Shen (XI)

Strats, combos, technical discussion.
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Post by SonicTempest » Tue Dec 06, 2005 16:10

~!T.T!~ wrote:
oh, and crouching b, crouching a, punch super works now in case no one's mentioned that already :)
That worked in 2003 too, but it did rubbish damage. I should know, I kept doing the punch super instead of headbutt all the time >_<

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Post by Geese » Thu Dec 08, 2005 15:22

Even though qcf +P has great recovery, I almost always do stand C, fwd B, fwd C and because of the amazing recovery on fwd C, you have a 50/50 option

1) if you think opponent is going to block, just a millisec after fwd C hits, you can do the hcb, f +C (grab) SC into headbutt

2) if you think opponent is going to do something like jump or anything else, just do crouch A, headbutt

with this tactic alone I was able to get 3 wins with shen killing all three of the opponents characters.

plus jump D is a very good overhead (think leona)

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Post by AcidicEnema » Fri Dec 30, 2005 20:34

Er this hasn't been mentioned yet, but the invulnerability for the Punch super is still same as 2k3. A button for lower body invulnerability (versus sweeps, Yami Barai, etc). C for upper body invulnerability (versus jumps attacks, Psycho Balls, etc).

Down D got the Gato treatment is faster than it was in 2k3. I find that its one of his best pokes this year. Mix up with qcb+A.

Hop D pressure is best mixed up with Hop C to mess up the opponent's block timing.

Is it just me or is Shen Woo best suited in the 2nd character position?

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Post by PenPen » Sat Dec 31, 2005 16:13

Yeah, he's not a great first guy anymore, since you don't start with stocks now. I usually put him as the second guy (or even third - just not the first guy) just when I need somebody to turn the tide or establish a good lead.
Like 2k3 he's better off with some stocks with him.

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Post by Tel » Sat Dec 31, 2005 18:01

Is it me, or has his LDM changed timing? I just couldn't pull it out using the old timing. Previously in 2k3, I'd press C, then tap A,B and tap C as he finishes the far to activate the LDM manually. It sure as heck didn't work in XI, and tapping the sequence quickly didn't work either.

I've no problems pulling out Ash's LDM though. In fact, I find it easier now. I can tap A,B,C,D at GGXX A>D combo speed and it still comes out, whereas in 2k3 I either slide my hand across the buttons, or jump A, then tap B,C in mid-air and press D when Ash lands.

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Post by AcidicEnema » Wed Jan 04, 2006 18:43

What do you guys use to cross up with Shen Woo now? Jump D used to be an awesome cross up, but i can't seem to get it to cross up at all now.

I've tried jump C, B and A also, but i didn't get to test them extensively.

Ack.

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Post by ~!T.T!~ » Sat Jan 07, 2006 15:52

if you jump over a crouching opponent, jump C will hit if they stand up at all. Other than that, I don't really try for many crossups in a normal match. I just stick to his basic jump-ins into combo

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Post by Toxic Avanger » Sat Jan 07, 2006 18:43

Anyone checked if the Qcf / Qcb + E has any special atributes? Like dodging attacks, dodging lows or dodging fireballs??

In theory, a nice mix up will be Qcf + E + punch OR Qcf + E + command throw, but the enemy will need to cool down so you can use that...

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Post by AcidicEnema » Sat Jan 07, 2006 22:47

Don't think it has any invulnerability. If the opponent knows its coming he can just spam light attacks and hit you out of it. The better mix up, I think is to mix up, after stand C> f+B between qcf+A, qcf+A (hold), f+C, and qcf+E> HCB,F + C.

qcf+P (hold) creates its own mix up game, since qcf+P is unblockable when held all the way, and can be cancelled with D...

Btw, has anybody tested the extent of usefulness of the far stand C autoguard? I've been using it to consistently counter jump attacks from far (i.e., Kim jump D from full screen), but it seems a little less effective against hops. I know that the autoguard frames come *really* early, so it should be best used as late as possible.

Down C has some wierd properties. I managed to get two hits out of it, once when it hit on counter. Never got that again.

Edit:

Question about his LDM:

From shen_VS_galford's Dream Cancel FAQ on gamefaqs.com
"on counter the LDM will take out 80% of the life bar"

Really? Can anyone confirm or deny this? I've never heard/seen this before.

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Post by frionel » Sun Jan 08, 2006 01:21

I m playing Shen a lot recently, and I really like the character

His far C is really usefull, since the autoguard frames can really counter ANY sort of hits

I use it as an excellent anti air, and also to counter some moves like burning knuckles, oswald's qcb K etc...

I don't use any cross up, I just attack with the jump C that hits very low and leave a lot of time to chain after...

He is also an excellent leader caller, since his C, f B, qcf K x 2 gives you the whole to call any one... I use Duolon as a leader, and the effects are perfects ^^ :D

His qcb/qcf E has no invincibility, and he don't have any hitstun that leave you the time to "perfect" pressure with it... It's more a "mindgame" move (think qcf E -> C (super cancel), qcf E -> command grab, qcf E -> qcf x 2 K)

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Post by AcidicEnema » Mon Jan 09, 2006 20:49

Er to answer my own question:

Yes, Shen Woo's LDM does do approximately 80% on counter. Maybe a little less. Without counter, it takes away, maybe 60%?

Landed it three times today. Super huge WTF factor. Dunno whether it'll work on people who know to expect it tho, since it takes 1 whole second to come out.

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Post by Shen » Mon Jan 23, 2006 14:49

What would Shen's most damaging combo be? I was thinking something along the lines of:

hop C, stand C, f B, qcf*2 B, DC CABC, stand C, f B, qcf A, SC qcf*2 B

Is that the best? How many stocks is that? 4 stocks and one skill? Would it still connect if you put a qcf A in at the start (and super cancel into the first headbutt super)?

I'm liking Shen this year. Still trying to work the qcf E into his game though. Cant really see many uses for it, as everyone sees it coming and spams light attacks.

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Post by frionel » Mon Jan 23, 2006 15:05

Your combo tooks 4 super levels and 2 skill levels, and I think that it's the most damaging one.

But you can't put a qcf P at the start, because it'll let you only one skill level, and it's better to use the super cancel after activating the LDM (more damage).

For his qcf/qcb E, I use it as a feint move, and as another way to move on screen. I also break my anti-air cr C by it, to create mindgames by approaching the oponent when he lands.

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Post by Ratix0 » Sat Jan 28, 2006 02:29

Just a question, how far does the LDM knock the opponent away if I'm DCing it from QCf,QCF+K...

I just had a thought of this Shen Combo...

(Jump C/D), C, f+B, QCF,QCF+K(1 stock), DC CABC(3 Stocks 1 Skill), C, f+B, QCF,QCF+K(4 Stocks 1 Skill), Quick Shift, Blah blah blah.

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Post by Shen » Sat Jan 28, 2006 06:50

I dont think the LDM pushes the opponent back at all - you end up standing right next to them if you DC from the headbutt super.

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