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tianyuan2k4

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  1. V – Versus strategy This section focuses on details of the interaction between Shin and foes. There is no guaranteed way to win, but knowing more about the match up will help you to make better decisions in different situations. V1 – Kenshiro (5:5) Shin’s rival forever. They have good moves against each other. From mid range, Ken’s far standing D and Shin’s far standing C both stop instant air dash attacks. Shin’s IAD B is good at crossing up while Ken’s IAD B > JA is hard to defend in the corner. Both 2B are lethal as okizeme and rush down. Kenshiro’s 623C and Shin’s 623B have invincibility at start and combo on hit. And both have insane combos against each other. It’s a 50/50 fair game. V1a – Offense Most of the time Ken can walk back and forth poking with 2A or 2B and IAD B (to hinder Shin’s dash 2B) then use far standing D to intercept attacks from Shin. That standing strong kick might be treated as a combo material to some players but there is much more about it. For instance, it still hits Raoh, Thouther and Mr. Heart from crouching state. Against Shin, Ken could poke with this kick about three characters away where Shin’s crouching B and D are not long enough to hit him. Unfortunately, it’s difficult to punish Ken’s whiffed far standing D due to its quick recovery. This means Ken can poke with that kick often as long as the distance is correct. When Shin usually does jump or IAD attacks in such range where Ken’s poking with 2A/2B a lot, that’s the time for far standing D to catch Shin. Whenever Ken’s far standing D gets blocked, there is no guarantee way to punish him. If Ken uses 236D afterward since it has super armor to meet Shin’s attack and connect once far standing D hits. Often crouching weak kick after blocking 236D will nail Ken if he is too close. Boost for 2A>close standing C>C+D combo when 2B hits. To deal with far standing D, adjust the distance with Ken all the time. Back jump air dash B/C are good here because Shin could block in case Ken performed the standing kick. If you look for huge damage, boost 2B when you anticipate the coming kick then go for Tomono combo. You could also try Shin’s 214B, which leave him low enough to slide underneath the kick. Beware Kenshiro player might out guess you by doing IAD B. You could use 623B to counter that. Ken’s close standing D is guaranteed if it gets blocked. Make sure you boost cancel to get away before that happens. Or use less risky/reward far standing C. Far standing C>C+D>okizeme is quite good too. V1b - Defense Whenever Ken’s banishing strike hits you, that round could be over if the player pulls out a 70% or more life gauge combo. The common way to lead into banishing strike combo is 2B>2B>236C+E>C+D+E. Therefore, avoid getting hit by 2B as best as you can. The good news is that Kenshiro won’t use 2B for direct offense without some set up like 2B>2B>2D>236A (Shin blocks it)>boost 2B. Thus, try to avoid blocking that 236A fireball and poke with 2B instead since it can go underneath the projectile, stops Ken’s boost 2B, and doesn’t fall for far standing D. If Ken pushes too hard with dash 2B, either 2B (farther range) or 623B (invincibility) can beat him. Unless it’s in the corner, Shin should stand block FIRST most of time when he recovers from the air because Ken has to get very close to Shin to do 2B>2B(hit confirm)>236C+E>C+D+E, or the second 2B might miss. On the other hand, Ken would like to catch Shin while he is crouching with IAD B in situations like that, and 2B combo after will be guaranteed. Poke with standing A if the situation allows, otherwise stand block! If Ken doesn’t do IAD B right away, poke 2A to stop or at least clash with the possible IAD B and dash 2B. Standing A (clash) > 2C to anti IAD B, 2A > 2B for everything else. When Shin falls in the corner, Ken players would most likely dash in for 2A>2B> IAD B/2B mix up. It’s humanly possible to block the string on reflex. The bad news is that Ken could use air 214A after IAD B in the corner, which leads to a damaging combo and it’s impossible to see it coming. Guard canceling after blocking IAD B is the key play here. You can throw Ken from recovery when air 214A is blocked though. Watch out for dash throw when you are constantly blocking. That leads to damaging combo too. Do not underestimate those 236D loop combos, even though they don’t kill you before the second one ends, they dizzy Shin regularly after two combos. In addition, once Kenshiro could warp behind Shin after he performs Musou Tensei (236236B), think twice before you do predictable guard cancel when he is on the ground. Ken can do anything he wants after warping through guard cancel. Shin will not be able to turn around in time to defend. A BS combo from the back that often says game over. Again, don’t use guard cancel too much against Ken on the ground. He has 6B, 214A and 66 wrap to deal with it. Ken’s 6A is an overhead, so your opponent might use it with 2B for low/mid mix up. But it’s quite slow and he yells “Ganzenryozanha!” very loud when he performs it. You should be able to block it on time even you are blind! When it hits, you might eat combo like 6A>E>c5D>f5D>236D>~. Don’t let that happen! Remember to crouch guard immediately after blocking 6A if Ken has boost gauge. Most likely he will boost cancel the move with a fast low attack such as 2B. It’s one of the fastest overhead > low attack in this game. Well, Ken can do 6A>E>6A>~ for two overhead in a row, make sure you can respond to that on time. V1c - Okizeme Ken’s Hokuto Jyoumoushouha (623C) has plenty of invincibility at start up. It beats most okizeme attempts wonderfully. There is a glitch in this move that Ken could cancel it with A+C+E during the third hit. Ken will do his grave shot in mid air floating opponent very high and making them unable to tech so he could hit opponent in the air with a close standing D (Yup, another ground move in the air) that leads to landing 236D then a 40% combo. That’s something you’d better watch out for this move when you try to put pressure on Ken in the corner. For okizeme Shin has command throw and 2B. It’s a solid hit/throw guessing game, and both kill all Ken’s best options: 623C, 214A, and 6 warp. Ken has no choice but guess right. Boost after Ken when his 623C whiffs. Often you can catch him from behind. Once Ken starts blocking, it’s time to throw your Basel’s Okizeme Dice! V1d – Tidbits When Shin dizzies, struggle it out as fast as you can! If Ken player performs B+D grab or “Tenha no Kamae” then banishing strike, Shin might be able to recover before he attacks if you struggle fast enough. V1e – Conclusion While Kenshiro’s combos are really hurt, he doesn’t have that many mix ups like Shin. Ken relies on anticipation and punishing opponent who have a predictable pattern. With far standing D, 623B, 623C, and warping all leading to combo, playing unpredictably is essential to defeat to Kenshiro. Don’t be tempted into reckless aggression. Ken is pretty good at getting out of pressure with damaging combo. Give some room for Ken to breathe, which means let him whiff some 623C or reversal, then run over him once he runs out of boost and aura gauge.
