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    Shun Di by propylaxis

    Version: 1.5 | Updated: 04/23/02 | Printable Version | Search Guide | Bookmark Guide

    THE ABC's OF SHUN DI: Invaluable, Detailed Lessons for Players at All Levels.
    
    version 1.5
    
    A propylaxis' Virtua Fighter 4 FAQ Guide Series.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=
    -----COPYRIGHT NOTICE-----
    -=-=-=-=-=-=-=-=-=-=-=-=-=
     Unless otherwise specified, this document is for personal and non-commercial
    use. You may not modify, copy, transfer, distribute, and create derivative
    works from this document without written permission from propylaxis.
    
     Copyright  2002 propylaxis at propylaxis@yahoo.com. All rights reserved.
    
     Sega is registered in the U.S Patent and Trademark Office. Virtua Fighter is
    either a registered trademark or a trademark of Sega Corporation or its
    affiliates. Original Game  SEGA  SEGA-AM2/SEGA, 2001, 2002. All rights
    reserved
    
     All products and characters mentioned in this document are trademarks of their
    respective companies.
    
    
    -=-=-=-=-=-=-=-=-=
    -----FOREWORD-----
    -=-=-=-=-=-=-=-=-=
     This is not a list of a character's entire moves. Such is not the principle of
    this document. Rather than presenting a dense unreadable reference material
    that provides few and shallow explanations, I divided and focused on the
    character's important move categories. I want players to grasp the important
    facets of a character's technique. I hope that you will find this guide very
    helpful.
    
     Please note that some of the strategies, ideas, move names and executions here
    are taken from the game manual and/or the game tutorials themselves, while the
    remaining principles and ideas are the result of my studies.
    
     Always try to spar with good players and learn from them. Remember that before
    victory is humility. Good luck.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-
    -----ACKNOWLEDGMENTS-----
    -=-=-=-=-=-=-=-=-=-=-=-=-
     I would like to thank SEGA and SEGA-AM2 for developing a realistic fighting
    game ever: Virtua Fighter 4.
    
     Special thanks goes to:
     GameFaqs at http://www.gamefaqs.com
     PlayStation Cheat.net at http://www.psxcodez.com
     Neoseeker at httP://www.neoseeker.com
     http://vf4dojo.tripod.com/index2.htm
    
    for publishing this document.
    
     Please email any corrections, comments, or notices to propylaxis@yahoo.com
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=
    -----CONTROL KEY LEGEND-----
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=
    u = up        uf = diagonal up and forward
    d = down      ub = diagonal up and back
    f = forward   df = diagonal down and forward
    b = back      db = diagonal down and back
    
    qcf = quarter circle forward ( d, df, f )
    qcb = quarter circle back ( d, db, b )
    hcf = half circle forward ( b, db, d, df, f )
    hcb - half circle back ( f, df, d, db, b )
    
    P = Punch      K = Kick       G = Guard
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-
    -----TABLE OF CONTENTS-----
    -=-=-=-=-=-=-=-=-=-=-=-=-=-
    I.  A Survey of Shun Di
    
    II. The Elements
    
     A. Stances
     B. Drinks
     C. Moves That Require Drinks
     D. Stagger Moves
     E. Floater Moves
     F. Poking Moves
     G. High And Low Combination Hit Level Moves
     H. Medium And Low Combination Hit Level Striking Moves
     I. High, Medium, And Low Combination Hit Level Striking Moves
     J. Distance Closing Striking Moves
     K. Distance Widening Striking Moves
     L. Neutral Space Widening Striking Moves
     M. Moves From Holding The Down Key
    
