all the vids out there does him no justice at all, except that one match vs an athena team.
out of all the vids i’ve seen usin shen, NO ONE uses his command grab or tag combos.
his tag combos hurts a lot (either tag into him or tag out from him) and does like 35%+ stun damage from his part alone.
his command grab is too good to ignore. after a well spaced dash punch, you can 50/50 into a close hp or command throw.
jumping hk is really good, and c.hk has unblockable properties as sited from cyberfanatix. jumping hp crosses up, and for some reason jumping lp and jumping lk has some really good air to air priority.
Stepping into grab works fine and takes very little practice to get down. You should typically sway from midscreen into 2-3 dashes to grab. Problem is with range, you normally have to dash one more time than you’d like to make sure the grab doesn’t wiff. Otherwise stop one dash early and b+D.
The grab will also come out fast after the sway once you have the timing down. c.A->sway->grab is a combo.
not most of the time…shen has to be offensive ALL of the time otherwise he’s dead
as DG said shen can prevent with crA any reaction from a blocked qcfA
but as a general rule it’s better to stick for other stuffs from shen’s arsenal to be always in some frame advantage or bait your opponent to do stupid things to punish
in his pressing strings i’ve noticed that his best weapon is his far standing B very similar to yashiro’s far B in prev kofs but with less range
this poke can prevent even gato to do anything…
throw one or two then see the reaction or go for a jumping mixup after the second blocked kick you’re able to stop wit A every jumpin if your oppo try to react but you can’t do anything against sweeps only block and lose your advantage be wise
use qcbC qcbC overhead only when you’re sure to land it the best setup is from a crB
if you notice your opponent blocking then go for the overhead if not link qcf2K DM and go for a dreamcancel if leader and with stocks or a QS for additional stun/damage
a very good option from a crB that i’ve never seen in vids is to link a crA into qcf2A DM (obviously using a shortcut)
for pressure you can also use fwdB into fwdC…if you wiff the fwdB the punch following is a nice overhead that can be QSed to keep pressure on blocking opponent
qcb/f E have less uses than other shen’s moves it’s nice to fake your non mashing oponent to get close and command throw…the best use for me is to gain distance from a blocked C fwdB and see reactions (maybe stopping an HH with farA or C to autoguard a non too strong air-to-ground) but against fast opponents use it wisely or you’ll lose your pressing and become an easy prey
nice to go under a jumpin like rolling but watch out
last use is to force opponent blocking with a far standing E then qcfE to get close and go for a throw or low poke
another nice thing to do from distance is to try charge qcfA (hold A) to see reactions then hit B to fake and go for a punishment
oh please when playing as shen don’t do C fwdB qcfA(hold) B then jump all the time…it’s too obvious and easy to prevent you from the jumpin
a thing that i’m interested into…i’ve heard that shen’s sweep have the same unblockable props as oswald…is this true?
DaveNk? Have you played NGBC? You gotta land the HCB+P like before it comes out…in other words your inputs have to be faster than the time the moves come out ala Tekken 10 hitters etc.
Okay next comment…about Shen- Yes I agree I use his command grab super A LOT…too good…that is how you get them doing what you want because they fear blocking all the time to get hit by a command grab super because of blocking…like I see in match vids and I do…empty hop command grab super or empty hop start combo of choice or st. a to jab reset them in case they jump…
bnb but very good. I use the sway qcb/qcf+E with Shen many times for mixups and I also use st. C for its autoguard properties also.
As Rengoku said also the distance qcf+a hold to fake from a distance and period…you can go to cr.a after a blocked one for frame advantage and I follow up with qcb+axxqcf+a as an attack string to keep the lockdown on…
Yes there are not many tag combos with him at all…and the main Shen vids you will see are the Blastrezz ones…no one uses Shen in vids as much as he does…Blastrezz uses the command grab super I assure you Ouro.