  2. Just take out Toki's 2D... Toki has no more damaging combo.
  3. It's hard to know if the vids already posted. At least no one post about this here I think...
  4. Juda just got buggier... http://www.youtube.com/watch?v=7n8J8m2rNpw http://www.youtube.com/watch?v=dXh8KHvXSNE http://www.youtube.com/watch?v=VoX-bTZcNdc http://www.youtube.com/watch?v=56OYLLL5eiw
  5. From newest Arcadia! 1: GundamSeed Destiny vs ZAFT II 2: Tekken 5 DR 3: Virtua Fighter 5 (RV1) 4: Melty Blood Act Candenza 5: Guilty Gear XX Slash 6: Virtua Striker 4 Ver.2006 7: Power Smash 3 8: Hokuto no Ken 9: Kinnikuman Mascle GP 10: The King of Fighters XI Last month KOF XI was #8 and Hnk was #9...
  6. M3 – Special Moves: Nanto Senkyakuso: 214+B Stars: 0/1 Sliding attack. Similar to crouching weak kick it has a low enough profile that it can go underneath many moves. You could boost cancel it to continue attacking or do a combo. Nanto Gokutoken: 623+kick (air) Stars: 0/1 Flying kick. 623B is one of Shin’s key moves because it has invincibility at start up and great combo potential on counter hit. You can air dash 44 or 66 and defend after the ground 623B to make it less vulnerable on guard. Though simply boost canceling to run away is the best option. The hard kick version must be blocked high and launches Shin's opponent on a normal hit, and blasts opponent to the wall on counter hit. The boost version of 623D is quite interesting because it flies across the screen horizontally. If it counter hits you can boost again for a wall bounce combo easily. Boost cancel 623D will give you initiative to continue attacking as soon as you land. Nanto Ryuhashidan: 236+A (tap repeatedly) Stars: 0/1 Big dizzy power(FAINT sign’s color indicates how much your opponent is getting dizzy), no damage, unblockable fireballs. Nanto Hakuhazan: 214+C Stars: 1/2 Swipe attack that dodges high moves, OTGs and staggers. This move also reflects most projectiles. A key move to take away your opponent’s stars. Counter hit takes off 2 stars making it quite appealing to poke at mid distance especially since it dodges many moves. Nanto Senjuzan: 236+C -> 236+C Stars (first): 0/1, (second): 1/2 Shin charges back and forth. The first part misses crouching characters but the second doesn't and is an overhead. You can boost cancel the first part but not the follow up. On counter hit it will slam your opponent to the wall, you can do a combo like boost stand A>236C>stand A>236C>214C. Therefore, when your opponent is around the corner, you might boost cancel the first part to attack from the other side when it gets blocked. Nanto Gyakushiso: close to opponent 63214+A Star 1 Command throw. It has invincibility to meet many attacks. Usually the easiest way to get this move to work besides okizeme is after 2A gets blocked. Ideally your opponent could pull up back to jump away and able to continue to block if you do 2A>2B. It happens really quickly you opponent may not be able to react on time. It’s also a great move to do whenever Shin agility defend most moves! Nanto Hakuen Tenshou: 236D / 214D Forward/backward leap. The move has a bit of invincibility at the beginning and Shin can cancel normal attacks into and out of it. I won't die by your hand: when your own star gauge is empty 412363214+A Aura: 1 Shin kills himself so that he starts the next round with a full star gauge. This is a pointless move because Shin is not invincible when this move activates. Your opponent has enough time to take a nap then kill Shin before he suicides. Well, that’s a real suicide move… Nanto Raishinso: 236236+C Aura: 1, Stars: 1/2 Fast, invincible geyser attack that can be blocked with aura guard in the air. Somehow it doesn’t cancel the projectiles. They simply go through the geyser and counter hit Shin. At any rate, Use this move in wake up is an effective way to put a stop on thoughtlessly aggressive opponents. Nanto Senjuryugeki: 214214+C (hold) Aura: 1, Stars: 1/3 Multi-hit attack. Have tremendous invincible frames. Hold the button for more hits and big guard crush. Typically, it’s 6 hits without charge, 12 hits after charging for 1 second, and 18 hits for the max charge. Nanto Shoshu Tokyaku: 236+CD ONE-HIT KILL… Mhahahahahahaha! Just don’t do this move unless it’s in combo because of its slow start up and horrible recovery time.
