Virtua Fighter 2: Shun FAQ v1.00

Written by Doug Rosengard


Introduction
Part I: The moves
1)Move list
2)Move analysis
a)Basic moves
b)Special moves
c)Throws
Part II: Putting it together
1)Strategy


+============+
|Introduction|
+============+

In response to the recent demand for FAQs that deal exclusively with one character, I've decided to put together this FAQ for Shun Di using Jozi Suzuki's Akira FAQ as a template. The first question I should answer, though, is why Shun Di?
One reason is that Shun Di is an entirely new character conception. I feel safe saying that Shun's style is truely different from the styles presented in VF. To the uninitiated, Shun's style seems bizarre, awkward and even humorous.
Another reason is that Shun is not a good character to make mistakes with. His attack recovery is moderately slow, and most of his individual attacks do not do much damage. These two factors combine to make an even trade of hits with another character intollerable to Shun. Shun's style, then, requires a far different frame of mind from other characters. Playing the crouch and wait game, for example, can be moderately effective for Shun, but fails at higher levels of play. Predictability is always dangerous, but even more so with Shun.
Because Shun demands a high versatility in timing and attack forms, and has a
large number of attacks to assist him, he also demands some amount of patience
to learn. Other characters are just as difficult or more difficult to learn fully, such as Akira, but that doesn't make Shun any easier to master.
Finally, the demand for a Shun FAQ is out there. I've seen on the net multiple requests for a Shun FAQ, and have met a number of people who have started to learn Shun only to forsake him for "better" characters. I've also seen players who were intimidated by the number of moves Shun possesses, and decided instead to opt for an "easier" player like Pai. But it has been shown in some parts of the world that master Shun players do exist, and they are equally as dangerous as players who master another character.
So, without further ado, here is the Shun Di FAQ. Drink up, and enjoy.

+============================+
| Part I: The moves |
+============================+

+=============+
|1) MOVE LIST |
+=============+

Here is a complete list of Shun's moves showing the motion, hit level, and damage. Damage is given in life bar points. The number of life bar points a character has depends on the difficulty the machine is set to.
Refer to Part IV: Damage section for more detail.
G,P,K refer to the Guard, Punch, Kick buttons respectively.
f,b,u,d refer to forward,back,up,down, respectively.
F,B,U,D refer to holding the joystick in that position.
HCB is shorthand for half circle backward (ie f,d/f,d,d/b,b)
H refers to attacks that hit standing non-defenders.
M refers to attacks that hit crouching defenders
L refers to attacks that hit standing defenders
n refers to attacks that hit any non-defending opponent,
high or low X refers to attacks against opponents lying on the ground

Move Motion Hit Dmg Note
==== ====== === === ====

Basic moves
-----------
Jab P H 10 PKA
Low jab d+P L 10 A
High kick K H 30 PA!
Low kick d+K L 10 A
Side kick d/f+K M 21 PWA#

Small jump moves (to hop, tap up or u/f or u/b)
-----------------------------------------------
Turn around hammer hop, P(asc) M 30 f!
Hopping corkscrew punch up/for+P M 30 !
Mule Kick up+K H 35 !
Sacrifice Scissor Kick up/for+K M 35 f!
Hopping kick up/for,K(asc) M 30 #
Hopping thrust sweep up/for,K(desc) L 20 !

Large jump moves (hold up or u/f or u/b)
----------------------------------------
Jumping Hammer f+P(asc) M 30 !
Take off kick +K M 30 !
Jumping drop kick f+K(asc) M 40 !
Back drop kick (Humontokai) b+K(asc) M 40 !

Turning around moves (opponent behind you
-----------------------------------------
Rear punch P H 10 PKA
Rear sitting punch d+P M 12
Drunken rear kick K H 30 PA!~
Rear Cossack Dance Sweep d+K L 30 A!
Roll away tap back none none

Pounce (opponent down)
----------------------
Sommersaulting heel strike u+P G 30
Roll and elbow drop U/F+P G 30

