From: Lars Holst Sørensen <larshs@vfhome.com>
Newsgroups: rec.games.video.arcade
Subject: [VF3] Shun-Di FAQ v2.0
Date: Wed, 29 Jan 1997 13:28:13 +0100

Hey all,

I just thought I would post this nice Shun FAQ written by a fellow
Danish VFer.

Enjoy.

LARS.


Shun-Di FAQ  by Ki Nam Kwon     v. 2.0
----------------------------------------

I hope this guide can be a little help for those who enjoy playing the
old drunken man. It is still incomplete in many ways, but I will update
it as I get more information. Enjoy!


Contents
--------------------------------------------------------------------------------
1. Key Moves
2. Get him drunk
3. When he is drunk
4. Combos
5. Closing words



1. KEY MOVES
---------------------------------------------------------------------------------
        
        I decided to concentrate on the moves which I found were
important to
comment. But it doesn't mean that all the moves not mentioned here are
useless. By no means. 

* Turning Shin Kick (d/b+K)   (hit level) L   (damage) 10
Unlike his other low attacks, he recovers in standing position. It has
its own advantages, though. You can either tap K again for a high kick
combo or you can tap G. Tapping G after the shin kick makes him fall on
his face. From there, you can do a rising attack immediately (if the
shin kick was connected). You can rise up with a mule kick (K) which
hits middle level or sweep (d+K) for low level. This surprises many
opponents and you can keep putting pressure on them. If you succeed in
hitting the opponent with the mule kick, you have a very good throw
chance since the mule kick will move him forward to the staggered
opponent. You dash in and enter a throw of choice. :)
It is worth noting that d/b+K, K is not always a combo. For example, if
the opponent was crouching, or you were at the upper position, the high
kick will fly right over the opponent's head, which is not good... So be
aware of your position and vary this combo as well. If the opponent
blocks the turning shin kick, Shun will be stunned and wide open for
counter attack. But there is a way to get round this. Even if the shin
kick is blocked, you can still fall on the ground. The trick is to delay
G a little. So if the shin kick gets blocked, tap G after a short while.
Practice to always delay G. By doing so, he will fall on the ground
whether the shin kick was connected or not. 

* Shoulder and sweep combo (d/b+P, d+K)  L L   15+15
Quite dangerous move, actually. You could delay it somewhat and hope for
an interrupt. Or if the opponent crouches, you could G-cancel -> lunging
punch (D/F+P) or jumping spinkick (K+G) instead. Still risky though as
the shoulder attack seems to take forever to recover. It may be better
to use only the shoulder part as a harassment attack and then insert the
sweep part once a while. In most cases, his normal low kick will do
better job as stop attack or harassment move, the only reason to use the
shoulder attack may be that it has better range. Oh, don't forget, when
you fight against the heavies and get the sweep blocked, immediately
input a low throw counter(against Jeffrey: d+P+K+G, d/f+P+K+G, f+P+K+G 
against Wolf: d/b+P+K+G, d+P+K+G, d/f+P+K+G). You have 1/3 chance of
escaping their throw attempt :(

* Thrust Punch and Sacrifice Kick (P+K,K)   M M   12+23
It looks stylish and if used properly, effective as well. Get people
used to the sacrifice kick after the thrust and when they learn to
guard, delay the combo or mix up the thrust with another thrust, throw
or low attack. It is an excellent move to use when the time is running
out and you are about to win. No matter you hit the opponent or just get
it blocked, the opponent is forced to wait and see. If the opponent
*does* make a move, you have the sacrifice kick at your disposal. Make
him impatient with 2 - 3 thrust punches in a row and then proceed to the
faint kick. But be warned! If you delay the faint kick too long, you can
be thrown by the opponent. And also, if you whiff the faint kick, you
will be punished with a small pounce, at least.