  7. M2 – Normal moves Far standing A/Close standing A: Close standing A usually whiffs against crouching opponent, but far standing A doesn’t! This is why boost far standing A is critical for Shin to get close to opponent. Even if it clashes with opponent’s attack, you can continue to attack immediately due to its quick speed. If it clashes with your opponent’s attack in the air, you can do 2C>C+D for a guaranteed combo. Usually boost far standing A catches opponents off guard easily. Combos like boost stand A> 2B(hit confirm)>E>2B>close stand C>C+D are really great. Close standing A is usually used as Shin’s fastest move to stop IAD attacks from standing position. Far standing B/Close standing B: This kick is a pure combo material. Close standing B is totally useless. Far standing B looks like it hits low but it doesn’t. It could be used in certain combos. More often it’s used on far standing B OTG > A+B trickery. Far standing C/Close standing C: Far standing C is a 2-hit move. The good thing about it is that the first part clashes with other moves, and then the second part is often guaranteed to hit. Due to its large hit box in front, it stops IAD attacks from mid distance and plenty of dashing attacks as well. Its weakness is that it loses to most crouching kicks especially strong ones. Since not much damage comes from crouching D, this move should be Shin’s major poke from mid range. Remember 214C or C+D when it hit opponent in the air and A+C on the ground (only after 2nd hit though). Close standing C is the move Shin used to kill “Yuria” in the anime. Basically you only use it combo since Shin would rather poke with jabs and 2B from such range. Far standing D/Close standing D: More combo material. Close standing D’s main purpose is to rise up opponent a bit for some follow up combos to work. Close standing D looks like it hits low but it doesn’t and that makes it even more terrible. Crouching A: Its reach is really short! I usually use it to punish some moves and then do a banishing strike combo afterward. Not a useful info: It moves Shin forward a tiny bit!!! Crouching B: One of Shin’s signature moves! From Arcadia, translated by Nohoho: Shin's crouching weak kick has a low enough profile that it can go underneath certain moves -- even if those moves are part of a longer blocked sequence. Boost the crouching weak kick to defeat Ken and Jagi's projectiles and Mamiya's standing hard kick at medium range. For Raoh's powered Tenshou Raigeki one weak kick will dodge the first part and another will defeat the second part. Shin's crouching weak kick vs. Juda's Banishing Strike doesn't work up close but it will dodge Juda’s BS at a distance. Here is something I have to add: As long as Shin is standing outside of opponents’ uppercut hit range, his 2B beats Ken’s 623A/C, Rei’s 623A/C, and Toki’s 214214C. Even the first 2B whiffs, the second 2B will hit. Basically you can use it for okizeme safely and a great dashing attack to start with. Crouching C: It looks like a good anti air move. Indeed, it’s one of Shin’s anti air moves. You have to use it by anticipation (either educated guess or dumb luck) since you can’t really use it to stop IAD attacks by reflex. Yet you still have to use it sometimes to prevent opponent from abusing IAD attacks, especially when you are crouching. Whenever 2C hits opponent in the air, either A+C or C+D will connect. Crouching D: Its reach is slightly longer than 2B but lacks speed and priority. Usually you will not use it to poke, and most likely is used as a punisher move instead. It’s an important move in Shin’s chain attacks because it hits low and serves as a juggle combo starter Jump A: Fast and beats many jump attacks. Shin’s air to air offense tool. You can chain it into JB>JC/JD even if it whiffs. Against large characters like Raoh and Mr. Heart, JA>JB>JC>land 2A>close standing C>C+D will connect on standing opponent. Jump B: Another one of Shin’s signature moves. His IAD B is simply lethal. It’s fast, crosses up easily, advantage on guard, leads to damaging combo on hit. As broken as it sounds, it only works like that in okizeme. Other times opponent won’t let Shin get to that cross up range with ease. And there are plenty moves able to stuff the IAD B. Still, it’s better than many other jump attacks. Proper use could win you a lot of matches. Jump C: Combo material mainly. The only way I can think of using it besides in combo is back jump air dash C for air to air, although 623B should be the better alternative. Using in aerial combos, it has a knockdown effect that your opponent won’t be able to tech hit. Jump D: Hit detection strongly points at low forward direction. It’s the air move you need to use against opponents on the ground. It has great reach and speed. IAD D can use as a fast overhead. Keep in mind starting combos IAD D depends on distance. If your opponent is not close enough, only 2D will connect at best. Use this move to end an aerial chain on defending opponents you will be able to continue attacking with 2B after you land.
  8. Rei's upper glitch is really pushing him above all others (although it's banned in tournament from what I heard). Toki... doesn't have bad match up, if not huge advantage, at all... Juda, have great advantage again lower tiers, but have serious trouble to versus Raoh and able to fight Toki and Rei decently. Raoh, Rei's nemesis, has the new Sai loop though it's possible to miss sometimes. Shin has the glitch though still average since he is in disadvantage against the higher tiers. Heart has B+D/typhoon loop but that's not enough against the top tiers... Ken's damaging combo is good but it's hard to use him in general. Souther, actually has advantage against tier B and below, but lose badly to top 4... Mamiya, only has advantage versus Heart, lol! Jagi, you are already dead...
  9. I think Msin and G.X. Raoh are beyond SSS already... If I have time I will translate them a bit today...
