More Shun Stuff:
u+K+G
(same move as u+K, but theoretically 1 frame faster because of hop-check)
One of Shun’s best moves. It beats low attacks easily, especially low punch. The only drawbacks is that the move is punishable (-13 on block, opponent has guaranteed high punch strings, low punch, throws, and 13 frame attacks) and it’s very linear and punishable when evaded (not all linear attacks are punishable when evaded–this one is punishable). But it’s the combo launcher that’s useful at all drinking levels including perfectly sober:
- at 0 drinks, u+K+G --> f+P+K is a good drinking combo.
- at any time, you can do damage with
u+K+G --> hold F (for remainder of combo) --> P(G) (whiff) --> P(G) (hit) --> KK (again, remember that you are holding F the whole time in this combo after u+K+G hits). - Given the last combo, if you have more drinks, KK continues with KKPK
Chouwan (QCF+P --or-- df,f+P)
Has always been integral in Shun’s game. One of his safest and best launchers. Fast, safe, damaging when it hits. Furthermore, its range is deceptive–it reaches in further than most opponents would expect. Learn your chouwan combos and get used to using this in your games, especially if you can punish a whiffed attack.
df+P+G
This isn’t just a positioning throw. This is practically Shun’s #2 throw because of good guaranteed damage if you follow it up with qcf+P (or df, f+P if you prefer). It’s part of the Shun dogma for an eternity, but this staple play (surprise exchange --> chouwan uppercut) is still a central part of Shun’s game and a great way to do damage while also pushing the opponent further towards a wall or ring out.
P+K+G
Just because this move doesn’t have a built-in followup string doesn’t make it less useful than f+P+K+G. At mid-range, many high attacks will whiff against this quick sip and a chouwan (qcf+P) is easy to land after such whiffs. At mid-range, I’ll often punish a rising attack because I’ll be at just the right range for the rising attack to whiff and yet a chouwan will connect.
K+G
Great move, I recommend any and all Shun players to integrate this move into their game if they haven’t already. It’s a freaking evil move as a hopping half-circular mid kick (will punish opponents who dodge to Shun’s back). Furthermore, you have many games you can play after using this attack–particularly stance based games.
db+K
Always a good low attack that guarantees a knockdown with db+KK if the first kick hits. Semi-safe because you can G-cancel into falldown. While you can be hit when doing the fall-down option, the damage is limited and there are games even from that situation (I believe the K rising attack from this position is a launcher).
df+P, b
GET USED TO USING THIS FOR STANCE GAMES! Shun’s back-turned SKK stance is EVIL! And this is the fastest way to get into this stance and you can do it from the start of the match. Shun’s P+K from BT SKK stance is the sabaki from hell that can destroy many unseasoned opponents. It’ll eat so many mid and high attacks it’s absurd. If you do sabaki an attack, hit P again to stun the opponent, then KKPK to finish them off. GREAT DAMAGE. But that’s not all… Learn all of Shun’s move from BT SKK (Back-turned Sou Koku Kyuu stance), most of them are very useful for various situations.
If you master BT SKK, there are many other places you can initiate it from strings such as b,f+P,P+K,b or b,f+P,P,P+K,b etc… It becomes a very evil game, though one that takes time and practice to use well.
Shun is quite fun
-Chanchai