View Full Version : Shen Woo combos
FighterX
09-26-2005, 03:11 PM
Can anyone give me a list of Shen Woo's combos? I would like to learn to use him.
Any tips?
Spooty Whiteboy
09-26-2005, 03:22 PM
EDIT: Ignore this post; read my first post on the second page instead.
Lashujin
09-26-2005, 03:31 PM
If you can learn to abuse his command grab you can go from it into all of the combos listed above as well
Circular
09-26-2005, 05:24 PM
The old Orochinagi forum discussion thread (http://www.forumplanet.com/planetdreamcast/orochinagi/topic.asp?fid=6980&tid=1264235) on Shen Woo has lots of advice.
Spooty Whiteboy
09-28-2005, 09:56 AM
All I know is:
c.C, 2xqcf+D
c.C, qcb+A, qcf+A
c.C, f+B, qcf+C, 2xqcf+C
I just realized that these combos might be read wrong. I meant "close C" not "crouching C."
Now a question. How are you supposed to write "close?"
FighterX
09-28-2005, 07:32 PM
I understood them just fine, thanks. No big deal.
I appreciate the help.
Humbag
09-28-2005, 09:50 PM
I can never friggen link off his command throw. Is it really hard timing or what? Whats it compared to Makoto's karakusa?
Foleyeffect
09-29-2005, 12:00 PM
well the next hit hast to be right after when he smack the guy. if your having trouble press the command button during training it helps out with timing.
matt356
09-29-2005, 02:59 PM
If you set your game to arcade mode then you can easily super cancel your qcf P vy just doing qcf P or qcf K again.
Circular
09-29-2005, 08:33 PM
Now a question. How are you supposed to write "close?"
C(c), if we borrow some Guilty Gear notation.
Spooty Whiteboy
10-02-2005, 03:01 PM
Ok. I decided to play around with Shen Woo to help out this thread some...then I realized I liked using him...so this is what I've learned so far:
- c(C) does a little less damage than c(D), but comes out a little bit faster...so use c(C) to start your combos unless you're linking off the command throw.
- Use j.D for jumps if it's air-to-ground. Use j.C for jumps if it's air-to-air. The reason is that j.C puts your body more horizontal, and behind the blow, so that it is harder to hit you.
- A short hop should use either j.B or j.C. Of course, the j.B comes out faster and gives more length to your attack; while j.C does more damage and is easier to combo.
- To link his command grab you should press the attack button the frame that his body goes back into his neutral stance. To test your timing do it against Duolon...if it links Duolon will have a different hit animation than if you hit him normally (instead of seeming like he was hit in the stomach...he leans back like he was hit in the face).
- You should only do 2xqcf+C in a combo, but if you do manage to land a counter hit with it...it gives wall bounce. Also, 2xqcf+D has just enough invisibilty that it can be used to counter moves that are grounded.
- Combos (that you're actually going to use):
1. c(C), f+B, qcf+C
2. c(C), f+B, qcb+A
3. c(C), f+B, qcf+C, 2xqcf+C
4. hcb, f+C xx D, qcb+A, qcf+A
5. hcb, f+C xx D, 2xqcf+D
6. TAG (into Shen), hcb, f+C xx D, qcb+A, qcf+A
7. TAG (into Shen), hcb, f+C xx D, 2xqcf+D
-- Switch to #2 if the start of #1 is blocked, as it is safe on block.
-- In #3 there is a Super Cancel, meaning that it will cost 2 bars for the super.
-- To do the super in #5/#7 you should input the first qcf right before the grab is finished:
--- It is input like this: hcb, f+C xx qcf xx D, qcf+D
- It seems like Shen doesn't have an effective anti-air. His s.D does not work at all. And his 2xqcf+D isn't effecient; it can be used, but only hits if it connects with the tip of the other person's attack. If anyone has any thoughts on an anti-air...let it be known.
- Shen also doesn't have any special moves that are extremely safe on block. Best he has is qcf+P (if it hits at the tip of the punch); or qcb+A. Although, if qcf+P hits, then you can super cancel into 2xqcf+C. And if qcf+P hits deep, then you can do 2xqcf+D and do more damage.
That's all I have for now. If anyone has anything to add; then please do.
EDIT: Fixed it a little.
Cybuster
10-03-2005, 01:21 AM
Spooty, I'll be trying this out soon. Will let you know how it goes. Post reserved for Editing to give future feedback, in any case.
