Shun by DRosengard

Version: 1.00 | Updated: 01/01/70 | Printable Version

Virtua Fighter 2: Shun FAQ v1.00

Written by Doug Rosengard
FAQ design based on the Akira FAQ by Joji Suzuki

Please send any comments, corrections, and additions to :      or

|Table of contents|
Part I: The moves
     1)Move list
     2)Move analysis
          a)Basic moves
          b)Special moves
          d)Break stances
     3)Multiple attacks
     4)Rising attacks
Part II: Putting it together
     1)Stuff you need to know
          a)Escape from throws
          b)Crouching dash
          d)The use of the Guard button
Part III: How to fight this guy/gal??
     1) Moves you can and can't counter
     2) Moves you can and can't reverse
     3) Strategy
Part IV: For your information
     1) Character profile, history, fighting style
     2) CPU Guide
     3) Misc stuff

In response to the recent demand for FAQs that deal exclusively with one
character, I've decided to put together this FAQ for Shun Di using Jozi
Suzuki's Akira FAQ as a template.  The first question I should answer, though,
is why Shun Di?

One reason is that Shun Di is an entirely new character conception.  I feel
safe saying that Shun's style is truely different from the styles presented in
VF.  To the uninitiated, Shun's style seems bizarre, awkward and even humorous.

Another reason is that Shun is not a good character to make mistakes with.
His attack recovery is moderately slow, and most of his individual attacks do
not do much damage.  These two factors combine to make an even trade of hits
with another character intollerable to Shun.  Shun's style, then, requires a
far different frame of mind from other characters.  Playing the crouch and
wait game, for example, can be moderately effective for Shun, but fails at
higher levels of play.  Predictability is always dangerous, but even more so
with Shun.

Because Shun demands a high versatility in timing and attack forms, and has a
large number of attacks to assist him, he also demands some amount of patience
to learn.  Other characters are just as difficult or more difficult to learn
fully, such as Akira, but that doesn't make Shun any easier to master.

Finally, the demand for a Shun FAQ is out there.  I've seen on the net
multiple requests for a Shun FAQ, and have met a number of people who have
started to learn Shun only to forsake him for "better" characters.  I've also
seen players who were intimidated by the number of moves Shun possesses, and
decided instead to opt for an "easier" player like Pai.  But it has been shown
in some parts of the world that master Shun players do exist, and they are
equally as dangerous as players who master another character.

So, without further ado, here is the Shun Di FAQ.  Drink up, and enjoy.

|      Part I: The moves     |
1)Move list
2)Move analysis
     a)Basic moves
     b)Special moves
     d)Break stances
3)Multiple attacks
4)Rising attacks


Here is a complete list of Shun's moves showing the motion, hit level, and
damage.  Damage is given in life bar points.  The number of life bar points a
character has depends on the difficulty the machine is set to.

Refer to Part IV: Damage section for more detail.

G,P,K refer to the Guard, Punch, Kick buttons respectively.
f,b,u,d refer to forward,back,up,down, respectively.
F,B,U,D refer to holding the joystick in that position.
HCB is shorthand for half circle backward (ie f,d/f,d,d/b,b)
H refers to attacks that hit standing non-defenders.
M refers to attacks that hit crouching defenders
L refers to attacks that hit standing defenders
n refers to attacks that hit any non-defending opponent, high or low
X refers to attacks against opponents lying on the ground

Move                                  Motion         Hit   Dmg    Note
====                                  ======         ===   ===    ====
Basic moves
Jab                                   P              H     10    PKA
Low jab                               d+P            L     10    A
High kick                             K              H     30    PA!
Low kick                              d+K            L     10    A
Side kick                             d/f+K          M     21    PWA#

Small jump moves (to hop, tap up or u/f or u/b)
Turn around hammer                    hop,P(asc)     M     30    f!
Hopping corkscrew punch               up/for+P       M     30    !
Mule Kick                             up+K           H     35    !
Sacrifice Scissor Kick                up/for+K       M     35    f!
Hopping kick                          up/for,K(asc)  M     30    #
Hopping thrust sweep                  up/for,K(desc) L     20    !

Large jump moves (hold up or u/f or u/b)
Jumping Hammer                        f+P(asc)       M     30    !
Take off kick                         +K             M     30    !
Jumping drop kick                     f+K(asc)       M     40    !
Back drop kick (Humontokai)           b+K(asc)       M     40    !