Special Moves
-------------
Punch, high elbow, uppercut P,P,P HHM 10,12,14 PKA
Punch, kick P,K HH 10,30 PAK!
Uppercut d/f+P M 14 PA
Dashing Uppercut D/F+P M 30 !
Lunging Punch D,f+P M 30 !
Running Punches f+P HHH 10,12,14 PAK
Low Back Thrust b/d+P L 22 *
Scorpion Kick d+K+G M 35 !
Back Fist b+P H 24
Backflip b/u none none
Forward Cartwheel Kick f,f+K M 35 !
Jumping Spin Kick,[sideways push] G+K,[P] MH 35+19 !
Two handed twisting strike P+K M 30 !^*
Slow Sweep b/d+K+G L 30 !*
Breakdance sweeps (must be drunk) d+K+G,K+G,K+G LLL 10,10,10 !*
Backward hopping kicks b+K+G M 35 !
Handstand then Kick HCB,K H 30 !
Handstand and hand-hop HCB,b or f none none
Sacrifice Toe Kick b+K H 24 f
Turning shin kick b/d+K L 10
Turning shin kick/high kick b/d+K,K LH 10+30 !
Turning shin kick and fall b/d+K,G L 10 F
Twisting Heel Kick b/d,b/d+K H 30 !
Sacrifice Double Kick b/d,b/d+K,K HH 30+15 !f
Sit down and Kick d,d,K L 24 *
Skip back with uppercut b+G,P H 15
Dodge back with two handed thrust b/d+G,P+K M 30 !
Dodge forward with Slap 'n Spin d/f+G,P+G H 50 !^

Turn Around Moves (Shun turns his back to the opponent)
-------------------------------------------------------
Turn Around Punch b,b+P H 10
Turn Around Kick b,b+K H 30 !

Throws
------
Slap 'n Spin (Dances w/ Punches) P+G H 50 !^
Tripping Elbow Drop P+K+G H 50 !

Notes
-----
P=Pai can reverse with b+P or b/d+P W=Wolf can reverse the side kick K=Kage can reverse punches
A=Akira can reverse it, high/mid/low
f=Face-up sacrfice move. Shun ends up face up on the ground. F=Face-down sacrifice move. Shun ends up face down on the ground *=This move passes under high attacks.
^=Shun takes a swig of saki if this connects. This makes Shun more powerful. See notes on Shun's drinking for details.
~=Shun staggers about drunkenly if this move connects
#=Opponent is knocked down if standing, and staggered if they are crouching, defending or non-defending.
!=If the attack hits, the opponent will always go down.

+================+
|2) Move analysis|
+================+

This section describes different moves in more detail. The purpose of this section is to give some insight into the efficient use of each move as opposed to just how to perform each move. Consider reading this section if you find yourself wondering what the point of a move is, or why anyone would consider using it. Most moves (if not all moves) in VF2 can be used effectively if timed properly, even against advanced players. In fact, well-performed "useless" moves can not only spice up a fight, but can really break the momentum of your opponent when they hit. If you've ever knocked down an experienced player using Shun's handstand kick (HCB,K), then you understand just how impressive awkward looking strikes can be. ("Man, I can't believe that stupid kick HIT me!")

a) Basic moves
==============

Basic moves are moves that every character possesses in one form or another. These include punches, kicks, throws, jumping attacks and pounces. Mastery of these attacks is the first priority for learning not just Shun, but any character in VF2. If you choose to master only one aspect of VF2, make it the basic moves.

High punch (P)
--------------
The high punch has the strength of being the fastest attack in the game. It is most often used as the start of a combo, but can also be used to interrupt high attacks, throws and to step in and set up a crouching opponent for a low throw. The weakness of the high punch is that it is the least damaging attack and that it hits high - the hardest attack level to hit with.

Low punch (d+P)
---------
The low punch is very similar to the high punch; it is very quick, can be used to interrupt other attacks and does not do much damage by itself. The low punch also ducks under high attacks, and can be used as a very quick and reliable method to perform a move which requires holding the joystick down first.
An example of using d+P as a fast way to crouch with Shun is to combine the low punch and Shun's Lunging punch. The motion for the lunging punch is hold DOWN,for+P. Instead, perform the lunging punch by doing:
d+P, for+P
This actually is just as fast as holding down a second to crouch, then hitting forward and punch.

Side kick (d/f+K)
---------
The side kick is in some ways the best attack to learn. Every character has it, and it hits at mid-level (ie. hits crouching opponents). It comes out reasonably fast, and even has a good range and does decent damage. If the side kick hits a crouching opponent, it may even cause them to "stagger", leaving them open to a quick punch/kick combo or possibly another move as well. If the kick interrupts an attack, it will knock the opponent down.
If the side kick is blocked, then Shun (and most other characters) are reasonably safe from a retalitory attack. However, if the side kick misses, Shun recovers slowly enough to be hit by an immediate counter attack such as a punch/kick combo or special move. Overusing the side kick results in opponents backing up away from the side kick and hitting Shun after it misses.