Circular
10-03-2005, 09:08 PM
The only anti-air concept for Shen Woo I've ever seen is one from Orochinagi--backdash and then use the headbutt super, hoping the backdash produced the correct spacing.
If anybody's got anything better, I'd like to hear it. I've won about 95% of my matches against Shen Woo online simply by jumping around constantly.
Spooty Whiteboy
10-03-2005, 09:10 PM
The only anti-air concept for Shen Woo I've ever seen is one from Orochinagi--backdash and then use the headbutt super, hoping the backdash produced the correct spacing.
If anybody's got anything better, I'd like to hear it. I've won about 95% of my matches against Shen Woo online simply by jumping around constantly.
Well, if you have time to backdash and super, then you should have enough time to just super and be ok. It's the short hops that really mess him up.
hanz0
10-04-2005, 04:36 PM
Not really, he has other options such as
:d: +:snkc: (too slow though)
better anti air is Standing :snkd: (comes out rather quick)
as for his air game he does not do very well in an air duel most of his attacks are too slow, his best option in the air is :snkb: wich comes out very quick and to start combos i always use :snkd:
as for combos might as well contribute some of my own,
JUMP:snkd: , :d:+:snka: ,:hcb: :r: +:snkc: ,:snkd: ,:qcf: x2+:k:
Spooty Whiteboy
10-04-2005, 08:10 PM
Not really, he has other options such as
better anti air is Standing :snkd: (comes out rather quick)
as for combos might as well contribute some of my own,
JUMP:snkd: , :d:+:snka: ,:hcb: :r: +:snkc: ,:snkd: ,:qcf: x2+:k:
Standing D is not a good anti-air. It comes out semi-fast, but it has very low priority. Everyone that I tried it against ended with me getting hit.
Checked it out, and you definatly can't combo a c.A into the command grab. You can't even tick grab it if blocked (you can if the opponent is EXACTLY right beside you).
Oh, and I wanted to talk about my new anti-air (more like a dodge) with Shen. qcf+P. No, it won't hit, but you won't get hit either. Just do it when they jump (this is only recommended for jumps that are initiated, at least, mid-screen away).
Also...another combo. I hadn't put up tested jump-ins yet. So, my favorite jump-in combos: (sjsh = super jump, short hop)
1. sjsh.C, C, qcb+A, qcf+A
2. sjsh.C, C, qcf+C, 2xqcf+D
That tactic fell flat. At least against everyone I tried it...I'm not even gonna say what it was...that's how bad it was.
EDIT: Added a little, and tested c.A into command grab.
hanz0
10-05-2005, 04:29 PM
whoops forgot to mention that it works in the Corner and i play the Neogeo MVS version not the XBOX/Ps2 versions i dont know if they made changes to the game:karate:
Spooty Whiteboy
10-05-2005, 06:39 PM
whoops forgot to mention that it works in the Corner and i play the Neogeo MVS version not the XBOX/Ps2 versions i dont know if they made changes to the game:karate:
The problem isn't in the range, the problem is in the fact that c.A doesn't give enough hit-stun. The opponent can get hit by it, but they have to A. Not jump and B. Do no quick hitting attacks.
hanz0
10-05-2005, 07:15 PM
you might be right then, i always connect it though, but its harder with the jumping :snkd:
so usually when i got then in the corner i just rush them down and start the combo, i could swear that i connect it all the time
also i seem this happen everyonce in a while, i do QCF+C and sometimes you can conncet C after that hits and connect example QCF+C again i seem this happen every once in a while when i am using shenwoo:karate:
Spooty Whiteboy
10-05-2005, 07:22 PM
you might be right then, i always connect it though, but its harder with the jumping :snkd:
so usually when i got then in the corner i just rush them down and start the combo, i could swear that i connect it all the time
also i seem this happen everyonce in a while, i do QCF+C and sometimes you can conncet C after that hits and connect example QCF+C again i seem this happen every once in a while when i am using shenwoo:karate:
Well, like I said, the grab will connect unless they jump or quickly attack. But if you're real close and go c.A, hcb, f+C...and they block the c.A; then they will get grabbed, no question.
Does that shit work...seriously? Does it count it as a combo? If you can link that shit...it'd be cool...not really so useful since it can be hard to land a qcf+C by itself, but cool. (After trying...I can't get it to combo)
hanz0
10-06-2005, 08:57 PM
its connects and counts as a combo but am not really sure of the circumstances but i think it has to do with holding the C button a little longer and then when it hits it causes enough stun and your close enough to land Standing C again. it happens every once in a while when am fighting the computer of someone:karate:
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