Turning around moves (opponent behind you)
Rear punch                            P              H     10    PKA
Rear sitting punch                    d+P            M     12
Drunken rear kick                     K              H     30    PA!~
Rear Cossack Dance Sweep              d+K            L     30    A!
Roll away                             tap back       none  none

Pounce (opponent down)
Sommersaulting heel strike            u+P            G     30
Roll and elbow drop                   U/F+P          G     30

Special Moves
Punch, high elbow, uppercut        P,P,P          HHM   10,12,14 PKA
Punch, kick                        P,K            HH    10,30    PAK!
Uppercut                           d/f+P          M     14       PA
Dashing Uppercut                   D/F+P          M     30       !
Lunging Punch                      D,f+P          M     30       !
Running Punches                    f+P            HHH   10,12,14 PAK
Low Back Thrust                    b/d+P          L     22       *
Scorpion Kick                      d+K+G          M     35       !
Back Fist                          b+P            H     24
Backflip                           b/u            none  none
Forward Cartwheel Kick             f,f+K          M     35       !
Jumping Spin Kick,[sideways push]  G+K,[P]        MH    35+19    !
Two handed twisting strike         P+K            M     30       !^*
Slow Sweep                         b/d+K+G        L     30       !*
Breakdance sweeps (must be drunk)  d+K+G,K+G,K+G  LLL   10,10,10 !*
Backward hopping kicks             b+K+G          M     35       !
Handstand then Kick                HCB,K          H     30       !
Handstand and hand-hop             HCB,b or f     none  none
Sacrifice Toe Kick                 b+K            H     24       f
Turning shin kick                  b/d+K          L     10
Turning shin kick/high kick        b/d+K,K        LH    10+30    !
Turning shin kick and fall         b/d+K,G        L     10       F
Twisting Heel Kick                 b/d,b/d+K      H     30       !
Sacrifice Double Kick              b/d,b/d+K,K    HH    30+15    !f
Sit down and Kick                  d,d,K          L     24       *
Skip back with uppercut            b+G,P          H     15
Dodge back with two handed thrust  b/d+G,P+K      M     30       !
Dodge forward with Slap 'n Spin    d/f+G,P+G      H     50       !^

Turn Around Moves (Shun turns his back to the opponent)
Turn Around Punch                  b,b+P          H     10
Turn Around Kick                   b,b+K          H     30       !

Slap 'n Spin (Dances w/ Punches)   P+G            H     50       !^
Tripping Elbow Drop                P+K+G          H     50       !

P=Pai can reverse with b+P or b/d+P
W=Wolf can reverse the side kick
K=Kage can reverse punches
A=Akira can reverse it, high/mid/low
f=Face-up sacrfice move.  Shun ends up face up on the ground.
F=Face-down sacrifice move.  Shun ends up face down on the ground
*=This move passes under high attacks.
^=Shun takes a swig of saki if this connects.  This makes Shun more
  powerful.  See notes on Shun's drinking for details.
~=Shun staggers about drunkenly if this move connects
#=Opponent is knocked down if standing, and staggered if they are
  crouching, defending or non-defending.
!=If the attack hits, the opponent will always go down.

|2) Move analysis|

This section describes different moves in more detail.  The purpose of this
section is to give some insight into the efficient use of each move as opposed
to just how to perform each move.  Consider reading this section if you find
yourself wondering what the point of a move is, or why anyone would consider
using it.  Most moves (if not all moves) in VF2 can be used effectively if
timed properly, even against advanced players.  In fact, well-performed
"useless" moves can not only spice up a fight, but can really break the
momentum of your opponent when they hit.  If you've ever knocked down an
experienced player using Shun's handstand kick (HCB,K), then you understand
just how impressive awkward looking strikes can be.  ("Man, I can't believe
that stupid kick HIT me!")

a) Basic moves

Basic moves are moves that every character possesses in one form or another.
These include punches, kicks, throws, jumping attacks and pounces.  Mastery of
these attacks is the first priority for learning not just Shun, but any
character in VF2.  If you choose to master only one aspect of VF2, make it the
basic moves.

High punch (P)
The high punch has the strength of being the fastest attack in the game.  It
is most often used as the start of a combo, but can also be used to interrupt
high attacks, throws and to step in and set up a crouching opponent for a low
throw.  The weakness of the high punch is that it is the least damaging attack
and that it hits high - the hardest attack level to hit with.

