VF5REVO Shun Combos

Discussion in 'Shun' started by Myke, Jan 30, 2025.

  1. Myke

    Myke Administrator Staff Member

    Steam:
    SteamID
    PSN:
    Myke623
    VF5REVO Shun Combos
    Shun Content Managers: @Chill, @b4k4

    Please use this thread to share, test and discuss VF5REVO Shun Combos. The Content Managers have to ability to add these to the VFDC Combos database.
     
    Last edited: Jan 30, 2025
    b4k4 likes this.
  2. b4k4

    b4k4 Well-Known Member Content Manager Shun

    Thanks for starting this @Myke !

    I have been slowly compiling a spreadsheet with the REVO combos I've found. There's a lot that builds on what was in the wiki combo section for Final Showdown, but also a lot of new routes, or routes that may not have been listed there. Shun Di stuff can get pretty granular because of drink levels. I'll try to share that here once I've gotten everything compiled.

    Actually, if some Shun Di veterans want to contribute to the cause, I could use help with testing everything against the entire cast. It's just time consuming, especially having to manually manipulate drink levels.

    @Chill Do you think you might be up to split the workload in testing some stuff for REVO? You got a peek at my spreadsheet in the REVO changes thread lol, I've been slowly plugging away.

    Any other takers?
     
    Myke likes this.
  3. b4k4

    b4k4 Well-Known Member Content Manager Shun

    To get things started:

    I don't know that this is REVO exclusive, but... well, landing this in a match is now my life's purpose.

     
    Last edited: Jan 30, 2025
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  4. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    Yeah I was planning to start re-populating the combos but to be honest I don't get much time to do anything VF related these days so I don't know how soon I'll be able to start. Mainly I was going to start putting in the combos already done for Final Showdown as pretty much all of these should still work; Then make adjustments to these for the REVO changes to the weight classes and Shun's drink thresholds.
     
  5. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    Give this one a go too ;)

     
  6. b4k4

    b4k4 Well-Known Member Content Manager Shun

    No worries, I get it. There was a time previously when I'd been made Shun content manager, and then things became so busy that I basically couldn't do any of the things I'd wanted to at the time. Now that I've got kids, I've got even less time, but I happened to be available to work on some REVO stuff so I figured I'd hit Myke up and start plugging away at it.

    I probably should have just ported old stuff over, tbh, and then started working on other/"new" things. I had a different workflow in mind because I started a little combo reference project for my own purposes, and then realized I might be able to use it to update the REVO lists here once they went live, but unpopulated.

    Basically what I did was list out every single starter Shun Di has, then created columns for every cast member in open and closed stance and started plugging away. It ended up being way more work than I expected, but I'm into it now, and I don't want to throw the combos in until I have info on them for every cast member. If you think you might have a bit of free time, I can give you access to the "working document" that I'll eventually use to update the combo wiki, once all of my testing is complete. I've got one other Shun player helping with things, as well. Basically, if you can take on just one or two characters, and test everything on them, that'd be great. But if you don't have the bandwidth I totally get it, so no sweat.

    Feel free to DM me if you're up to it, but either way I'll be slowly plugging away at things so I can populate the wiki.
    Nice! Whenever there's a heinous Shun wall combo around, you know that CHO P isn't far away lmao.
     
  7. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    Hi @b4k4,
    I've managed to transfer the combos which were already listed for Final Showdown into the REVO combos. This took me way longer than I thought it would but it's a start...

    I think I've adjusted the drinks prerequisites for all the combos to match the changes in REVO but I might have missed some. I haven't re-tested the combos in REVO so there could be some corrections required. I already found some typos in the old combos when I was copying them over...

    I haven't put in any new REVO combos (eg [6][P][+][K][+][G] KAS [K] re-stand combos) and there are some additional tabs which were missing from the Final Showdown combos that don't have any combos yet.
     
    b4k4 likes this.
  8. b4k4

    b4k4 Well-Known Member Content Manager Shun

    Thanks for the update @Chill, I'm really grateful you were able to get the old FS stuff updated, and I don't doubt you're kidding about the effort. I have a tonne of new combo routes (including some new optimal 8K+G route tech that I discovered - ngl I'm kinda geeked I managed to discover some "unknown" stuff in what's basically a 15 year old game at this point), but because of my workflow I haven't gotten things posted here yet. I think the scope of what I was trying to do was pretty ambitious with respect to how much time it would take to complete.