Hopping attacks (motion varies)
---------------
Hopping attacks are the attacks which start by tapping up, up/for or up/back followed by a punch or kick. All hopping attacks have the advantage of passing over low attacks and sweeps. Beyond that, Shun's hopping attacks are very unusual, so I'll deal with each one separately.
The hopping kick (up/for,K while ascending) is slow and easy to interrupt if the opponent is just defending. On the positive side, though, it floats opponents better than normal attacks, and recovers very quickly if the opponent doesn't interrupt it. This makes it useful in situations where you feel reasonably secure that you won't be interrupted while in mid-air.
The hopping sweep (up/for, K while descending) is slow to come out and slow to recover. Its strength is that it is a sweep, so must be blocked low. Mixing together the hopping kick and hopping sweep can confuse the enemy and leave them more vulnerable and unsure as to how to react. If the opponent blocks the sweep, Shun is vulnerable to a counter-strike. Using both the hopping kick and hopping sweep is fine, but overusing them is disastrous.
The hopping hammer (up/for,P) is very unusual. It has the same strengths and weaknesses as the hopping kick, but is a sacrifice attack. This means that Shun ends up on the ground after the attack is over. Because Shun has excellent rising attacks this isn't much of a problem, but good opponent who are nearby will do a quick ground attack or get ready for Shun to get up. Another problem is that since Shun must get up off the ground afterward, and
the attack is slow to begin with, it is terrible when Shun is pressed for time.
The hopping scissor kick (up/for+K) is a faster version of the hopping hammer. Beyond the fact that it is a faster attack, you can treat it the same way you do the hammer. As a side note, the hammer leaves your head toward the opponent, whereas the scissor kick leaves your feet toward the opponent. This makes a difference when rising with a breakdance kick, as the breakdance kick moves Shun in the direction his head is facing.
The hopping corkscrew punch (up/for+P) is very similar to the scissor kick with one key difference - Shun remains on his feet after the attack. Some Shun players mix this attack with the scissor kick to try to throw the opponents off on timing a possible counter-attack, as they are countered by different types of attacks. Don't expect most experts to be confused, though; the attacks look dissimilar enough that you can tell which is which once they start.
The mule kick (up+K) is very nice. It's recovery is reasonably fast, and it comes out much faster than the other hopping attacks. In addition, it is a deceptive hopping attack, since it will pass over low attacks until Shun regains his feet. It also moves Shun forward toward the opponent, giving it good range, and always results in a knock down.

Large jumping moves ( refer to the move list for stick motion )
-------------------
The common rule of thumb in VF and VF2 is not to jump. This is a good rule of
thumb to use, especially against good players and the VF2 CPU who will usually be able to knock you out of the air if they are prepared for the attack. Don't completely scoff at the jumping attacks, however, as there are times where they are very effective.
The distance jump kick (hold jump and K) is able to counter moves with a shorter range. This includes being able to counter punches, kicks, and most other attacks with good timing. Jump kicks can hit Kage's rolling attacks and heel kick, Wolf's Shoulder Ram and Clothesline and most other slow attacks if timed correctly. Since the jump kick hits mid-level as well if close, you can also hit nearby crouchers or opponents doing low attacks as well. Topping it all off, the damage is decent and always results in a knock-down.
You may think that if the jump kick misses that Shun is a sitting duck. That was true in VF, but in VF2 Shun and most other characters can recover in mid-air to do a double-foot kick on the way down. One effective technique to use occasionally is to jump at a nearby opponent with a jump kick and pass over their head. On the way down, tap back+K to do a rear heavy kick to the back of their head. Hard to block, and only very experienced players will be ready for it.
Finally, it is possible to combo a jump kick with the lunging punch if the punch knocks the opponent high enough. This occurs when the lunge hits an opponent during their attack, which causes them to float much higher than normal. Jump kick an already airborne opponent is a great way to get some "oohs" and "aahs" from the crowd....

Rear attacks ( refer to the move list for stick motion )
------------
When Shun's back is to the opponent he has some unusual ways to turn around.
A high rear punch (hit punch) is quick and can be followed by an immediate kick for a variation on the punch/kick combo.
A high rear kick (hit kick) hits high, but does a fair amount of damage if it hits. As a bonus, Shun staggers drunkenly whenever this connects.
A low crosslegged punch (down+P) is an unusual move. Shun turns and almost sits down, throwing out a punch. He then returns to face the opponent. The move is fast, but does not knock the opponent down.
The Cossack dance sweep (down+K) is slightly slower than the punch above, but has the advantage of knocking down the opponent. It also has longer range than the punch.
Finally, Shun can roll away VERY quickly by tapping back away from the opponent.