Low punch (d+P)
The low punch is very similar to the high punch; it is very quick, can be used
to interrupt other attacks and does not do much damage by itself.  The low
punch also ducks under high attacks, and can be used as a very quick and
reliable method to perform a move which requires holding the joystick down

An example of using d+P as a fast way to crouch with Shun is to combine the
low punch and Shun's Lunging punch.  The motion for the lunging punch is hold
DOWN,for+P.  Instead, perform the lunging punch by doing:

             d+P, for+P

This actually is just as fast as holding down a second to crouch, then hitting
forward and punch.

Side kick (d/f+K)
The side kick is in some ways the best attack to learn.  Every character has
it, and it hits at mid-level (ie. hits crouching opponents).  It comes out
reasonably fast, and even has a good range and does decent damage.  If the
side kick hits a crouching opponent, it may even cause them to "stagger",
leaving them open to a quick punch/kick combo or possibly another move as
well.  If the kick interrupts an attack, it will knock the opponent down.

If the side kick is blocked, then Shun (and most other characters) are
reasonably safe from a retalitory attack.  However, if the side kick misses,
Shun recovers slowly enough to be hit by an immediate counter attack such as a
punch/kick combo or special move.  Overusing the side kick results in
opponents backing up away from the side kick and hitting Shun after it misses.

Hopping attacks (motion varies)
Hopping attacks are the attacks which start by tapping up, up/for or up/back
followed by a punch or kick.  All hopping attacks have the advantage of
passing over low attacks and sweeps.  Beyond that, Shun's hopping attacks are
very unusual, so I'll deal with each one separately.

The hopping kick (up/for,K while ascending) is slow and easy to interrupt if
the opponent is just defending.  On the positive side, though, it floats
opponents better than normal attacks, and recovers very quickly if the
opponent doesn't interrupt it.  This makes it useful in situations where you
feel reasonably secure that you won't be interrupted while in mid-air.

The hopping sweep (up/for, K while descending) is slow to come out and slow to
recover.  Its strength is that it is a sweep, so must be blocked low.  Mixing
together the hopping kick and hopping sweep can confuse the enemy and leave
them more vulnerable and unsure as to how to react.  If the opponent blocks
the sweep, Shun is vulnerable to a counter-strike.  Using both the hopping
kick and hopping sweep is fine, but overusing them is disastrous.

The hopping hammer (up/for,P) is very unusual.  It has the same strengths and
weaknesses as the hopping kick, but is a sacrifice attack.  This means that
Shun ends up on the ground after the attack is over.  Because Shun has
excellent rising attacks this isn't much of a problem, but good opponent who
are nearby will do a quick ground attack or get ready for Shun to get up.
Another problem is that since Shun must get up off the ground afterward, and
the attack is slow to begin with, it is terrible when Shun is pressed for time.

The hopping scissor kick (up/for+K) is a faster version of the hopping hammer.
Beyond the fact that it is a faster attack, you can treat it the same way you
do the hammer.  As a side note, the hammer leaves your head toward the
opponent, whereas the scissor kick leaves your feet toward the opponent.  This
makes a difference when rising with a breakdance kick, as the breakdance kick
moves Shun in the direction his head is facing.

The hopping corkscrew punch (up/for+P) is very similar to the scissor kick
with one key difference - Shun remains on his feet after the attack.  Some
Shun players mix this attack with the scissor kick to try to throw the
opponents off on timing a possible counter-attack, as they are countered by
different types of attacks.  Don't expect most experts to be confused, though;
the attacks look dissimilar enough that you can tell which is which once they

The mule kick (up+K) is very nice.  It's recovery is reasonably fast, and it
comes out much faster than the other hopping attacks.  In addition, it is a
deceptive hopping attack, since it will pass over low attacks until Shun
regains his feet.  It also moves Shun forward toward the opponent, giving it
good range, and always results in a knock down.

Large jumping moves ( refer to the move list for stick motion )
The common rule of thumb in VF and VF2 is not to jump.  This is a good rule of
thumb to use, especially against good players and the VF2 CPU who will usually
be able to knock you out of the air if they are prepared for the attack.
Don't completely scoff at the jumping attacks, however, as there are times
where they are very effective.

The distance jump kick (hold jump and K) is able to counter moves with a
shorter range.  This includes being able to counter punches, kicks, and most
other attacks with good timing.  Jump kicks can hit Kage's rolling attacks and
heel kick, Wolf's Shoulder Ram and Clothesline and most other slow attacks if
timed correctly.  Since the jump kick hits mid-level as well if close, you can
also hit nearby crouchers or opponents doing low attacks as well.  Topping it
all off, the damage is decent and always results in a knock-down.