  10. M – In Depth Move Analysis Most of Shin’s moves are useful in different situations; I will do my best to describe them with every detail I know. M1 – Universal Moves Throw: close to opponent 4/6+C Throw has a non zero start up so it doesn’t work well for wake ups. From Nohoho: When you miss a throw attempt -- if your opponent jumps away, etc. -- you'll be stuck with a close hard punch. It's possible to use a special input when this happens to attack with something safer instead. There are two main categories of option select throw inputs: 1) Sliding input or simultaneous input A sliding input involves pressing hard punch and then very quickly pressing weak punch or hard kick. C~A produces a Grave Shoot while C~D gives you a Banishing Strike. For a simultaneous input option select, you take advantage of the higher input priority of command normals to override the close hard punch in the event of a throw miss. For example, with Kenshiro, 6+C+B produces a towards + weak kick attack if the throw fails. 2) Whiff/kara cancel inputs Although Shin can’t use this technique, some other characters can cancel (chain) their close hard punch into other attacks, Banishing Strikes or Grave Shoot attacks even when the hard punch misses. When the throw attempt fails, follow up the hard punch with another move to cover your ass. Grab: 4/6+BD stars:1 This only catches standing opponent. It has a whiff animation and a longer reach. Although Shin can’t do combo from this grab like other characters, it sets up a great okizeme opportunity. Grave Shoot: AC Launch opponent, hold up to jump after them. Banishing Strike: CD (hold) stars: 1 Blast opponent across the screen. Hold 6 to auto boost after them. Auto boost is only possible when you hit an opponent on the ground or in the air when not part of a combo. At max charge the Banishing Strike blasts blocking characters, although they can wiggle the joystick to avoid a wall bounce. It takes a star on wall bounce. When your character staggered after blocking max charged banishing strike, swirl the stick as fast as you can then crouch block immediately. You shouldn’t be slammed into the wall unless it’s right behind your back. On the other hand, always remember to use auto boost 2B after opponent staggered by your charged banishing strike. Even he is able to block your 2B, you can still continue your offense. Heavy Strike: AB stars: 1 Unblockable. It has a ridiculous long range. Thus using it on waking up opponent or stalemate situation could be surprisingly good! Heavy strike > E > 2A > c5C > C+D combo is really damaging! Still, the best way to use the heavy strike is in okizeme. You can maintain offense continuity by ending the combo with 2B or far standing B OTG, which prevent stops opponent from using quick recovery, instead of the typical 214C. Then place a heavy strike after 2B/f5B to hit your opponent right when they stand up. Obviously your opponent could beat heavy strike with invincible start up moves, but those moves usually have bad recovery. Sometimes your opponent might be able to use wake up jabs to clash your heavy strike. That indicates your heavy strike’s timing is a bit late. Agility Defense: block at the last second White glow indicates success. Shorter block stun, super bonus, etc. Also, Agility Defense makes you immune to charged Banishing Strikes. Guard Cancel: 6+CD while blocking Alpha counter. One aura stock. Guard cancel in this game doesn’t mean a guaranteed knock down + damage. There are plenty ways to deal with it. Options for dealing with your opponent's guard cancel include: 1) Bait the guard cancel using a move that has a short recovery. Here are the moves that you can use to punish guard cancels when you block them using Agility Defense. Char Safe Moves Counter Attack After AD Kenshiro close/far B, 2B 2B, 623A Raoh nothing 2B Toki far A, 2A 2A Jagi 2A 2A, 236236C Shin any A, 2B 2B, 63214A Rei any weak but 2A 2B, close 623C Juda any weak but 2A 2A, 2B Thouther far A, 2A, 2B 2B Heart 2A 214A(GC), 236236A Mamiya any weak attack far B 2) Jump cancel your attack and air-block the guard cancel. This should work even against Mamiya's GC or Heart's Bring it On GC (using Aura Guard) 3) Cancel into a move with invincibility or super armor or cancel into a counter-type move. - input the joystick motion for the special move beforehand and then press the appropriate button if you see them guard cancel - example: with Jagi do blocked 2C -> 214. If you see your opponent guard cancel the low punch press C to dodge and punish their guard cancel with a Jarougeki attack. Kenshiro: 6B, 214A, 6 warp Raoh: 623A, 6 warp, FKO Toki: 214214C, 214A, 214C(slow recovery), teleports Jagi: 214A, 214C, 632146D Rei: 236236C, 214C, air 623A Shin: 214D, 236D (random), 623B, command throw, 214C (maximum range) Juda: 214B Thouther: 236236C, 2141236A (Air) Heart: 623C (slow recovery), 2D (slow recovery), 214A Mamiya: 236236A, 236236C 6A: Overhead. It’s not fast but it catches opponent from crouching. Usually you use this move after 2B to force your opponent stand up. You can do combo after it hits. 6B: Hits low and takes a star on counter hit. It could be mixed with 6A when opponent get used to stand up defend when they see Shin stand up after 2B, which indicates the coming 6A overhead. You can also same combo after it hits like 6A.
  11. E3 - Okizeme Shin’s major strength comes from okizeme. High priority command grab, insane IAD B cross up and that almighty 2B, all of them are difficult to beat in wake up and all lead to great damage on hit. Mr. Basel mentioned the following list of okizeme options to me before I edited this section. Although they might be the typical ones, it makes things much clearer and easier to memorize. I will call it “Basel’s Okizeme Dice”! Just throw one out randomly your opponent will never guess it right, heh. Here is your dice: 1) 63214A 2) 2B>6A/6B 3) 2B>c5C>C+D 4) IAD B or 236D 5) A+B 6) 6A>E>2B>c5C>C+D Here is Mr. Basel’s explanation: For No. 1, you do it when the opponent defends or when he's about to do a reversal attack (such as Kenshiro and Rei’s 623C). You have to delay the command grab a bit if opponent decides to defend though. For No. 2, you do 2B. If the opponent defends it, he will have to defend the second trick which is the overhead (or counter it). If he doesn't defend the 2B and you do 6A right away, he'll most of the time be confused and not defend 6A since he's for sure still holding down-back after he got hit by 2B. Sometimes just do 6A or 6B and then continue with the combo. All about mixups. No. 3 is easy. Some players mess up if you get them with the command throw several times, so they try to attack instead of defending after they wake up. Do your best combo. No. 4 is tricky. When you cross up with B or do 236D a bit early, they will defend. They will try to move or attack right after they defend... fast does 63214A. This works like a charm. Especially when you cross up. (I will throw in jump forward > back air dash D here. It is a common trick I know, but combined with the aforementioned tricks could be very confusing for you opponent to defend correctly) No 5 is the usual trick. Not abusive, but still works sometimes. Watch out for super/specials with invincibility frames. (Check move analysis on heavy strike for further detail) No. 6 is unknown to some players, but Kenshiro players abuse it. This needs one boost. Do 6A and then boost once the frame occurs. Then do 2B. This needs good reflexes to defend/counter because the time to shift from defending 6A to 2B is tight. If you do it fast enough, that is. Pretty useful. Kenshiro excels at it more than Shin because his 2B comes out faster than Shin's. Basically Shin’s okizeme is all about mind games. He has a lot of neat tricks to do when opponent gets up. Just remember to throw the dice inside your head to play unpredictable^_^