    III. Positional Play
     A. Universal Basic Defense
     B. Universal Basic Offense
     C. Shun Di's Special Defense Techniques
     D. Shun Di's Special Offense Techniques
     E. Shun Di's Series Courses
     F. Shun Di's Combo Courses
     G. Shun Di's Ducking Games
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    -----A SURVEY OF SHUN DI-----
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
     Shun Di is the master of confusion. His stances confuses opponents.  From
    normal stance to sitting stance, from handstand to ground-level stance, he
    covers everything: high, medium, and low. The downside is the execution delays
    of these moves. Shun Di is at his best when playing waiting games. Therefore,
    Shun Di players must time their attacks.
     Shun Di lacks parries and reversals. Therefore, the player has to rely more on
    evading and dodging through his stances. Normally, his stances are invincible
    to certain hit levels. For example, the Oushin avoids most medium and high
    striking attacks. Conversely, Shun Di doesn't have to rely always on his
    stances, he possesses moves that are capable of hitting both low or low and
    high. Again, timing is important.
     Sadly, most of Shun Di's powerful pre-built technique combo moves require a
    certain amount of drinks. This should not deter you. With practice, you can
    insert in your play timely "drink breaks". Learn those moves that let Shun Di
    drink and at the same time, attack. Once, Shun Di is really drunk, he becomes a
    mad man. Remember that he uses drunken kung-fu, so his attacks must always
    appear "odd" to his opponents. A drunken person once in rage doesn't really
    care about pain. Such a person has no control. But Shun Di is able to wield
    this oddity and incorporate it into a powerful style. Therefore, he possesses
    the oddity and strength of a drunken person and at the same time, the control
    and discipline of a monk.
      Always think like this: Dodge gracefully, hit madly, and drink plenty.
    
    
    -=-=-=-=-=-=-=-=-=-=-=
    -----THE ELEMENTS-----
    -=-=-=-=-=-=-=-=-=-=-=
    
     A. Stances
     B. Drinks
     C. Moves That Require Drinks
     D. Stagger Moves
     E. Floater Moves
     F. Poking Moves
     G. High And Low Combination Hit Level Moves
     H. Medium And Low Combination Hit Level Striking Moves
     I. High, Medium, And Low Combination Hit Level Striking Moves
     J. Distance Closing Striking Moves
     K. Distance Widening Striking Moves
     L. Neutral Space Widening Striking Moves
     M. Custom Combos
    
    =======
    STANCES
    =======
    1. Choukarou
     Execution: (hold K), (K, hold K), (hold b+K+G), (K+G), (f+K),
                     (u+P+K+G,P,P), (d+P+K+G,P,P)
     Description: able to switch to Zabantetsu or Oushin
    
    2. Zabantetsu
     Execution: (u+P+K), (from Choukarou: P+K)
     Description: dodges high attacks
    
    3. Tentouritsu
     Execution: (hcb), (u+P+K), (8 or more drinks required: df,P,P,K,P+K+G)
     Description: dodges high attacks
    
    4. Oushin
     Execution: (hcf), (from Choukarou: d), (from Choukarou: u)
     Decription: dodges medium and high attacks
    
    5. Back turned towards opponent
     Execution: (b,b+P), (b,b+K), (d+P+K+G), (u+P+K+G)
     Description: this is not a special stance of Shun Di but from here he's
    capable of punishing his opponents similar to his special stances.
    
    ======
    DRINKS
    ======
    1. Gyou'inshu
     Execution: (P+K+G)
     Description: adds 1 drink
    
    2. Tenshin Souchushou
     Execution: (f+P+K)
     Description: adds 3 drinks
    
    3. from Zabantetsu stance, Za'inshu
     Execution: (P+K+G)
     Description: adds 3 drinks
    
    4. from Oushin stance, Oushin Inshu
     Execution: (P+K+G)
     Description: adds 3 drinks
    
    5. from a throw, Suiho Tenshinchu
     Execution: (P+G)
     Description: adds 4 drinks
    
    6. from a throw, Kanshouri
     Execution: (P+G)
     Description: adds 5 drinks
     Requirement: must be performed on opponent's back
    
    7. from a throw, Toushu Richu
     Execution: (b+P+G)
     Description: adds 5 drinks
     Requirement: opponent's back must be on the wall
    
    8. from a throw, Gouhai Senbu
     Execution: (d,df,f,uf,u,ub,b+P+G) or (u,uf,f,fd,d,db,b+P+G)
     Description: adds 6 drinks to Shun Di
     Requirement: requires at least 10 drinks
    
    
    =========================
    MOVES THAT REQUIRE DRINKS
    =========================
    1. from a throw, Haitou Richu
    Execution: (P+G)
     # of drinks: 5
     Requirement: must be behind the opponent
    
