Shen (XI)

Strats, combos, technical discussion.
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Zaraki Zenpachi
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Post by Zaraki Zenpachi » Wed Feb 08, 2006 14:28

shen really rocks in kofXi,like a totally new shen,he sucks in 03,is new f+B,f+C is great,now only that but hcb,f+C has greater range now

his crouch C has one freaking anti air move and a counter move like ryos uppercut,his C has an auto guard like,his crouch C is crazy

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Post by AcidicEnema » Fri Feb 10, 2006 20:59

QCB+ C can be cancelled into special moves, DMs and LDMs, so its not as useless at it seems. So far I've been cancelling it with qcf+A. I suppose qcb/f+E, C would be another good candidate to cancel into if you're short of stocks.

On a side note, I killed a full life Kula with 2 hits today.

LDM (60%) through a stand C, Punch Super through a jump D for the win. 2 hits, no counters. Opponent was cursing *loudly*.

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Post by SonicTempest » Fri Feb 10, 2006 22:53

When do you cancel it? I thought it was mentioned before that it doesn't actually have a hitbox, but just reflects projectiles. I assume you mean you can cancel it after reflecting something?

LOL @ that 2 hit Kula KO.

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Post by AcidicEnema » Fri Feb 10, 2006 23:16

Yep. After deflecting.

Don't think it can be kara-cancelled, so I guess it can only be cancelled after a successful deflection.

Only way I've tried using this bit of info so far is against King. King throws a light Venom Strike from full screen and does a super jump D (which would hit me with just the tip of the foot). I managed to deflect then hit her with the qcf+P. Wouldn't work if she tried it from closer, I think, cause the jump D would outprioritise all of Shen Woo's specials at a deeper range.

I guess the better use would still be super cancels. While its true that C Shen Woo Punch will blow through fireballs anyway, the additional option of deflect> Super gives options at some distances where a straight out super wouldn't connect (e.g., full screen against King).

Other stuff worth trying: Deflect> LDM (would the LDM hit? Or will it have no hitbox cause its a 'cancel'?)

Has anyone tried deflecting super fireballs with it? I know Oswald's reflector can reflect super fireballs =\

I'm still flabbergasted by the 2 hit KO. Its probably only a KO on people in the lower stamina tiers: e.g., Kula, Duck, Duolon, Jazu, Momoko, etc, but still, its insane. Scaling in this game is just so wierd. Next thing worth trying. (When powered up by LDM) Shen Woo Punch (counter wire)> Shen Woo Punch.

Something else about Shen Woo's LDM that I noticed awhile back- it doesn't seem to cause him to take more damage or dizzy unlike in 2k3. So unlike in 2k3 where it was a power up + liability, this year, it seems to be a pure power up.

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Post by ~!T.T!~ » Sun Feb 12, 2006 10:02

well you did stand c, fwd b, qcf a on me while powered-up and took 40%....i dont want to know how much 2 shen woo punch supers do o_0


but when he's not powered up, does about 55% if i remember correctly

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Post by AcidicEnema » Sun Feb 19, 2006 15:40

Another pressure pattern that's good on block.

Jump C/D> s.C> f+B> qcf+P (hold)> K (cancel qcf+P)> jump D.

Really good for locking opponents down in the corner.

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Post by flipONE » Tue Feb 28, 2006 00:07

Was wondering does f+B -> f+C cancel into anything? I did it during a match and noticed that it didn't knock down. Also I noticed that qcf/b+E's vulnerabilities far outweigh it's usefulness, most of the time I just got smacked with lights or attacks. I don't think many people are going to be fooled by it, unless you roll around alot and even then the move has a different animation.

Sucks that hcb, f+C doesn't combo into st + C anymore. Thank god it SCs nicely though.

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Post by frionel » Tue Feb 28, 2006 01:23

His f B, f C don't knock down when his f B cancels another attack

his hcf/hcb E can't be really used without precaution...

it's good to move on a different timing on screen, to set up zoning game

it can be freely used on a blocked E, since the blockstun of the E = the speed of the move, so you can set up mindgames

but forget about C, f B, hcf E or do it only when you think that your oponent fears another attack (cr B, grab, random super etc...)


for his command grab, the main thing that I use, is to wiff a close standing B and grab after the guard stun, it's REALLY REALLY effective, since the guard stun is very little, and leave you the time for perfect mind game (if the oponent is bored about this, you can still use a good standing C to not allow him jump... but believe me, it's really too fast to let him think about a solution)

hope that this can help you ^^

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Post by flipONE » Tue Feb 28, 2006 04:37

Can someone give me a decent description/info on Shen's E attacks? I don't get to goto my local arcade enough to test on a regular basis. I should be going tomorrow so it shouldnt be a problem by then but any info would be nice in case I miss something.

So has anyone found out if f+B, f+C cancels into anything? special moves? SCs? His LDM? I'll test it tomorrow if I get the chance and post results.