  12. E2 – Defense Pull back to stand block and pull down back to crouch block, simple isn’t it? First of all, you have agility defense (defend at the last moment). Once Shin successfully blocks with agility defense, the best thing you can do is command throw. It has enough priority to meet the most moves. Or, you can use super attacks to beat the opposing attacks. Then you have guard cancel. Although it could be risky (check move analysis on guard cancel), it’s the easiest way to gain back momentum. Another important thing is aura guard. Always use it when you jump! There are plenty of moves that can’t be blocked normally in the air so you need aura guard to protect your character. In addition, you may tap 8 when knocked down so less time for opponent to okizeme. E2a – Rainbow defense Because Shin has no counter moves, he has to heavily rely on using guard cancel to get out of defensive state once he began to block. Since guard cancel requires aura gauge, which is quite scarce, it’s better to prevent him from staying on the defense side as much as possible. Here are moves that prevent opponent from attacking you and options, though not optimal, to deal with okizeme. Remember they do not 100% work against everyone. If you want comprehensive details on this, please check versus section for more info. Rainbow defense for footsie A/R = Anticipation or Reflex Anti Range A/R Weakness 5A IAD Close R Dash in 2C IAD Close A 2D f5C Jump in Mid A 2D Dash in Mid A 2D 623B Jump in Mid R - Dash in Mid A Blocked JA Jump in Mid R - Close A Anti air 214C Jump in Mid A Slow Jump in Mid A Slow 2B Dash in Close A IAD Mid R - Rainbow defense vs okizeme Besides the obvious guard cancel and supers, you have: Anti Notes 5A IAD Maximum range from pressure strings AD Jump B/D Agility Defense, command grab afterward 2A throw Don’t guess it wrong:P 214C High Jump Not fast enough often 623B - To get away from high jump attacks 63214A - Work on opponent baiting supers very close 44 - Disrupt opposing tempo mainly
  13. E – Essential Gameplay Strategy Here is some basic yet crucial information you'd better know if you really want to play Shin against other human players E1 - Offense Press a button to attack, how hard could it be? Unfortunately learning Nanto Sei Ken is much harder than that. There are so many details in Shin's offensive gameplay. I will try to put everything in here as much as possible. E1a - Round Start Offense Shin has far standing C, boost 5A, 623B, boost 2B, boost 2C, and A+B. First two are the most useful ones. The rest of them you have to use them depends on you opponent's habit. Far standing C: Stops jumping forward and most ground attacks easily. It loses to crouching kicks, but that's not a big problem when you have standing or crouching A to beat them. Boost 5A: Already mentioned back in banishing strike combo section, far standing A is one of Shin's fastest normal move, good range, doesn't whiff on crouching opponent. You can do boost f5A x2 (hit confirm), combo on hit, 2B or command grab guessing game on block. If f5A catches an air borne opponent, go for 5A>2C>~ combo 623B: When opponent start to jump back to get away from Shin's boost 5A and far standing C, this match catch them sometimes. As long as opponent blocks this move in the air, Shin is safe. Boost 2B: It's quite risky because it loses to opposing 2A/2B and many anti low attack moves easily. But it catches opponent from stand defending. Use this far surprise attack on sometimes. Boost 2C: Function almost the same as 623B that it catches opponent from jumping. Except this move is risky to attacks but safe on block. A+B: A little slow but it catches opponent from blocking or back dashing. Throw it out sometimes when opponent is over defensive in the beginning. E1b - Tachimawari Or footsie, or spacing skill. To poke from mid distance, far standing C, 2B, 214C are the typical ones. Use 623B to catch opponent from jumping. Use E5A or dash 2B to get close. Heavy strike, 236C and 214B's effectiveness depend on your opponent. If you want to jump in, there are four types: Instant Air Dash (IAD), back jump air dash forward, normal jump forward, and high jump forward. IAD attacks, usually IAD B or D, is quickest way to get closer while serving as an overhead, cross up, plus combo on hit. In return, it's risky and it can easily lose to standing attacks and grave shoot. Back jump air dash is slower but it doesn't lose to standing attacks easily since you can defend during back jump. In addition, air dash from back jump is higher and above many standing attacks' reach. The drawback is that it does not combo easily because the air dash attacks are not deep enough. And it's more vulnerable to slower anti air moves. Normal jump forward generally used for air to air. Thus jump A>JB>JC/JD aerial chain is the main way to stop most opposing jumping attacks. High jump forward is used when Shin is losing initiative on ground due to projectiles and obstacles. When you jump over your opponent's head with a regular jump, you may press up turn your character around and attack them from the other side. Although in it suppose to be a double jump, it will only turn your character around in this situation and Shin can't do double jump again afterward. E1c - Guard Crash Strategy Since Shin is a heavy class character, his opponent will always have a guard meter. Thus guard crushing your opponent then do a 50%+ damaging combo is a viable gameplan. Charging 214214C for okizeme is deadly when opponent without aura gauge and his guard meter is half empty. Well, if you opponent has no aura gauge and Shin has a lot of boost gauge you might try something like: far standing C (2 hits)>214C>E>2B>2C>2D>214B>E>5C>6A>E>2B>c5C>C+D>E> ~ Usually your opponent will get guard crushed somewhere in this chain. If the opponent does a mistake, you can do a damaging combo. Otherwise just keep attacking until you receive your "free" combo! E1d - Dizzy Strategy Besides using guard crush to get a free combo, there is actually an easier way to achieve that. Yes, get your opponent dizzied as fast as you can. So far the most practical combo that most characters often faint during it is: ~>2D>236D>JC>2C>A+C>JA xn>623B. That air 623 in combo is 3 hits! It builds faint meter really fast. Usually opponent get hit by it twice he is going get dizzied. When your opponent is desperate enough to crouch block after the first combo ends, which the 623B puts Shin in a good position to do another 2B>2D>~ combo, IAD B cross up >623B is really in this situation! Even you opponent has crack reflex blocking the IAD B, most likely he will crouching block the high possible coming 2B. Even IAD B > 623B (3hits) doesn't dizzy your opponent, it increase your opponent's faint meter a lot and put much more pressure on him in your next okizeme. Then you can always boost away when 623B is blocked.