    2. Rengeki Katai
     Execution: (P,P,d+K)
     # of drinks: 6
     More: press G after the move to fall down
    
    3. Rengeki Koukashutai
     Execution: (P,P,d+K,K)
     # of drinks: 6
    
    4. Chouwan Saishu
     Execution: (d,df,f+P,P)
     # of drinks: 6
    
    5. from a throw, Tenshin Soukeikyaku
     Execution: (b,df+P+K)
     # of drinks: 6
     More: ends up behind the opponent
    
    6. Renzensen Soutai
     Execution: (d+K+G,K)
     # of drinks: 6
    
    7. Renkan Zensen Soutai
     Execution: ((hold d)+K+G,K,K)
     # of drinks: 7
    
    8. Gyou'in Senshu
     Execution: (df+P,P)
     # of drinks: 8
    
    9. Gyou'in Renkan Tankyaku
     Execution: (df+P,P,K)
     # of drinks: 8
    
    10. Suisen Touritsu
     Execution: (df+P,P,K,P+K+G)
     # of drinks: 8
     More:  goes to Tentouritsu stance after the move
    
    
    11. Tokou Hitenhou
     Execution: (f,f+P+K)
     # of drinks: 8
    
    12. Koushu Gakusai Shugeki
     Execution: (P+K+G,P,P)
     # of drinks: 10
    
    13. from Oushin stance, Nehan Rengekitai
     Execution: (K,P,d+K)
     # of drinks: 10
     More: press G after the move to fall down
    
    14. from Oushin stance, Nehan Rengekikatai
     Execution: (K,P,d+K,K)
     # of drinks: 10
     More: press G after the move to fall down
    
    15. from a throw, Gouhai Senbu
     Execution: (d,df,f,uf,u,ub,b+P+G), (u,uf,f,fd,d,db,b+P+G)
     # of drinks: 10
     More: adds 6 drinks to Shun Di
    
    16. Renshu Haikaryukyaku
     Execution: (K,K,d+P,K)
     # of drinks: 16
    
    
    =============
    STAGGER MOVES
    =============
    1. Sokutankyaku
     Execution: (df+K)
    
    =============
    FLOATER MOVES
    =============
    1. Shinpou Suikoushu
     Execution: (b,df+P)
    
    1. Ryubikyaku
     Execution: (u+K+G)
    
    2. Chouwan Ryouken
     Execution: (d,df,f+P)
    
    
    ============
    POKING MOVES
    ============
     I'm unable to decide whether Shun Di really has good poking moves. Generally,
    his stagger move is the only move that may fit this section.
    Judge for yourselves.
    
    
    ========================================
    HIGH AND LOW COMBINATION HIT LEVEL MOVES
    ========================================
    1. Rengeki Katai
     Execution: (P,P,d+K)
     Hit levels: high, high, low
     Description: requires at least 6 drinks
     More: press G after the move to fall down
    
    2. Rengeki Koukashutai
     Execution: (P,P,d+K,K)
     Hit levels: high, high, low, high
    
     Description: requires at least 6 drinks
    
    3. Renshu Haikashou
     Execution: (K,K,d+P)
     Hit levels: high, high, low
    
    4. Koushu Rentai
     Execution: (db+K,K)
     Hit levels: low, high
     More: hold G to fall down
    
    
    ===================================================
    MEDIUM AND LOW COMBINATION HIT LEVEL STRIKING MOVES
    ===================================================
     None
    
    
    ==============================================
    HIGH, MEDIUM, AND LOW HIT LEVEL STRIKING MOVES
    ==============================================
    1. Renshu Haikaryukyaku
     Execution: (K,K,d+P,K)
     Hit levels: high, high, low, medium
     Description: requires at least 16 drinks
    
    2. Nehan Rengekitai
     Execution: (K,P,d+K)
     Hit levels: medium, high, low
     Description: requires at least 10 drinks
     More: press G after the move to fall down
    
    
    3. Nehan Rengekikatai
     Execution: (K,P,d+K,K)
     Hit levels: medium, high, low, high
     Description: requires at least 10 drinks
     More: press G after the move to fall down
    
    
    ===============================
    DISTANCE CLOSING STRIKING MOVES
    ===============================
    1. Getsuga Gakushu
     Execution: (b,f+P)
    
    2. Rensai Gakushu
     Execution: (b,f+P,P)
    
    3. Rengeki Gakushu
     Execution: (b,f+P,P,P)
    
    4. Hiten Hougeki
     Execution: (uf+P)
    
    5. Senshi
     Execution: (uf+K)
     Description: after a successful execution, Shun Di falls down.
    
    6. Getsuga Saigeki
     Execution: (hold d,df+P)
     Description: the move covers a lot of distance and can surprise opponents.
    