    What's killing me is the testing - I'm working off of a spreadsheet because, from a workflow standpoint, it's ultimately more efficient to test one cast member at a time than one combo at a time. But, because of that workflow, I have a tonne of combos that I haven't entered in VFDC yet, because they're not yet fully tested on the cast (I've only fully tested against like 25% of the cast, and as I find new things I'll need to back fill eventually). I'm pretty busy these days, and the past two weeks have been snow days and sick kids, so it's been hard to find time to make progress and also, yknow, play the game myself :p. I know Myke mentioned that it would be better to fill in combos once they've been tested on everyone, but I'm thinking I might just start entering what I have and then leave notes that testing is still a WIP on the rest of the cast, so that at least things are there to see.
     
  9. b4k4

    b4k4 Well-Known Member Content Manager Shun

    Some Taka Combos:

    236P:
    6+ drinks
    236P, 46PPP, 43P+KP - 67 dmg

    This seems to be the new Taka BnB for 236P. It works in open and closed, and is better than what you can get off of 236PP in many cases because the knockback isn't as far. It also works at any drink level between 6-40, which is nice because sometimes combos can become "unstable" at higher drink levels. It's also nice because it seems that it is unnecessary to commit to, or try to hit confirm, 236PP in the matchup, which is a risk unto itself.

    Credit to @grumace for finding this one and posting it on the Discord. And I guess also to DustyCrawlman, who found the same combo independently 3 days later lol (I'd tag him to chirp him here, too, but I don't know if he's on VFDC).

    CH 2_3P:
    0 drinks
    CH 2_3P, 6P+K - 46 dmg & +5 drinks
    CH 2_3P, 6K+G, PP4P(P+K+G) - 72 dmg & + 1 drink
    6+ drinks
    CH 2_3P, 6K+G, 43P+KP - 76 dmg

    It turns out you can land 6P+K off of several starters vs. Taka (I'll show more examples later). 6K+G is always guaranteed after CH 2_3P here (as well as analogous starters like BT SOK P+K), which is great. You can use either 6P+K for pure drinks, or PP4P~P+K+G for damage & a drink when low. At 6+, the 43P+KP route is optimal damage. All combos work in open and closed.

    1P+K:
    0 drinks
    1P+K, 6P+K - 36 dmg & +5 drinks
    6+ drinks
    1P+K, PP4PP - 56 dmg

    I told you 6P+K works everywhere. Damage sucks, drinks are great. Open and closed.

    CH Gyou'in e.g. CH (4P)P/(46P)P+K/(CHO P)P, etc., *dmg values are for CH (46P)P+K:
    0 drinks
    CH (46P)P+K, 66, PP4P(P+K+G) - 50 dmg & +1 drink
    CH (46P)P+K, 66, PP4PP - 61 dmg
    6+ drinks
    CH (46P)P+K, 4P~G, 46PPPP+K - 67 dmg

    That last one is something new I found. Works in open and closed. Solid BnB at 6+ drinks - stable, damaging, consistent, etc..

    426P+G:
    6+ drinks
    426P+G, 236P, 4P~G, 46PPPP+K - 62 dmg
    8+ drinks
    426P+G, 214P+K, 6K+G, 43P+KP - 70 dmg, -2 drinks

    Costly to spend the drinks on the latter combo, but it might be worth it late in a match if you have resources to burn and are looking for a close out. I got the 4P, 46PPPP+K combo from watching Buruha's Shun Di streams, and the 214P+K combo, as far as I know, something I came up with.

    INCIDENTALLY - It looks like 6P+G might actually be better vs Taka as a starter. This is because 426P+G pushes them farther away, and 6P+G keeps him nearby. Because Taka gets his own unique launch states, it seems advantageous to start the combo closer to Taka. I need to test these more - testing the side swap throws is a royal pain in the posterior. I'm just listing the 426P+G combos for now, but it's something worth keeping in mind.