You may think that if the jump kick misses that Shun is a sitting duck.  That
was true in VF, but in VF2 Shun and most other characters can recover in
mid-air to do a double-foot kick on the way down.  One effective technique to
use occasionally is to jump at a nearby opponent with a jump kick and pass
over their head.  On the way down, tap back+K to do a rear heavy kick to the
back of their head.  Hard to block, and only very experienced players will be
ready for it.

Finally, it is possible to combo a jump kick with the lunging punch if the
punch knocks the opponent high enough.  This occurs when the lunge hits an
opponent during their attack, which causes them to float much higher than
normal.  Jump kick an already airborne opponent is a great way to get some
"oohs" and "aahs" from the crowd....

Rear attacks ( refer to the move list for stick motion )
When Shun's back is to the opponent he has some unusual ways to turn around.

A high rear punch (hit punch) is quick and can be followed by an immediate
kick for a variation on the punch/kick combo.

A high rear kick (hit kick) hits high, but does a fair amount of damage if it
hits.  As a bonus, Shun staggers drunkenly whenever this connects.

A low crosslegged punch (down+P) is an unusual move.  Shun turns and almost
sits down, throwing out a punch.  He then returns to face the opponent.  The
move is fast, but does not knock the opponent down.

The Cossack dance sweep (down+K) is slightly slower than the punch above, but
has the advantage of knocking down the opponent.  It also has longer range
than the punch.

Finally, Shun can roll away VERY quickly by tapping back away from the

Turn around attacks (back,back+P or back,back+K)
An unusual type of move available to some characters in VF2.  Shun can turn
around with a high punch or kick, putting his back to the opponent.  Why would
you do this?  There are actually some good reasons.

Shun's turn around kick (b,b+K) floats the opponent well enough for a
follow-up rear kick or punch/kick to connect.  Good damage and very much in
the style of Shun.

Using the turn around punch (b,b+P) allows Shun to quickly access his rear
attacks, or roll away to safety.  Since Shun's roll is faster than skipping
back, and faster even than some people can run, this can be surprisingly
effective at getting Shun out of trouble.  If he expects the opponent to rush
in, he can instead do the rear Cossack sweep (d+K).

Pounce (tap up and tap P, or tap up and HOLD P)
Shun has no Ground punches or kicks like most characters in VF2.  Fortunately,
his somersaulting heel smash (tap up and tap P) is so fast that it can do the
job even better.  Ask any player who faces Shun on a regular basis what is
most frustrating about him, and you'll usually hear something about "not being
able to avoid his pounces."

Shun can hit with the heel smash after almost any knock-down.  Essentially,
the only time it misses is if he is out of range, just did a jumping kick or
did a move which makes him stagger or drink saki.  He can also miss if he used
two moves, such as a cartwheel and a sweep, on a floating opponent.  Even in
these cases, though, people who are slow to get up will be hit.

Shun's rolling elbow smash (up+hold P) is much, much slower however.  It also
does the same damage as the heel smash, so it's only advantage is that it has
increased range.  It has one other sometimes overlooked side-effect, however,
that you can use to your advantage possibly - Shun ends up lying on his back
after the move is over.  Missing this pounce and following with a rising
attack works wonders against some opponents.  Against other opponents, stick
to the heel smash.

b) Special moves

Triple punch (P,P,P)
Shun's triple punch is slower than most characters, but does have an uppercut
at the end to hit crouchers.  Overall, his other attacks are more effective.

Punch/Kick (P,K)
The single most useful universal combo in the game.  An easy knockdown, decent
damage, and very fast.

Lunging Punch and Dashing Uppercut (D/F+P;  D,F+P)
An easy way to do these is to tap low punch or low kick, then for+P.  These
attacks have great range and come out very quickly.  They also float opponents
well enough to connect with a foot sweep and sometimes other attacks.  Be
warned, though, that the lunge in the low punch/lunge "combo" can be blocked
by standing opponents, leaving Shun wide open to counter attack.

Running Punches (f+P)
These usually come out by accident.  Since the punches do not do a knock-down,
and Shun is vulnerable to attack even if they connect (!!), try to use other
attacks.  The only advantage these attacks have is that they start very
quickly (as quick as a punch) and can sometimes hit floating opponents out of
the air.