* Chouwan Uppercut     M    28
Easily one of his best moves. It comes out very fast, floats for combos
and more important, this move is *uncounterable*. Definitely one of the
key moves you have to master. Just in case you didn't know, Chouwan
uppercut can be executed by doing d/f,f+P. It's not necessary to do
d,d/f,f+P. Personally, I find it easier to do d/f,f+P, but in some cases
(like after the turnover throw d/f+P+G) it may be more reliable with
d,d/f,f+P. You may want to try out chouwan uppercut in different
situations, here I have some:
*After u/b+E, P* :  u/b+E, P itself is a good attack because Shun can
dodge away from many incoming attacks at the same time as he counter
attacks. In addition, if the slap hits as major counter, the opponent
will float. Go for chouwan. You may want to tag on the chouwan even if
the slap whiffs. The slap recovers extremly fast and after u/b+E, Shun
is quite away from the opponent. Thinking he now has time to counter
attack, the opponent will either try out mid-range attack or dash in. If
that is the case, nail him with chouwan and then proceed to air combo. 
*After Turnover Throw* (d/f+P+G):  Always!  Well, almost it is worth
remembering that d/fP+G -> chouwan is guaranteed, even in the new
versions of VF3. And of course, you can tag on air combos afterwards if
you feel like it. More about this in the combo section. 
You should be a little more careful when dealing with Aoi, though.
Annoyingly, she can reverse chouwan with her back turned. In this case,
you can either wait a little to make her whiff her reversal, back throw
her or do twisting thrust(f+P+K) . 
*After Take Off Kick -> Descending Kick*: the motion is d, U or d, U/F+K
and just after he has reached the top, tap K again. If the opponent
blocks the Take Off kick, it will be difficult for him to counter attack
between Take off and Descending kick. If the Descending kick interrupts
the opponent, he will float for chouwan uppercut. Even if the opponent
blocks the Descending kick, you should try out chouwan upper. The
Descending Kick is uncounterable and due to the block stun, you will
have good chance to interrupt any attack the opponent might initiate
afterwards. Mind you, you shouldn't abuse the Take Off kick because when
you whiff the attack, you can be interrupted with Kickflip, Take Off
kick or even ordinary high kicks. You should make sure that the opponent
blocks the Take Off kick, at least. Sooner or later, the opponents will
find out that they are actually in possession of E button. But even if
the opponent dodges, you will recover at the same time as the opponent,
so there is no any big danger in that case either.
*After drinking*: a little risky, but worth trying. From far away, let
him drink(d+P+K+G) and as the opponent sees this, he will want to run in
and try to throw or attack you. Due to the drinking's rather fast
recovery time, the chouwan is likely to interrupt.

Well, I've described some moves which are good as baits for the chouwan
uppercut, but there are more, of course. His backfist(b+P) is another
good example. The backfist is uncounterable and floats the opponent if
hit as major counter. You see the possibilities? Remember, when the
people get used to all these tricks, they will think twice before they
react. Then it is time to vary your strategy. For example, the people I
play with, are used to the chouwan after Take Off -> descending Kick. So
usually they stand there and guards, waiting for me to execute the
chouwan. In that case, just dash in and enter a throw is a good
alternative.

* Sliding Uppercut  (b d/f+P)     M    23
Ok, here is the deal. Compared to the chouwan uppercut, it comes out
slower, has worse recovery time and it is even reversible just like the
chouwan. Not that great move after all...  Admittedly, you can make some
pretty combos with this move. And unlike the chouwan uppercut, it will
knock down crouching defender. You have better chance to connect it if
you combine it with E. Really, it works in the same way as other
characters knee. Try stuff like low kick (hit) -> (the opponent does
punch, elbow, low kick or side kick) d+E -> sliding upper.

* Dodging Cartwheel (f+K+E)   M M    20+10
Typical Jijii move which looks confusing and drunken as hell. It has
good range and avoids almost any straight attacks. It also tracks down
certain side-stepping opponents and pounce is almost guaranteed
afterwards. On the down side, it comes out rather slowly and the
recovery time is bad.

* Fancy 3 Punches & Hip attack    H M H M   15+13+10+28 
You would love to hit people with this. You can delay it as you please.
I do stuff like: f+P, (short delay), P (no delay), P, (longer delay),
hip attack... Basically, when you connect the first fancy punch or just
get it blocked, the game is in your hand. Convince the people that they
should stand up and defend. Then, when they learn to guard, try stuff
like: f+P,(P), G-cancel, throw. As you may already know, it is extremely
important to get our Jijii drunk. And this move has great value as it
sets up throw opportunity. Obviously, it is also good as a harassment
move. If you feel like humiliating the opponent, try to connect two
*exactly* same stuff after each other. :) Because the opponent expects
you to vary the combo, it works rather often.