    
    ================================
    DISTANCE WIDENING STRIKING MOVES
    ================================
    1. Honshin Rensenkyaku
     Execution: (b+K+G)
    
    
    =====================================
    NEUTRAL SPACE WIDENING STRIKING MOVES
    =====================================
    1. Haitou Rensenkyaku
     Execution: (db+K+G)
     Description: Shun Di falls down
    
    2. Gyoushin Toutai
     Execution: (b+K)
     Description: Shun Di falls down
    
    
    ===============================
    MOVES FROM HOLDING THE DOWN KEY
    ===============================
    1. Getsuga Saigeki
     Execution: (hold d,df+P)
     Description: Shun Di lunges with a punch. The move covers a lot of distance
    and can surprise opponents. If the move connects, a follow-up combo can be
    done.
    
    2. Senpu Soutai
     Execution: (hold d,df+K+G)
     Description: Shun Di sweeps the floor with his leg. The sweep connects even if
    opponents evade.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-
    -----POSITIONAL PLAY-----
    -=-=-=-=-=-=-=-=-=-=-=-=-
    
     A. Universal Basic Defense
     B. Universal Basic Offense
     C. Shun Di's Special Defense Techniques
     D. Shun Di's Special Offense Techniques
     E. Shun Di's Series Courses
     F. Shun Di's Combo Courses
     G. Shun Di's Ducking Games
    
    =======================
    UNIVERSAL BASIC DEFENSE
    =======================
     This section applies to all Virtua Fighter 4 characters.
    
     Stopping Sequences:
     1. Try stopping your opponents attack with a (d+P). If it connects, follow-up
    with a throw.
    
     Blocking Principles:
     1. When being hit with a series of striking attacks, do not counter-attack
    with striking moves. You will only suffer more hits. Instead, block or evade
    the attack. Then, follow up with a counter-attack either by a striking move or
    a throw.
     2. When being rushed and hit, do not counter-attack with striking moves. You
    will only suffer more hits. Instead, block or evade the attack. Then, follow up
    with a counter-attack either by a striking move or a throw.
     3. Be careful when blocking a stagger move. After blocking such a
    type of move, your character cannot proceed for a counter-attack. Instead,
    block or evade the stagger move, then follow-up with a counter-attack.
    
     Evading/Throwing/Guard Combo Courses
     ------------------------------------
     1. Evading Throw Escape Technique:
        Situation: You attack but the opponent blocks your attack-giving your
    opponent a chance to counter-attack, either with a striking or a throw attack.
        Problem: How do you avoid both?
        Solution: After the opponent blocks your attack, immediately, enter an
    evade command then follow-up with a throw escape (usually P+G).
    
     2. Guarding Throw Escape Technique:
        Situation: You attack but the opponent blocks your attack-giving your
    opponent a chance to counter-attack. But instead of immediately
    counter-attacking, your opponent waits for you to recover from your move. Then,
    your opponent counter-attacks either with a striking or a throwing attack.
        Problem: The Evading Throw Escape Technique will not work here, since after
    you evade and input the throw escape. The last move will not block striking
    attacks. Therefore, your opponent's attack will connect.
        Solution: Just as when your character is about to recover from the missed
    attack move, input a throw escape (normally P+G) immediately, then hold the G
    (guard) button. This will avoid any throw moves and avoid the delayed striking
    attack.
    
    
     3. Evading Throw Escape Guard Technique:
        Situation: You attack but the opponent blocks your attack-giving your
    opponent a chance to counter-attack, either with a striking or a throw attack.
        Problem: After a successful execution of the Evading Throw Escape
    Technique, your character may be left vulnerable to striking attacks. This
    normally happens when your opponent performs a series of attacks instead of
    just one.
        Solution: After the opponent blocks your attack, immediately, enter an
    evade command then follow-up with a throw escape (usually P+G). Then hold the G
    (guard) button only. This will avoid any follow-up attacks by your opponent.
    