    ST PPPK:
    (To Taka's front)
    0 drinks
    ST PPPK, PP4P(P+K+G) - 85 dmg (37+48), +1 drink
    4 drinks
    ST PPPK, PP4PP - 91 dmg (35+56)
    (To Taka's back)
    0 drinks
    ST PPPK, 6PP - 81 dmg

    ST PPPK doesn't show as "guaranteed" in game (the combo meter resets between the final P and K), but there's nothing they can do to escape the final K. This is almost certainly not intended, so don't be surprised if this gets patched out by Sega eventually. In the meantime, enjoy deleting 40% of a life bar with a 12f button. Other characters can at least duck the final K to deny better follow ups (they still get hit), but Taka just eats the damage.

    This is very cheap.
    Use it constantly.
    Make Takas uninstall.
     
    Last edited: Jun 26, 2025
    Chill likes this.
  10. b4k4

    b4k4 Well-Known Member Content Manager Shun

    Sarah/Vanessa/Jean only:
    4 drinks
    CH 2_3P, 66~2P, 6K+G, 6K, CHO PP - 89 dmg, works in Open and Closed

    Long legs are a curse in this game, so make sure they know it! As far as I know, I discovered this one, though I have seen banok/CrazyDrunk using it recently as well. I don't think I've ever seen a JP player using it. Considering that 2_3P is "only" -8, getting nearly 90 damage (minimum) off of a tool with so much utility and range is really good. I would argue that 2_3P is Shun's best tool to chase a back dash, since his 3K is so stumpy. It has longer range than 236P, so it's less likely to whiff, and is more rewarding than 43P+K, though the latter is somewhat safer vs. 44~8/2 cancels, since you can still threaten with the delayed second hit, so adjust according to opponent's defensive habits.

    It's also worth noting that everything up to the final hit of CHO PP will connect against Brad. If they aren't teching, it's the same damage, if they are, you can do CHO PP4 and they rise right into a BT SOK mixup. It's less damage than just doing CH 2_3P, 66~2P, 6K+G, 66~236KPP (assuming you have 6 drinks), but maybe it's worth leaving a small amount of damage on the table to put them right back into the blender.

    @Chill I happened to watch the recent Oz Hadou event because @MadeManG74 had linked to the matches somewhere, and I figured you'd want this in your back pocket the next time you're running into Sarah in your bracket! I've got some local players who main these characters, and I find having this in my pocket very rewarding :D.
     
    Last edited: Jun 26, 2025
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  11. b4k4

    b4k4 Well-Known Member Content Manager Shun

    8K+G Lateral Ring Outs:

    0 drinks
    8K+G, OM, 6PP
    4 drinks
    8K+G, OM, PP4PP (worth using to sober another Shun by 1DP in the mirror, seems to RO from farther away than 6PP)

    Damage is irrelevant, as these will instantly win the round when applied correctly, by ringing the opponent out at angles up to 90 degrees to Shun's left or right.

    I saw Buruha doing this on stream a while back (8K+G, OM, 6PP -> Ring Out), and immediately added it to my repertoire. It's very useful! The 6PP can clear the low wall from way farther away than it looks like it should be able to. There may also be other follow ups after the OM here, e.g. 43P+KP and 3PPK are worth looking at, though I haven't actually tried using them, nor do I know if it's any better than the listed options at creating an RO. This should also work off of analogous launchers, like BT SOK K, BT OSH K, TEN K+G, FDFT K rising attack, etc..

    This can RO over a low wall (i.e. Shrine, Temple) quite well, and seems to work on all cast members except Taka. You can use 43P+KP to push Taka out, but only from much closer to the ring edge. However, with the rest of the cast members, you can get lateral ring outs with this tactic from just beyond the "border" of the stage. If you pay attention to stages with ring out potential, you'll notice that there's a distinct change in the floor's appearance near the ring edge. This technique can ring them out from a parallel position even when still inside of this change in texture, though only just.

    Seriously, play with this in the lab and learn to apply it, because it will steal you rounds and is very much worth scheming on. With your back to the edge, step and launch one misplaced move with 8K+G, and suddenly you've completely reversed the situation and won the round.

    It's very good!
     

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