* Jijii Triple (b f+P,P,P)   H H H    8+10+14
Arguably one of the moves which has been improved most compared to VF2.
Remember? It was suicidal to use it in VF2. Now Shun has fast safe
punches which cover big distance. You can G-cancel the punches and they
can be delayed as well. This move is good for interrupting the opponent
and one way to make use of it is to - b f+P,G -> throw. It's not 100%
guaranteed, but if hit as major counter (you can tell by the loud hit
sound), you have a very good throw chance as the opponent is stunned for
a little while. Just remember to enter a throw immediately after b f+P.
Also, if you stagger the opponent with side kick and the opponent is not
struggling, go for triple punches for safe punishment.

* Twisting heelkick (d/b+K+G)    H H    20+15
You can avoid many incoming attacks and combos with this move. It comes
out quickly and since it puts Shun on the ground, it's a quite safe move
as well. When certain moves are blocked (like 2-handed twisting thrust
(f+P+K)) and the opponent tries to throw or attack you, twisting spin
kick works well as a counter move. Because it is two hits, it also has a
long contact time, wherein you can hit the opponent. If you succeed in
hitting the opponent with the twisting spin heelkick, you can add extra
damage by doing low kick rising attack (quickly tap d+K afterwards). The
low kick will hit the opponent on the bounce. As you can see, it has
many fine qualities. But, bear in mind, if you fail to connect this
move, you will lose the initiative and the opponent will have *plenty*
of times to pounce you.

* Turn-around Punch (bb+P)      H    12
First of all, if you interrupt the opponent with the turn-around punch,
you should go for back-turned P+G throw. Only fast move like punch can
break this combo (not even aloways). Back-turned P+G throw has
surprisingly good range and it is the most damaging throw(70pts), Shun
has. If the turn around punch didn't hit as major counter, you should
consider other options. Possibly, the opponent will crouch if he gets
hit or blocks the punch. In that case, Shun has a middle rear attack,
namely Rear Thrust (P+K) at his disposal. Try stuff like P+K, delay, (if
the opponent initiates an attack then) K, or P+K -> E -> punch or low
kick. 

 * Lying down  (b, d/b, d, d/f, f)
Jijii has many cool options when he lies on the ground. The best time to
lie is when you expect a high or middle attack to come. If you succeed
in lying in time, preferably avoiding the opponent's attack attempt, you
can do f+K or d+K which hits low level for a knock down or do K,P,K
which looks very cool, but doesn't knock down (unless the sacrifice kick
hit as counter). K, P, K can be delayed somewhat. By delaying K, P, the
Punch part will come out even if the kick gets blocked by the opponent. 
The sweep (d+K) has poor range, but it can interrupt most low attacks as
it seems to come out in no time. The rollover kicks (f+K) have better
range, but somewhat slower. Anyway, if you notice the least movement
from the opponent, f+K is fast enough to knock him down. Remember, you
can only lie for 1 second. He is very vulnerable when he gets up from
the lying position.

* Handstand (f,d/f,d,d/b,b  or u+P+K)
u+P+K avoids low attacks and f,d/f,d,d/b,b can avoid some high attacks.
If timed well, the mule kick (K+G) will hit low attackers and  the
Handstand kick (K) almost any high & middle attackers. As a new feature,
he can now catch-throw the opponent from handstand position
(frankensteiner P+G). Some clever opponents will dash in just outside
the range of the frankensteiner and wait till you execute a move. As you
recover from the move, he will blast you. So be careful not to initiate
the attack too early. I think the frankensteiner(P+G) will catch the
opponent even if he is in execution or recovery phase of an attack.
Don't forget that Jijii can move around by tapping bb or ff although the
speed or the range is nothing to write home about. P+K from the
handstand is a nice move, too. If the opponent is in the distance and
tries out long-range attack or dashes in, you might want to try it. It
has good recovery time, so if the opponent blocks the P+K, block or try
out his fast moves. It's a shame that you can't G-cancel the P+K. -sigh-
It would have been totally awesome, if he could stop the running and
proceed to other moves, but then, it would have been too much for the
opponent. :)