    =======================
    UNIVERSAL BASIC OFFENSE
    =======================
     This section applies to all Virtua Fighter 4 characters.
    
     Offense Principles:
     1. Series
        A series is a sequence of moves that provides counter-defensive and
    offensive measures when a move connects or fails. A combo is not a series
    because a combo is initiated against an opponent who has been juggled in air.
    In this case, the opponent is virtually disabled and unable to counter-attack,
    so counter-measures are not needed. A series is often executed against an
    opponent who is still capable of blocking, evading, and counter-attacking.
        Study the series courses for your character in order to get a better
    understanding of series.
    
     2. Floater Moves
        A floater or a juggle move is used to initiate a combo against an opponent.
    Such move puts the defender on mid-air, rendering the defender completely
    defenseless. Moves that will connect against the juggled opponent  is called a
    combo.
        Study the combo courses for your character in order to get better execution
    times of floater and combo moves.
    
     3. Stagger Moves
        A stagger move when blocked puts the defender in a staggering stance-losing
    some form of balance. This provides the attacker enough time to set-up another
    attack. Do not counter-attack after blocking such a move. It will never work.
    Instead, evade then counter-attack. As an attacker, use stagger moves against
    opponents who abuse blocking often.
    
     4. High-medium-low Combination Moves
        These moves are a good way to confuse your opponents. Normally, to avoid
    such a combination of hit level moves will require strict attention and quick
    reflexes. This means a player using these moves has a great advantage, since
    the defender cannot always guard such moves without a thorough knowledge and
    practice of blocking and evading and of your character's technique.
    
    
    ====================================
    SHUN DI'S SPECIAL DEFENSE TECHNIQUES
    ====================================
     1. A good move that creates space between Shun Di and your opponent is
    Gyoushin Toutai (b+K). This move kicks and pushes your opponent creating space
    in-between. In addition, Shun Di falls down, avoiding medium and high
    attacks-creating more space. Beware that Shun Di may be vulnerable once he is
    on the ground. Use this move against rushing or dashing in opponents towards
    you.
    
     2. In Choukarou stance, the move Sokutan Senshu (K) is very fast. It is able
    to interrupt incoming attacks. In addition, press (d) or (u) to change to
    Oushin Stance.  Practically, this avoids all high and medium striking attacks
    and throwing attempts. Beware that switching to Oushin stance is not quite fast
    yet neither quite slow. Timing is important.
    
     3. Whenever your opponent missed to hit you with their attacks, a good
    counter-attack move is Renhi Chougeki (K,K). This move is not quite fast but
    fast and reliable enough for a counter-attack. In addition, hold the last K
    button to switch to Choukarou stance. From this stance, set-up your opponent
    for a guessing game.
    
     4. Another good move similar to Gyoushin Toutai (b+K) is Koushu Rentai
    (db+K,K). First, Shun Di hits low then high. Moreover, hold G to fall down.
    This creates space for Shun Di and his opponent. In my observation, Gyoushin
    Toutai is more reliable as for pure defense purposes. Koushu Rentai is good
    when your in defense and decides to have some form of offense. This move is
    best executed at very close distances.
    
    ====================================
    SHUN DI'S SPECIAL OFFENSE TECHNIQUES
    ====================================
     1. A good waiting move that may surprise your opponent is Getsuga Saigeki
    (hold d,df+P). Shun Di ducks for a moment, or if you prefer even longer. Then
    in an instant lunges with a punch. The distance it covers is very impressive.
    It can really close the gap between Shun Di and the opponent. When the move
    connects, a combo can follow. For example, follow it up with Koushu Rentai
    (db+K,K). But beware. If the opponent blocks the move, the recovery time is
    high. The opponent may then follow up with a devastating move. Use this move
    only as a surprise.
    