But I agree Shen does have more potential…
And his LDM can OTG :lol:
Yeah if you do that fake mixup C fwd+b qcfA(hold) b then jump all the time then you aint being unpredictable…you are too predictable…you gotta mix it up with him…he’s a character of high risk high reward…so make sure you are varying up your strats constantly so you can land that big commbo into command grab which can tag into many things etc…
I have seen some UB things with that sweep with Shen…but I will fully test tonight for verification.
DG i still find shen’s command throw a bit useless to use in VS
especially when throws can be easily avoided and punished by simply hitting a button (unless they start invincible as clark’s dpB/D)…gato for example can start his 2 hit kick then the whole combo between all of the commands in kofXI
while in previous kof chapters sometimes you can see the throw eating the middle animation of a punch or kick
to land a tick throw you have to be very fast and precise locking down your opponent and your oppo has to not expect a throw
maybe are most powerful normal close throws than specials
another example?i can land to my oppo ash’s hcfC only few times in 10 matches every time i try i get my face punched away
btw a nice setup for shen is to do his bnb
C fwdB fwdC then quickly command throw maybe supercancelling into headbutt DM
this works even outside of the corner but fwdC leave some frame advantage to the opponent so he can escape…
in corner you can 50/50 simly by throwing or crC
Yeah I totally feel the same…so that is why I am more kamikaze style with him…unless I am totally sure that they will be blocking then I dont bother with it…I have to find other ways to be tricky and win with him…and taking away his command grab normal and weakening the super still…
Yes and with Ash it is the same thing…because I get it about a few times as well because of the ease of snuffing out com. grabs.
Yeah I use that setup with Shen as well…you gotta play Shen Makoto style…if you get what you want PUNISH…but deal with the risks of losing…
uhm…i saw how the neowave thread is going on…we can do here the same instead of writing useless movelists that can be easily found on gamefaqs…
i liked so much the X matchup Y stuff
Yes it would…I am trying to get it going with neoWave…
And yes I agree about to movelists…unless you are gonna discuss indepth strats with it…they can find them on their own…or just PM them as I do…so as to keep the thread strat related…
i don’t think that clark can be a tought for gato in air battles…the only thing useful that comes into my mind is an air C
clark’s air E D B lose easily to air D from gato
clark have to be aggressive and ALWAYS in frame advantage on gato
sadly he have too few weapons for this crA is the best so far
from this you can link a standing C then throw on the first hit and land a frankensteiner upon gato’s reaction if he’s still on the ground
use sweeps wisely 'cause against gato you lose your frame advantage allowing him to jump over you
against a jumpfest clark is pretty dead so once gato gets the initiative you can only E counter to breathe again
again, the best thing to deal with gato is to lock him down then provoke him to react and eat some stuff
air E can be useful once you get counter in corner then dpC qcfC for additional damage and non rollable knockdown
yes this is the very basis for clark users but comes in hand especially against gato…when frame advantage or a bit more of damage are vital
crA upon wakeup can eat almost of gato normals and sometime trade with DM once hit go for C into hcfD combo
Oops my bad Cordorroy…I apologize…I will send that to you ASAP.
My friend Hokuto Shingo has problems practicing with Kyo too…I am teaching him head 2 head with Kyo…you should PM him and he can help you out too because he is just where you are…
Here is he big Kyo corner combo Cordorroy…
In corner-
HH b,St.C,qcf+dd, juggle with qcf+a, qcf+a, wait a split second, hcb+b, reset with C,
OR…
Finish with:
Dp+Cxxqcfx2 p superXXDreamcancel to LDM…
It is also on the wiki…
The Wiki for Kyo gives good stuff as well…you should check it out…
If you have never played Kyo before that is why there are some discrepancies in learning him…
DaveNk…just do things faster than you are doing them with Kyo and you will get it down.
Clark vs. Gato…yes we both agree rushdown and maximal capitalization are the only ways Clark wins this battle…
E Counter yes old school works to get out of all his little traps etc…but costs you a stock…Clark needs some AA…
I use Kyo in almost every game he is in but he just feels different in this game for some reason… maybe I am not use to playing him at such high speeds ?