2. GET HIM DRUNK
-----------------------------------------------------------------

Jijii is much more dangerous when he is drunk. Well, more fun to play as
well. Until you have enough DP's, drink whenever chances are there.
Unfortunately, there are only few moves that allow him drink: 

* 2-handed Twisting Thrust (f+P+K)  M (provides 5 DPs in version 3.0, 3
DPs in 3.x)

It is the only "attack" that makes Shun drink (if connected, even).
Comes out slowly, but it avoids high attacks and some middle attacks as
well. So think of it as a high reversal, well, sort of... It has good
range and does decent damage. If you use it in the distance and get it
blocked, you are quite safe, actually. Any attempts of throw or attack
afterwards, can be countered. Against combo-crazy characters like Lau,
Pai and perhaps Aoi who tend to rely a lot on punch-rushes, it works
very well. Whenever you expect punch-rushes or throw attempts, make them
pay with this move. Be careful not to abuse it, though. You should use
it as a surprise, defensive move. 
In my opinion, it has great value as an okizeme attack as well. When the
opponent is down, keep a certain distance to the lying opponent. And as
he gets up with a rising attack, immediately unleash the 2-handed
twisting thrust. If the distance was right, it will connect whether it
was a high or a low rising attack and send the opponent back where he
belongs. :) If you fail, you will eat a rising attack, but it's worth
the trouble when you think of the many drinking points he could be
rewarded with.

* P+G throw   50  (provides 5 DPs in 3.0, 3 DPs in 3.x)
The easiest way to get him drunk, you would think. But in reality, it is
pretty tough to connect this throw, mainly because the people are aware
of the importance of this throw(they will enter P+G as throw-counter
whenever they expect you to throw).   
So what to do? The trick is to use it in the unexpected moments. For
example, u/f+E, P+G trick still works well when used sparingly. And as
mentioned before, f+P,(P),G -> P+G and bf+P,G-> P+G are good ways to
connect the throw. You will even want to run in and either throw or
cartwheel kick (run -> K) the opponent. P+G throw will be easier to
connect, if you mix up the throws as well.

*Drinking* (d+P+K+G or sit P+K+G)
Drinking is a good bait move, but you should only use it in the
distance. If the opponent is knocked down, don't bother with his
drinking in order to gain some DP's. Go for his ground attack (d/f+P) as
he will gain 1 DP just like from the normal drinking.

Also, if you float the opponent with chouwan uppercut or lunging punch
(D/F+P), you should consider to have a sit and drink(for 3 DPs) instead
of pounce or do combos. It can be a little risky, but when you think of
all the extra options he gains afterwards, it's well worth it.
Especially in the new versions of VF3 where P+G throw or twisting thrust
only provides 3 DPs,  sit and drink is definitely an option to be
considered.


3. WHEN SHUN IS DRUNK

Those moves will be avaliable:

* Chouwan-Backfist combo  (d/f,f+P, b+P)(6 DPs required)   M H  28+18
Does good damage and floats for further punishment. Since Chouwan
uppercut is uncounterable, try not to do the backfist part if chouwan
gets blocked by the opponent. Chouwan-Backfist is best used for hitting
floating opponents.
                                               
* P, P, d+K, K (6 DPs required)   H H L H   10+12+10+20
Very good combo! As soon as Shun is able to pull off this combo, you
should start making the opponent guess. Use only half of it; proceeding
to side kick, tap G after d+K, P, P delay, P... whatever you can come up
with. You have plenty of options! P,P,G -> side kick works well because
the opponent (who are used to play against Shun) will crouch after the
two punches in order to block the shin kick. Another neat thing to try
is P, P, E -> mule kick (u+K). If the mule kick hits crouching opponent
or interrupts him otherwise, you can tag on cartwheel kick (ff+k)
afterwards (works only in close stance). 