  14. C4 – Jump Install Glitch Combo Abusing the jump install glitch mentioned in B2 section. Basically 214C takes off 2 stars instead of one in all of the following combos. 2B>c5C>C+D>6>5C>2148E~C>E>5C>236C>5A>236C>214C ^ 1.1 boost requirement, 3 star huge damage banishing strike combo. 2B>c5C>C+D>6>5C>2148E~C>E>5C>236C+D ^ 1.1 boost requirement, 3 star FKO 63214A>2148E~C>E>236C+D ^ Corner, 3 star FKO 2B>2D>236D>JC>5C>2148E~C>E>236C+D ^ 2 star FKO 2B>2D>236D>JC>land>2C>C+D>A+C+E>2148E~C>E>land>c5B >2C>236CD ^ 1 boost 3 star FKO ~>2D>236D>JC>2C>C+D+E>A+C>2148E~C>JA xn>623B ^ -3 star plus possible cumulative glitch combo, JA is more stable than others CX – Misc Combo 6A/6B>E>c5C>c5D(1hit)>214C>E>C+D>c5C>236236C/236C+D ^ -3 star or –2 star FKO, timing of the C+D after 214C>E is very strict 6A/6B>E>c5C>c5D(1hit)>214C>C+D+E>E>2B>2C>236236C ^ Vs Raoh –3 star combo, 1.5 Boost gauge 6A/6B>E>c5C>c5D(1hit)>214C>E>c5C>c5D(1hit)>236236C/236C+D/C+D ^ Time the close standing C after 214C>E. Sometimes that close standing C can be skipped 623B (CH)>JB>land>(JA>JC>land) x 4~5>(IAD>JA>Air Dash>JC>land) x2>66>C+D>E>C>D>214214C+E (Aura 1, Boost 0.5) ^ 623B counter hit wall combo + Tomono JA>JC loop + 214214C+E = this dream combo. Low cost, high damage, 623B works very well against characters like Rei for anti air. 2B>2B>623B>E>5A>236C>5A>236C>214C ^ Gensetsu combo. You have to do it at least more than half screen away from the corner. Although Shin has 2B>2B>C+D+E, this combo is much easier and stable. When you are heavily attacked, you might want to use the easier one which needs no timing at all instead of the other one. 623B(>air dash)>JB>land>5A>236C>5A>236C>214C ^ quite simple Air 623B>E>5A>(JA>JC)xn>C+D>E>2A>2C>A+C>JA>623B ^ Tomono style 623B 2 star 50% combo 214B>E>236C+D ^ When Shin goes underneath some projectiles like Ken, Raoh, and Jagi’s with this move, it could be a 1 star FKO combo 214B>E>c5C>c5D>C+D/236236C ^ 2 star combo on CH 2B>2B>236C+D ^ :P 2C+E>c5D(1hit)>214C>E>C+D>E>5C>236236C/236C+D ^ Use this combo against opponent who’s just jumping up or about to land. When 2C+E is blocked, quickly do 2B+E to continue offense. You may do this combo after 2D hits, like 2D>2C+E. 236C CH(>E)>c5A>236C>c5A>236C>214C ^ Easy 2 star combo 2B>2B>E>2C>214E~C>E~C+D>6>A+B>E>236C+D ^ A difficult timing 1 boost 3 star FKO combo.
  15. C3 – Crouching Strong Kick Combo In situations that Shin is a bit further away from opponent, 2B(hit confirm) x2>2D could be the best thing you can do. In certain conditions, 2D is the only move that has enough range to punish some moves on block. One thing about 2D>236>JC is that you have to input 236D as soon as 2D hit for the following JC to connect. Other than that, in order to get close standing C after 236D>JC, you have to do 2B>2D very close to you opponent. C3a – 2D Combo (No Boost) ~>2D>236D>JC>214C/236236C ~>2D>236D>JC>623B ^ Butter and bread combos ~>2D>236D>JC>2A>2C>A+C>JA>JB>623B ^ This is the combo I do a lot. Skip JB sometimes especially vs Raoh ~>2D>214C>f5B OTG(>A+B) ^ Typical set up for heavy strike in the corner C3b – Naori Combo (With boost) Another combo named after the Japanese Shin player who famous for performing the following combos a lot in his matches. 2D>236D>JC>2C>C+D>E>f5B or 2B>2C>214C/236236C/236C+D ^ You may add a standing D after the last 2C before you perform 236236C 2D>236D>JC>C+D>E>c5C>c5D(2hits)>214C ^ Great damage, you need to add a 2C before C+D in some situation 2D>236D>JC>C+D>E>c5C>c5D(2hits)>E>c5C>236236C/236C+D ^ 1 boost stock, 3 star or 2 star FKO combo C3c – 2D FKO Combo No star 2B>2B>2D>623D>236C+D ^ Vs Raoh and Kenshiro ~>2D>236C+D ^ Corner only 2B>2B>2D>236D>JC>236C+D ^ Close to the corner 1 star 2B>2D>214C>step forward a bit>236C+D ^ Corner, doesn’t work on Thouther 2 star ~>2D>214C>E>2C>C+D>E>2A>2C>236C+D ^ Corner, doesn’t work on Toki and Raoh
  16. C2 – Command Grab Combo Shin’s command grab (63214A) is another frequently used combo starter. Since it takes off a star by itself, it’s easy to turn the match around with lethal 3 star FKO combos. C2a – CG Combo (No Boost) 63214A>A+C>JA,C,D>623B ^ For Rei and Juda 63214A>A+C>JA,B,D>623B ^ For Toki and Thouther 63214A>A+C>JB,D>623B ^ For Shin, Ken and Mr. Heart 63214A>66>A+C>JA,B,D>623B ^ For Mamiya, Jagi and Raoh. Buffer 66 immediately after Shin can move, hold forward+A+C as soon as he dashes. Timing is strict but not hard to get use to. 63214A>c5C>A+C>JA,C,D>623B ^ Corner, for everyone except Mr. Heart 63214A>c5D>A+C>JA,C,D>623B ^ Corner, for Mr. Heart 63214A>236236C ^ For every character, 1 aura stock, great damage C2b – CG Combo (With Boost) 63214A>C+D>A+C+E>JA>JB>623B 63214A>C+D>E>2A>2C>214C/236236C ^ Center, doesn’t work on Raoh, Jagi and Mamiya 63214A>E>5C>5D>214C>E>23623C ^ Center, 1 aura stock 63214A>2C>214C>E>5C>5D>236236C ^ Corner, 1 aura stock C2c – CG FKO Combo 63214A>236C+D ^ 1 star, work on everyone in the corner. Doesn’t work on Toki, Raoh, Jagi and Mamiya in the center Center 1 boost 3 star FKO 63214A>C+D>E>2A>2C>214C>E>c5C>236C+D ^ Delay C+D a bit vs Toki, Ken and Rei 63214A>2C+E>214C>E>C+D>E>C>236C+D ^ Someone made a long post in the Japanese discussion board explaining this combo. I translated it roughly: It’s stable combo works on everyone. It will require some practice to get use to timing. Base on my experience, the combo could be separated into three parts: 1. 63214A > 2C+E There is nothing hard to perform this. All you need is to input 2C+E after Shin recover from his command throw motion. You may need the fastest 2C+E vs Toki. Others don’t matter. 2. 214C>E>C+D Boost will make Shin dash through opponent and attack from other side. Do not boost Banish Strike too fast after 214C. 3. C+D>E>C Here is the tricky part. Again do not boost right away after C+D hit, delay a bit then input E>C. E>C is more like E~C, which means you have glide you finger from E to C very quick to work. Do hit check after E>C, if C (it will be close standing C) hits, 236C+D will be guaranteed. The combo works on all characters with same speed in the corner or near the corner besides Toki and Raoh. Of course you may skip 2C+E in the corner. You may need to increase to input speed of C+D in 214C>E>C+D if it’s in the center of screen. Corner 1 boost 3 star FKO 63214A>C+D>E>2A>2C>214C>E>c5D(1hit)>236C+D ^ For Raoh, Ken, Toki, and Thouther 63214A>2C>C+D>E>2A>2C>214C>E>c5D(1hit)>236C+D ^ For Mr. Heart, Jagi, Rei, Shin, Juda and Mamiya