Low Back Thrust
A great move.  Shun passes underneath most attacks, even sidekicks on
occasion.  It comes out relatively quickly, and if it catches someone
mid-attack or if Shun is somewhat drunk, will knock them down as well.  If the
move hits, the opponent will not be able to counter at all, and if the move
misses they only have a narrow window of opportunity.  Practice this move.

Scorpion Kick (d+K+G)
Because this move is harder to see coming and hits mid-level, it is in itself
a good move.  It also is a knock-down if the kick connects.  It's range is

Back Fist (b+P)
If this move interrupts it will knock down.  Because the move comes out and
recovers at least as quickly as Jacky's high backfist, it's very similar.  The
back fist can be followed by a sweep if the opponent is knocked down.

Forward Cartwheel Kick (f,f+K)
A good move, but it has a slow recovery if it is blocked or misses.
Nonetheless, it has a long reach and comes out fast enough to interrupt many
attacks.  It also hits mid-level, and can always be followed by a pounce.
It's good against charging opponents and others not expecting it.

Jumping Spin Kick/Sideways Push  (K+G,P)
The jumping spin kick is similar to the Scorpion Kick.  Both do the same
damage, have about the same recovery and hit mid-level.  They also have about
the same recovery time.  One difference is that the K+G move can be followed
by a special Sideways Punch attack by tapping P as the kick is ending.  The
sideways punch is delayed, so that it is impossible for both the kick and
punch to connect.  If you want to use the punch successfully (just to boost
your ego), you have to trick the opponent into coming in after a missed kick.
Because of the delay, the opponent can interrupt you with a moderately quick
attack before the punch finishes.  My advice is to practice the punch on the
CPU and mid-level players, but only use it against an expert if you're feeling
full of yourself.

Two-handed twisting strike (P+K)
Used properly, this is a key move for Shun.  Used improperly, it will never,
ever hit a good player.

The reason to learn this move is because it is one of only two moves which
Shun can drink saki afterward if it connects.  Although drinking saki prevents
Shun from having time to pounce, the extra damage and multiple-sweep that he
gains from drinking make up for it.

The main things to remember with this move are that the opponent will see it
coming, that it hits mid-level, and that it passes underneath high attacks and
sometimes even avoids mid-level attacks (such as a heel kick).  This is
therefore a good move to interrupt such attacks.

Learn to time this move so that you start it just as the opponent starts a
heel kick, high move or throw attempt.  Combo crazed players are open to this
attack as well since Shun passes harmlessly under the punches of the combo.

You must be careful not to overuse this move, though.  Any good player will
block and counter or interrupt the move before it finishes - often in a brutal

Slow Sweep (b/d+K+G)
This is a long reach foot sweep.  When used by itself it's easy to see coming
and can be blocked unless the opponent is in the process of doing something
else.  The main thing that this move is very good for is hitting floating
opponents.  This sweep can be tacked on after most attacks which knock down
the opponent, and a pounce can often be added as well after the sweep.  This
can turn a simple back fist into a back fist/sweep/pounce.

Breakdance sweeps (d+K+G,K+G, K+G)
This is a variation on the sweep above.  Shun MUST have drunk saki during the
match for it to work, though.  For each drink he has had, he can do one sweep,
up to a maximum of three sweeps in a single run.

These sweeps have a slightly shorter range than the normal foot sweep, but
come out much faster.  Like the normal sweep, he can hit floating opponents as
they land, hopefully hitting 2 or 3 times!

Backward hopping kicks (b+K+G)
This is a favorite of the CPU when time is running out and Shun is ahead.
Shun hops back three times and kicks in front of him each time.  Opponents who
do any attack without a long range get hit by the kick if they are too close.
Shun recovers almost immediately, and is usually far away from the opponent by
the time he is done.

The main problem with the move is that unless your opponent is VERY close or
walking or running toward you, it won't connect.  Think of it as no loss, no
gain.  Shun will back up, and the opponent can't do much about it.  There are
ways to catch up, but they involve running up and doing a long range attack
such as Shun's Cartwheel kick or Kage's flying kick.

Handstand and Kick (F,D,B - K or tap B and F to hop on hands)
Easily the silliest looking move in the game. :)  Also the most frustrating to
get hit by, since there seems to be no way it should ever hit.  Surprisingly,
it's a bit easier to use than it seems at first.

First, the weakness of the handstand is that once you are doing it, it takes a
long time to get back to your feet.  If you don't catch your opponent right
away, they'll simply cautiously approach and do a low attack, side kick or
other attack.

