-Forward B (15f/-11) is Shun’s only command normal. He's just like Luke in ANH in a way. Special Moves Aqua Spear. With EXs however you can do stuff like j.C EX qcf+K j.C EX qcf+K till you run out of EX bar. His scarlet phantom special, qcb+P can be used as a poke, it advances forward and it’s safe so it’s useful in neutral. They’re very similar to any other airdash really, but Unlike regular airdashes his are specials (done with qcf and qcb motions). Tiers > KoF14 > Shun'ei Shun'ei's King of Fighters 14 tier match ups. The combo was not discovered by me and i found it on a video that i will link below. Usage points 195.00 Total players 76 Use percentage 1.8% Position on team Point . his dp+P special, Rising Efreet, shoots a red hand straight up into the air in front of him. Shun'ei King of Fighters 14 moves Overview. j.B is a downward angled light kick, works as a jump-in to combo from, or for tick-throw setups. Scarlet phantom (Qcb+P) has Shun dash forward a bit and quickly activate a punch with an ethereal red fist as soon as he’s within a certain distance from the opponent. They give him a way around many projectiles and have some uses in pressure and offense, but they also make his approach slightly predictable if you use them too much. The second super, Gaianic Burst, qcfx2+P (10f) is a projectile, where Shun clasps his ethereal hands together to fire off a huge bullet. Both are safe on block thanks to the pushback. Shun also has a good j.CD. Thruster Vision • Front + or . He has cr.C (7f/-5), an upwards elbow, that is good for high angled jump-ins and st.A (6f/-2) and st.B for checking hops. They are however useable at any point of his jump arc (and also cancellable from j.C or j.CD on hit or block). If there’s no opponent close enough, Shun stops and recovers for a bit, open to potential punishes. You can combo qcb+A after it. Shun outside of the airdashes is a very traditional KoF character, pretty straight forward stuff overall. The A version (12f/-5) is close and C (16f/-6) is slower but goes further. Shun'ei Art CU offers 5 ways to follow us so your news feed will never lack new art and inspiration. it’s the only move that combos from Shuns command normal, forward B. CD qcb+C (whiff) qcb+A combos from anywhere wallstick. It’s angled downward and forward at about a 45° angle and can hit very deep. Scarlet Phantom + or . As the new poster child he straight up looks like he came out of Persona, and even sort of plays like an anime character from an “air-dasher” fighter. The EX DP (15f/-20) is invincible and also moves Shun forward. Posted by. far D is a roundhouse kick, like many characters have. Anti-airs are also relatively good with Shun. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this, for a 12 month period. 27.7%. Super Special Moves. J.D. -MAX cl.C f.B qcf+A dp+AC qcb+A qcfx2+BD. The EX dp isn’t safe, but at least safer than the other versions, due to pushback. j.CDs forward hitbox makes it good as a pre-emptive air-to-air, while j.A is very quick and has a forward angled hitbox. – cr.B cr.B st.B MAX … I like Kyo too. leads into EX DP, Rising and his rush super Specter extension, which does very high damage. The move is however very punishable by neutral jumps, so you shouldn’t get to predictable with it. st.B is quite good. © 2020 CBS Interactive Inc. All rights reserved. Thruster Vision • Back + or . EX airdashes don’t have a height restriction so you can Tigerknee them, and they are quicker. 2 years ago. Shun’s first super is Specter Extension, qcfx2+K (9f/-22), a rush super, easily comboable after qcb+P. -Cl.D (6f/-4) is a 2 hit normal, gives you some time to confirm but it’s not special cancellable. 11.0k members in the kof community. KOF14 Sprites~ Meitenkun … Neither version is fully invincible, but the A version (10f/-13) is fast and can be used as a reactionary anti-air for regular jumps, because of its good hitbox. Rising Efreet + or . The attack goes straight up, has invincibility and works well as an anti-air, outside of combos. Shun is one of the characters that profit a lot from MAX-mode, in which you get access to his EX qcb+P, EX dp+P and his EX airdashes. Unlike others it doesn’t cover a lot of ground though, but it does double as an anti-air. more information Accept. The EX version (9f) shoots twice and has higher damage, but is generally worse for combos than the first super and relatively useless outside of combos. The EX version (7f/-47) does have invincibility, so it can be used as a wakeup attack and for punishing fireballs. Feel free to not use this one.