* Uppercut, Thrust & Sacrifice Kick (d/f+P,P+K, K) (8 DPs required)
19+16+23
Another excellent combo. Comes out quickly and floats on major counter.
Try stuff like: Uppercut, thrust, G-cancel -> throw or... Uppercut,
thrust, a very short delay then sliding uppercut (b d/f+P) which will
interrupt incoming attack or throw attempt and send him high into the
sky. If that is the case, do your most brutal combo.

* Lie then K, P, d+K, K  (10 DPs required)   M M L H   25+12+10+20
Works in the same way as K, P, K. But perhaps this one is more likely to
connect all the way. If the opponent is out of the range, try to delay
the K, P part a little, and as they close in, do d+K, K.



4. COMBOS 
-----------------------------------------------------------------

Well, all the combos are tested by me and they should work on everyone
(except Taka, of course). There are other possible combos than those
below, but I've decided to concentrate on them, I can actually do. One
little note: the most combos seem to work best in close stance.
 
chouwan -> P, P, d+K
chouwan -> uppercut (d/f+P) -> sweeps
chouwan -> upper-thrust (d/f+P,P+K) -> sweeps
chouwan-backfist -> upper -> sweeps
sliding upper -> Jijii Triple (bf+P,P,P) -> sweeps
sliding upper -> P, P, d+K
sliding upper -> upper-thrust -> sweeps

*interrupt required*
chouwan -> chouwan -> sweeps
chouwan -> cartwheel (ff+K) 
chouwan -> chouwan-backfist -> sweeps
chouwan-backfist -> chouwan-backfist -> sweeps (only possible at the
upper position)
chouwan-backfist -> upper-thrust -> sweeps (only possible at the upper
position)
backfist (b+P) -> chouwan-backfist -> sweeps 
uppercut -> chouwan-backfist -> sweeps
sliding upper -> chouwan -> sliding upper -> sweeps
sliding upper -> chouwan-backfist -> sweeps
sliding upper -> 1 fancy punch-hip attack (f+P, K)
2 x sliding upper -> sweeps
3 x sliding upper -> sweeps (against Aoi, Pai and Sarah at the upper 
position)

*Turnover throw combo*
turnover -> chouwan  (guaranteed!)
turnover -> chouwan -> cartwheel
turnover -> chouwan ->upper-thrust -> sweeps
turnover -> chouwan-backfist -> sliding upper -> sweeps
turnover -> chouwan-backfist -> upper-thrust -> sweeps (at the lower
position)
turnover -> sliding upper  (guaranteed in version 3.0)
turnover -> sliding upper -> sliding upper -> sweeps
turnover -> sliding upper -> Jijii triple -> sweeps
turnover -> sliding upper -> upper -> sweeps
turnover -> sliding upper -> upper-thrust -> sweeps 


5. CLOSING WORDS
----------------------------------------------------------------------

        When playing Jijii, "Unpredictability" is the key word. Combine
all the
moves /combos he has and *never* continue to repeat yourself. Just
because P, P, d+K, K or fancy punches work well against certain
opponents, don't rely on them too heavily. After a while, they will
figure out what to do with these moves and if your opponent is able to
guess your next move, you are doomed. Confuse them! Preferably, make
them guess all day long. :p  Remember, unlike other characters, he can
sit, handstand, lie and do all the weird things. Also, don't forget that
his basic moves like low kick or sidekick are very, very important.
Actually, his low kick may be one of the best weapons he has against
fast, aggressive characters like Lau, Pai and Jacky. Really,
concentrating on basic will get you very far.
        Well, I can see that I *still* have missed many subjects in this
FAQ,
but it will be updated as long as I play Shun (which means many years
forward :). If you have any questions, feel free to write. I would
appreciate any comments or suggestions to the FAQ as well. Finally, I
would like to thank Yuka Sugawara, Jakob Krantz Hvitved, Lars Holst
Sorensen, the people of Shun mailing list & r.g.v.a for their support &
information. 

Cheers!

Ki Nam  hyundai_dk@po.ia.dk


Shun movelists:
http://www.big.or.jp/~nob/shun-e.htm
http://www.ecf.toronto.edu/~chubb/