The handstand has some very nice benefits, though, that shouldn't be
immediately discounted.  First, it is immune to throws, and many high attacks
pass over it.  Second, the kick hits mid-level, and interrupts nearly every
attack that comes at it WHILE THE KICK IS GOING.  After Shun stops kicking,
however, he's a hand-standing duck.  Shun is mobile in a limited way, and,
finally, the attack is strong enough to do a knock-down.

Perhaps the best reason to try to connect with this move is for your own
pleasure.  If you think the move is too awkward, leave it alone.  If you do
try it, have fun. :)

Sacrifice Toe Kick (b+K)
Shun kicks out and falls on his back.  The primary strength of this attack is
its lack of vulnerability.  The kick interrupts most attacks, and I have yet
to see Shun get hit on his way down on the ground.  Shun is vulnerable once he
is lying down, but not for very long.  A heavy pounce will almost certainly
miss, but a light pounce or ground attack can usually connect.  Use this move
as a defensive tactic to avoid taking a heavy hit and slow down the opponent a

Turning Shin Kick (b/d+K)
This low kick keeps Shun standing, but isn't particularly fast when compared
to a simple low punch or low kick.  It has decent range, though, and is
usually the start of a two-part action: either low kick/high kick, or low
kick/fall down.

Tapping K a second time (as in b/d+K,K) gives a high kick immediately after
the low kick.  If the low kick connected, the high kick will automatically hit
for a knock-down.  This two hitter is a decent way to get a knock-down, but
can be countered.

Tapping defense after the low kick (as in b/d+K,G) makes Shun fall on his
face!  If the opponent was expecting a high kick instead, there's a good
chance they'll be unprepared for Shun falling over and will have missed the
chance to pounce or do a ground attack.  Their window of opportunity to do so
is limited, and Shun can rise back up with a mule kick (K), sweep (d+K) or
roll away and do an attack.  Think of this as a defensive move or delaying
tactic that can keep the opponent from doing a more damaging combination.
It's also a good surprise move.

Twisting Heel Kick (b/d, b/d+K)
This move recovers very quickly, has good range, and comes out quickly.  It
even does a knockdown when it hits, and can interrupt a number of attacks.
One downside is the awkward motion of the attack, but this can be overcome
with practice.

Hitting K a second time turns the Heel kick into a Double Sacrifice Kick which
puts Shun on the ground.  The double kick can be treated as a defensive tactic
to avoid incoming attacks or combos.

Sit Down & Kick Out (down, down, K)
Sitting down in the middle of a fight is something only Shun would consider.
This move if used when the opponent is playing defensively leaves Shun sitting
on the ground waiting to be hit or have his low kick blocked by a waiting

The time to sit is when you expect a high OR MOST MID-LEVEL attacks.  Shun is
SO low to the ground when sitting that even side kicks can miss him
completely.  Low attacks and Punt Kicks will hit Shun, and Shun's kick out
only knocks the opponent down if he is drunk or attacking.

Dodging (Motion varies see below)
Shun has the rare ability to side-step the opponent.  His options include
stepping straight back (back+G), side-stepping diagnolly away (down/back+G)
and side-stepping diagnolly toward the opponent (down/for+G).  When timed
well, these dodges are the fastest way for Shun to move around the board in
short bursts.  Each of the dodges can be buffered with a throw or other move.
The dodge forward/P+G throw is particularly brutal!

There are also some special attacks available to Shun only when he is dodging.
Tapping P when dodging back gives Shun a single weak slap which will interrupt
most attacks by oncoming opponents.  Tapping P+K while dodging diagnolly back
produces a two-fisted strike similar to the two-handed push.  This attack hits
mid-level for a knock-down, but Shun does not drink saki afterward.

Throws (see below)
Shun's throws work just like everyone elses.  Both his throws can be buffered
into a dodge for a quick dodge/throw combo.  Shun's throws are versus standing
opponents, and Shun has no "low" throws.

Slap'n Spin (P+G as a throw)
Also known as Dances w/ Punches and other names, this throw is particularly
good because Shun drinks saki afterward!  However, opponents who also press
P+G as you attempt it will break free.

Tripping Elbow Drop (P+K+G as a throw)
Although Shun does not drink saki, this throw can not be broken out of as the
Slap 'n Spin can.  Shun ends up lying next to the opponent, so a pounce
afterward is impossible.