  17. C – Combo section Extra notation first: c5A = close standing A / f5A = far standing A c5B = close standing B / f5B = far standing B c5C = close standing C / f5C = far standing C c5D = close standing D / f5D = far standing D Here are two sites you can look for extra Shin combos: http://jbbs.livedoor.jp/game/26689/ http://www6.atwiki.jp/hokuto/pages/169.html There a few essential things when you perform or develop your combo: 1) Gravity Floating characters drop faster as number of hits goes up. Some characters have ways to break this rule by using debouncing glitches, though Shin doesn’t have any at least in practical term. 2) Distance Shin, opponent, and wall, distance in between matters! The combo for Shin close to his opponent might not work if there is a bit more distance between them. Same goes to the distance between the opponent and the wall. Shin has different combos for opponent in the mid screen and close to the corner. 3) Character Specific Combos in this game vary depending on characters. Even considering characters that belong to the same weight class, they simply have different characteristic when it comes gravity that some drop faster than others. Then their sprites are quite different to each other as well. C1 – Banishing Strike Combo Shin’s banishing strike combo is his most damaging source in general. There are a few ways to lead into it: Raw C+D: Since you can charge C+D, you may alter the timing of banishing strike to catch opponent from jumping, recovery, or simply after guard crushed or dizzied opponent. 2 Hit Banishing Strike 2A/2B>c5C>C+D: Often it’s used as a punisher against slow recovery attacks that raw C+D can’t catch it. You may need to time the C+D after close standing C to combo 2B>2B>C+D+E: Using first 2B as a poke, then 2nd 2B as hit confirm. C+D+E’s timing is tight. It might take some practice to connect consistently. 3 Hit Banishing Strike JB/JD>2B>c5C>C+D: Use Jump B/D as an overhead or cross up, then connect to banishing strike when it hits. If Shin is a bit far from opponent after landing, do 2B>2D combo instead. A+B>E>2A>c5C>C+D: Catching turtling opponent with the unblockable heavy strike. 4 Hit Banishing Strike (E>)2B>2B>E>2A/2B>c5C>C+D: Poorman’s 2B>2B>C+D+E sometimes. If your reflex or dexterity is not good enough, this one give you a lot of time to hit confirm with a much more lenient input timing. This is quite useful when you use boost 2B for surprising attack. 5 Hit Banishing Strike (E>)5A>5A>2B>E>2B>c5C>C+D: Learn this from Y san’s match videos. It’s a very strong tool to get close from mid range. Hit confirm for 5A x2. If it’s blocked, you can do 2B or command grab mix up. C1a – Basic BS Combo Simple, damaging, 2 star combos that work on every character. Raw Banishing Strike: C+D>6>2C>214C>E>c5C>236C>c5C>236C>214C ^ The last 214C miss vs Shin. You may need to delay the second c5C vs Mr. Heart, Toki and Ken. 2~3 Hit Banishing Strike: C+D>6>2C>214C>E>c5D (1hit)>6A>c5A>f5C (1hit)>236C>214C ^ The last 214C miss vs Shin. 4~5 Hit Banishing Strike: C+D>6>2C>214C>E>c5C>236C>214C ^ The last 214C miss vs Shin. C1b – Tomono Combo Named after the famous Japanese Shin player who developed this combo and abusing it a lot in his matches. Tomono Combo = no gauge + JA>JC loop + high damage + No A+B + 3 star combo Another thing about this combo is that it’s long enough to gain back some boost gauge at the end. Very powerful. C+D>6>5C>c5D (2hits)>214C>E>c5D (2hits)>236D>JA,JC>JA,JC>f5C>236C, 236C ^ The original Tomono combo. Work on Ken, Raoh, Jagi, Toki, Rei, Juda, and Mr. Heart. C+D>6>5C>c5D (1hits)>214C>E>c5D (2hits)>236D>JA,JC>JA,JC>{JA air dash JB} x2>f5C>236C, 236C ^ For Ken and Toki C+D>6>5C>c5D (1hits)>214C>E>c5D (2hits)>236D>JA,JC>{JA,JC}x2>f5C>236C, 236C ^ For Raoh, Jagi, Rei and Juda C+D>6>5C>c5D (1hits)>214C>E>c5D (2hits)>236D>JA,JC>JA,JC>JA air dash JC>f5C>236C, 236C ^ For Mr. Heart C1c – BS FKO Combo 2 star FKO C+D>6>5C>214C>E>236C+D ^ The easiest FKO combo! 3 star FKO C+D>6>A+B>E>E>5C>214C>E>236C+D ^ You have to do this at least half screen away from the corner. 1.5 boost gauge is required. As long as it’s under 3 hits before C+D, this combo will work on everyone. C+D>6>5C>214C>C+D+E(charged)>E(>2A)>c5C>236C+D ^ Do this combo when the distance of using A+B is not long enough. Time the charged C+D+E to combo C1d – ETC BS Combo C+D>6>5C>214C>E>A+C>62369B ^ 3 star combo without using heavy strike C+D>6>A+B>E>E>5C>236C>c5A>236C>214C ^ Do this combo when Shin is far from the corner, at least half screen away. C+D>6>c5C>c5D>214C>E>c5D>236D>JA>JC>land>Jumping up A ~ Air dash C (whiff) >{2C>Wall bounce} x6>214C ^ Another Tomono Combo variant, Confirmed against Toki and Ken. It isn’t like Thouther’s 2C combo where you pin yourself underneath and do rapid fire 2C. Rhythm is not like Toki’s throw combo. The whiff air dash C and first 2C hit are tricky. Even with 6 crouching C hits, damage is comparable to Tomono combo. Raw C+D>6>2C>c5D (1hit)>214C>E>c5D>6A>c5A>6A>f5D>236C>214C ^ Work on Thouther and Mamiya. You may use 236C follow up on Thouther for the third star
  18. http://kinkihokut.exblog.jp/ Haha, Daigo use Toki. Now I know, now I know...