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Post by frionel » Tue Feb 28, 2006 04:45

His E is a good attack for zoning, and can be used as a relyable anti air. It's also good for wiffing moves (like all the E attacks)

His jumping E is quite good in air to air fights, and has a good distance

f B, f C, can't be canceled... if you wan't to cancel, you must directly cancel his f B by a special attack or super

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Post by Geese » Tue Feb 28, 2006 09:56

a useful strat is to use the qcf + E to get in close then do the grab SC into headbutt

usually I cancel the qcf +E from stand Cs, fwd Bs and dwn As.

if they start getting wise to it, you can always do qcf + e, C, SC into headbutt

as you know this makes for great setups, because you can quickshift during headbutt.

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Post by flipONE » Wed Mar 01, 2006 23:54

Can anyone confirm if Shen can blue shift (A+B during a normal hit), after f+B? If so check out the following combo:

Jump D, st.C, f.B, blue shift (A+B), st.C, f.B, qcf + P xx qcfx2 + P. (1 Stock, 2 Skill). I haven't tried it yet, but that should shave off a good amount of life off your opponent. Especially if you can get powered up and still have the skill points by then. If done in corner, can lead into headbutt (have to use qcf+C), but that's moot if you can't LDM or QS.

or if you're low on Stocks:

Jump D, st.C, f.B, blue shift (A+B), st.C, f.B, qcb + A, qcf +A. Should cost only 1 skill point and should do some good damage.

Also wondering if anyone ends their combos with qcb + A and its followup.

Damn, just thought of another question. Does Shens LDM give him counter hit properties? or is there just the jump in damage.

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Post by christensenray » Thu Mar 02, 2006 03:19

i dont think qcb+P will connect if cancelled into. Its too slow.

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Post by AcidicEnema » Thu Mar 02, 2006 05:22

flipONE wrote:Can anyone confirm if Shen can blue shift (A+B during a normal hit), after f+B? If so check out the following combo:

Jump D, st.C, f.B, blue shift (A+B), st.C, f.B, qcf + P xx qcfx2 + P. (1 Stock, 2 Skill). I haven't tried it yet, but that should shave off a good amount of life off your opponent. Especially if you can get powered up and still have the skill points by then. If done in corner, can lead into headbutt (have to use qcf+C), but that's moot if you can't LDM or QS.
Never tried that. But I would like to note that blue shift combos are only really useful if that character is your only character left alive. Otherwise, it always makes more sense to do a QS combo.
flipONE wrote:
Also wondering if anyone ends their combos with qcb + A and its followup.
Only those who still think they're playing 2k3. In 2k3, it made sense to follow up stand C with qcb+A> qcf+A all the time UNLESS you were going for his stand C> Super or stand C> qcf+C> Super. This was because stand C>f+B> qcf+P basically sucked. Less damage, lower comboability and less safe. For example, you couldn't do jump D> stand C> f+B> qcf+P, but you could do jump D> stand C> qcb+A> qcf+A for more damage than jump D> stand C> qcf+P.

This year, however, they made f+B step forward more so it combos better in general. Also they made the qcf+P recover faster. Also qcf+P still has the option to super cancel or QS after. Stand C> f+B itself sets up a ton of pressure options, as you can see in this thread. So no. People don't do stand C>qcb+A>qcf+A unless you're really sure that the opponent will block low (but he wouldn't, cause he has no reason to).

Main way to link qcb+A is after a d.A, d.B or jump D for pressure/mixup, not combos. Only comboing ool he has after d.B and d.A is the headbutt.
flipONE wrote:
Damn, just thought of another question. Does Shens LDM give him counter hit properties? or is there just the jump in damage.
No idea, but it seems quite possible, given that the game codes separate damage and counter damage values for each move. I do know that the damage for a powered up Punch Super and a Punch Super on counter are very similar.

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Post by Iie-Kyo » Thu Mar 02, 2006 05:58

SHEN WOO BACKSLIDE also seems to be a pretty decent setup for his SHEN WOO PUNCH. Jump in with a D, then do a SHEN WOO PRESSURE STRING. Instead of ending the pressure string with a move that moves him forward, use the SHEN WOO BACKSLIDE. If your opponent even twitches, SHEN WOO PUNCH. If they get hit by this little trick too often, they'll wise up, which would allow you to continue your pressure.

d. B x 2 --> SHEN WOO HEADBUTT was linkable in 2k3.

Jump CD animation : Shen Woo jumps with both of his fists pointed at a 45 degree angle. It comes out really quick and is hop whoreable. The weird thing about this is that even tho it hits DOWN, it is actually good air to air too, because it kinda... hits straight, much like Ramon's jump CD. SNKP has given Shen Woo a solution to air to air battles! :grin:

Ground CD : Shen Woo sticks out both fists in front of your face. This thing has HUGE guard stun and it stays in your face for a really long time. Great to use as a meaty wakeup, and it cancels at almost any point in the CD.

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