZb-00ckY[/media]
I just thought I’d post them here as they’re so much fun
Against Jean, his main BnB comes in his delay strings and wall-hits. If your on a small walled stage (platform on the lake), for example, Jean can walk over Shun all day long. Shun really needs room to work, so playing to the long end of the stage will come to an advantage. You do have a benefit in that you have plenty of tools to punish his more fancy attacks (delay anything turns into a free 66P+G) but he can take off drinks like crazy with his dashing punch, which I believe robs 1 or 2 on the spot every time. Your best chance is to wait for him to lose that long-leg advantage (against good Jeans, easier said than done) by closing in and guarding when he delays his strings or goes for something with decent recovery time. Though you’d have room to land your 1PK, I find its better to get in his face and pressure him. Jean’s biggest flaw is he has a horrendous time dealing with pressure. Close the distance and keep on him, moreso make sure you keep yourself either outside of his range or deep inside of it. If you get caught at the sweet spot theres literally nothing you can do as Shun.
Brad I find a bit easier in that he has some obvious sound cues to when he is hitting and when he is bobbing. Listening is more important than reading or leading since Brad, in all honesty, is probably the hardest character to read when he is on the offensive. Once you hear the “shh” storm die down, thats your best chance to hit them.
Against Pai, you haven’t got much luck but she is hella easier to deal with than eileen. Learn the opponent’s openings and how the react, it might take you two rounds of losses to get it down. However, her tools are very limited in comparison to Shun, so eventually you’ll know all of her tricks and the timings. Against Lau, its all about building habits in the opponent by doing the leading from earlier. Lau’s wake-ups are usually boiled down to wake-up into knockdown, or tech into guard, both of which are easy to walk over.
Jean - Get in his face or out of his range, but avoid the sweet spot. He has a weakness for direct pressure, and with Shun there should be no shortage.
Brad - Learn to listen for the audio clues to when he stops, and hit him in that short span. It’ll be a match of bursts, so don’t be afraid to go all out in your combos to achieve the maximum amount of damage. Pressure in short spans, and remember Brad’s main high-low are pretty visually obvious. Use all the tools you get.
Pai - Make her use up her tools and learn fast. Its a match of adaptation, and luckily for you Shun has more moves and between cancels he will likely not run dry.
Lau - Lead him all day, and learn how they like to wake up.
Thanks again for the info!
I’ve been having better luck with Jean lately.
About Brad: It’s funny you should mention the sound, as I play with a very low volume in order to avoid waking my daughter (1 month old) up. I guess I should turn the volume up when I play Brad. She sleeps soundly anyway, I wouldn’t wake her if I threw a party right next to her LOL.
About Pai and Lau. I haven’t run into any for the last couple of days but I’ll try out your tech next time. Basically, I have to be more careful (that’s what I did with Jean). I really need to wait for my turn when I’m not sure about the string length or basically play more conservative until I get the hang of each match.
Thats good to hear that you are having better luck, and after you’ve fought enough brads you’ll start to see the very very subtle visual clues.
Pai and Lau is always a coin toss for me, so my tech can only do so much. Thats just how, personally, I have the least trouble
I have been improving my win rate (from a miserable 30% to a slightly less miserable 40%). I’m now at 10th Dan so I guess I’ll be a hunter soon and start the real ranking (I have already won against some hunters and higher). One more matchup question so I can improve more:
What’s the strategy to deal with big guys like Jeffrey or Wolf? I know how to deal with Taka, as I used him before I settled with Shun, but I tend to treat the big guys just like regular characters and then when they get close and grab-fuck me I go “ooops, maybe I shouldn’t have let him get this close”. LOL
PS: When in “lay down” after 66p+k or 9p+k, k with the right timing can stuff most wake up attacks.
PS2: Lots of interesting Shun/Fuudo vids here: http://www.youtube.com/playlist?list=PL17E96F4799561732
PS3: Another interesting Shun Di playlisthttp://www.youtube.com/playlist?list=PLE713583568242A36
Against bigger guys like Jeff and Wolf, its a matter of having the better spacing.
Work on knowing their range compared to yours, and abuse 1P (not 1PK, just 1P) and get ready to break grabs whatever you can
Thanks for the input! When I started using 1PK I forgot about how useful a simple 1P can be as a poke. On the other hand, I’ve been punished lately for using 1PK too much, so I’m trying to mix it up a little more with mixups like PPKK, 1KK or 4KK. Any other low/high/mid mixups recommended?