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