     2. Whenever Shun Di interrupts an opponents attack with a (d+P) or a (d+K), a
    good follow-up move is Renhi Chougeki (K,K) regardless whether the opponent
    blocks (d+P) or (d+K).  Beware that in Renhi Chougeki both kicks hit at high
    level. Anyway, most players will block your low attack and stand-up to proceed
    with their own attacks, but they'll be surprise with Shun Di's (K,K).
    
     3. A good double low hit level move that covers a lot of distance is Haisenchu
    Kaikakyaku. First, Shun Di ducks and hits with an elbow then sweeps low. Use
    this move to cover a lot of distance and at the same time avoid most high
    attacks.
    
    ========================
    SHUN DI'S SERIES COURSES
    ========================
     A. Hit an opponent with (df+P). If opponent blocks it, follow up with (d+K).
    This move ducks and will let you avoid most striking and throwing moves. But if
    (d+K) hits, Shun Di is still vulnerable to an attack. Follow-up then with a
    (ub+P+K+G P) or (db+P+K+G P). This move evades your opponents attack and at the
    same time counter-attacking.
    
     B. Against opponents who use (d+P) after blocking Shun Di's (d+P), use (K+G).
    This avoids the low attack from (d+P) by jumping and at the same time hitting
    the opponent.
    
     C. Use (b+P) which turns the opponent on their backs, then follow-up with a
    (df+P).  The only way to guard the second move is to guard without moving;
    otherwise, the move connects. If the opponent plans to block Shun Di's (df+P),
    follow up (b+P) instead with a throw.
    
     D. Use (f+K). Shun Di goes to Choukarou stance. Then follow-up with a P. If P
    connects, your opponent turns-rendering their backs vulnerable to you. If the
    opponent blocks Shun Di's P, follow-up with a (df+P). Regardless whether P is
    blocked or not, your opponent will not be able to interrupt the series.
    
    =======================
    SHUN DI'S COMBO COURSES
    =======================
    1. Ryubikyaku
     Execution: (u+K+G)
     Follow-ups:
       Combo 1: (d+K,K)
       Combo 2: (f+P,P,P)
       Combo 3: (db+K,K)
    
    2. Chouwan Ryouken
     Execution: (d,df,f+P)
     Follow-ups:
       Combo 1: (P,P,P,d+K)
       Combo 2: (K,K)
    
    3. Shinpo Suiskoushu
     Execution: (b,df+P)
     Follow-ups:
       Combo 1: (db+P,d+K)
       Combo 2: (db+K,K)
    
    =======================
    SHUN DI'S DUCKING GAMES
    =======================
     Whenever Shun Di has the opportunity to duck and wait, he can initiate his
    "ducking" game. These moves, unlike normal moves, contain a hidden venom with
    them; therefore, a sure-fire to confuse one's opponent. A similar situation
    that Shun Di players may find themselves is whenever they are rising from the
    ground. Instead of automatically standing-up, hold the "down" key and play Shun
    Di's "ducking" game. Of course, always mix your style, or else, your opponent
    may predict you.
    
    1. Sokutankyaku
       Execution: (hold d,df+K)
       Hit level: medium
       Description: This a stagger move, so if your opponent blocks it, you'll  
    have plenty of time to react.
       Note: The move is actually executed without holding the "down" key, but
    through the process of sliding, it works too when ducking.
    
    2. Getsuga Saigeki
       Execution: (hold d,df+P)
       Hit level: medium
       Description: This move has a very long reach and executes very fast!        
                                                                         Whenever
    this move connects, follow it up with a combo: usually a (db+K,K).
    
    3. Senpu Soutai
       Execution: (hold d,df+K+G)
       Hit level: low
       Description: This move has a decent sweeping reach.
    
    
    
    -=-=-=-=-=-=-=-=-
    -----HISTORY-----
    -=-=-=-=-=-=-=-=-
    
    Version: 1.5
    Date: April 23, 2002
    Changes:
     I updated the list of authorized web sites on the "Acknowledgments" section. I
    also fix some grammar errors
    
    Version: 1.4
    Date: April 12, 2002
    Changes:
     I made some grammar and style fixes in my document. I added "Shun Di's Ducking
    Games," and revised the "History" section. The "Poking Moves" section is also
    completely revised.
    
    
    Version: 1.0
    Date: April 10, 2002
    Changes:
     Original version.