  19. B4 - Boost Gauge The long bar divided into three segments is the boost gauge. It fills up gradually as you attack your opponent. As long as it is at least 1/3 full you can boost to cancel attacks and dash towards your opponent. Having boosted once, the gauge empties towards the next dividing line. If you boost again during this time you'll lose only a fraction of the current segment. The upside here is that it is possible to boost more than once during a combo without using more than one boost gauge segment. It's possible to incorporate the boost input into a special move motion to give the move extra horizontal range. Consider Shin's command throw: 63214+A This can be changed to: 632145+E+A to make Shin shoot forward a little bit before throwing his opponent. B4a – Boosting BS Introduction (For easier reading, percentage values here refer to the amount of one boost stock. That is, 100% means one third of the total boost gauge.) Boosting in different situations uses differing amounts of boost meter. When you boost to cancel an attack it takes 50% boost. Otherwise, it takes only 20% boost. There are some wrinkles in the system when it comes to Banishing Strikes. When you hit an opponent on the ground with a Banishing Strike or when you hit an airborne opponent when the Strike isn't part of a combo, you can hold towards to auto-boost after them. This uses 20% boost like a non-cancel type. Even if you haven't got a boost stock ready, the game fills the meter up to 100% for immediate auto-boosting, etc. (By the way, this "free" boost meter carries over from one round to the next -- so if your boost gauge is empty and your opponent is dizzy and/or near death, use a Banishing Strike -> auto boost to finish them off and arbitrage some boost for the next round.) Simultaneous Input Snafu While the simultaneous C+D+E input is a convenient way to quickly cancel into Banishing Strike attacks, there is quirk to this where an auto-boost at that point will take 50% boost instead of 20%. Use a fast, separate input (E~CD) to prevent this from happening. Example for whomever: special move -> E+C+D -> 6 (<- auto boost uses 50%) special move -> E~C+D -> 6 (<- auto boost uses only 20%) Banishing Strike Discount If your Banishing Strike attack is blocked or it hits an airborne opponent as part of a combo, you won't be able to auto-boost. You can boost manually, however, for only 20% boost instead of the standard 50% cancel boost. Since blocked Banishing Strikes generally charge up a good deal of boost meter, the blocked CD -> E -> etc. pattern is something worth using often. B4b – Unboostable Boost Certain moves in this game cannot be boosted right as they're starting up. If you cancel a normal move into one of these and end the input with the joystick in any direction but backwards and a simultaneous boost+attack button press, the move will come out earlier than normal. The "unboostable" move comes out during hit stop, making it easier to combo. You must have at least one stock of boost to use this trick but it doesn't actually deplete the meter. (if you do this trick with a move not on the list below, the end result will be similar but it will use 20%+ of a boost stock) For example, Shin's Nanto Senjuryugeki super move (214214C) which becomes easier to use in combos. It can do more damage than his Nanto Raishinso (236236C), particularly if it's powered up a bit. You have to move the joystick to neutral for this to work: 2142145E+C For the following combos, cancel the second hit of the close standing hard kick immediately into the Senjuryugeki, hold the button down to charge it up and then release when your opponent is at the proper height. Ideally, we're looking for 10 pink swipe hits, give or take. 1) corner, 63214A > small step forward > close standing C > close standing D (2 hits) -> 2142145EC (easier variation against Thouther: 63214A -> far standing C (2 hits) > 2142145EC) 2) corner, 2B > 2B > 2D > 236D > JC > close standing D (2 hits) > 2142145EC B4c - Boost at Round Start Hold boost plus any attack button your character will perform the boost attack as soon as the round begin. Shin’s E + standing A is really good due to its reach and speed. It often catches opponent from attacking or jumping forward. His E + crouching B catches opponent who try to stand defend. Shin’s E + 2C could be used to catch opponent from jumping backward. For the latter two you have to beware that opponent can use the same technique such as holding A button to beat your attacks. B5 - Aura Gauge Used to perform super moves, etc, the Aura Gauge is all the way at the bottom of the screen. You can hold two Aura stocks: the first one is blue, the second gold. When the first stock is full the words "GOD FIST BLOW" appear next to the gauge. B6 - Clashes When both players attack at the same time and the moves line up with each other they'll clash. There's a little spark animation and both attacks will be negated. Note that the player who had attacked with the stronger move gets the initiative after the clash is over.
  20. Perhaps it's the strict timing, character specific? Who knows. The Rei glitch only happen once in 3 matches for me. It's about 1/150? Remember it's 623 E~C. Oh, that's for Rei. Ken's could be different if it does exist!
  21. Just wait Bruno, just wait. No worry. Once I start to put all those combos and tricks here, you will be busy for a few months if you are willing to digging into this game. Now my school just started and I am about to finish up Shin vs strategy portion. I dont have time to read those long thread at this moment. Give me two weeks...
  22. Okay, I did the bug twice yesterday, command is easy but the timing is quite strict: A+C > 623 E~C, it's E ~C not C ~E. You just need to do the boost version of ground 623C after A+C that was it. But it doesn't work if it's too fast or slow. Rei's hand was touching opp's leg when he perform that uppercut. That's what I saw.
  23. Nohoho did the Rei glitch twice yesterday!!! He boost cancel the first one and let the second one freeze the game. All those KOF kids saw it jaw dropped! It did balance the game nicely. It's up to me to do the Shin version now, hehe.
  24. I can't use any characters that is good in the manga/anime: Toki, Rei, Mamiya, and Ken. I just feel bad when I use them. Even Raoh become good later, damn...
  25. Raoh is crazy enough! Whenever I think about his flowchart my head hurts. It's like taking defense exam forever. Once you get hit there is long chain combo... When Raoh miss a spike combo you just falled into another defense exam Still feeling terrible after got my face smacked by 236D after blocking GB Raoh's 2D>214A :blue: That 214A charge up is the best taunt in hnk!
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