Turn around attacks (back,back+P or back,back+K)
-------------------
An unusual type of move available to some characters in VF2. Shun can turn around with a high punch or kick, putting his back to the opponent. Why would you do this? There are actually some good reasons.
Shun's turn around kick (b,b+K) floats the opponent well enough for a follow-up rear kick or punch/kick to connect. Good damage and very much in the style of Shun.
Using the turn around punch (b,b+P) allows Shun to quickly access his rear
attacks, or roll away to safety. Since Shun's roll is faster than skipping back, and faster even than some people can run, this can be surprisingly effective at getting Shun out of trouble. If he expects the opponent to rush in, he can instead do the rear Cossack sweep (d+K).

Pounce (tap up and tap P, or tap up and HOLD P)
------
Shun has no Ground punches or kicks like most characters in VF2. Fortunately, his somersaulting heel smash (tap up and tap P) is so fast that it can do the job even better. Ask any player who faces Shun on a regular basis what is most frustrating about him, and you'll usually hear something about "not being able to avoid his pounces."
Shun can hit with the heel smash after almost any knock-down. Essentially, the only time it misses is if he is out of range, just did a jumping kick or did a move which makes him stagger or drink saki. He can also miss if he used two moves, such as a cartwheel and a sweep, on a floating opponent. Even in these cases, though, people who are slow to get up will be hit.
Shun's rolling elbow smash (up+hold P) is much, much slower however. It also does the same damage as the heel smash, so it's only advantage is that it has increased range. It has one other sometimes overlooked side-effect, however, that you can use to your advantage possibly - Shun ends up lying on his back after the move is over. Missing this pounce and following with a rising attack works wonders against some opponents. Against other opponents, stick to the heel smash.

b) Special moves
================

Triple punch (P,P,P)
------------
Shun's triple punch is slower than most characters, but does have an uppercut at the end to hit crouchers. Overall, his other attacks are more effective.

Punch/Kick (P,K)
----------
The single most useful universal combo in the game. An easy knockdown, decent damage, and very fast.

Lunging Punch and Dashing Uppercut (D/F+P; D,F+P)
----------------------------------
An easy way to do these is to tap low punch or low kick, then for+P. These attacks have great range and come out very quickly. They also float opponents well enough to connect with a foot sweep and sometimes other attacks. Be warned, though, that the lunge in the low punch/lunge "combo" can be blocked by standing opponents, leaving Shun wide open to counter attack.

Running Punches (f+P)
---------------
These usually come out by accident. Since the punches do not do a knock-down, and Shun is vulnerable to attack even if they connect (!!), try to use other attacks. The only advantage these attacks have is that they start very quickly (as quick as a punch) and can sometimes hit floating opponents out of the air.

Low Back Thrust
---------------
A great move. Shun passes underneath most attacks, even sidekicks on occasion. It comes out relatively quickly, and if it catches someone mid-attack or if Shun is somewhat drunk, will knock them down as well. If the move hits, the opponent will not be able to counter at all, and if the move misses they only have a narrow window of opportunity. Practice this move.

Scorpion Kick (d+K+G)
-------------
Because this move is harder to see coming and hits mid-level, it is in itself a good move. It also is a knock-down if the kick connects. It's range is moderate.

Back Fist (b+P)
---------
If this move interrupts it will knock down. Because the move comes out and recovers at least as quickly as Jacky's high backfist, it's very similar. The back fist can be followed by a sweep if the opponent is knocked down.

Forward Cartwheel Kick (f,f+K)
----------------------
A good move, but it has a slow recovery if it is blocked or misses. Nonetheless, it has a long reach and comes out fast enough to interrupt many attacks. It also hits mid-level, and can always be followed by a pounce. It's good against charging opponents and others not expecting it.

Jumping Spin Kick/Sideways Push (K+G,P)
-------------------------------
The jumping spin kick is similar to the Scorpion Kick. Both do the same damage, have about the same recovery and hit mid-level. They also have about the same recovery time. One difference is that the K+G move can be followed by a special Sideways Punch attack by tapping P as the kick is ending. The sideways punch is delayed, so that it is impossible for both the kick and punch to connect. If you want to use the punch successfully (just to boost your ego), you have to trick the opponent into coming in after a missed kick. Because of the delay, the opponent can interrupt you with a moderately quick attack before the punch finishes. My advice is to practice the punch on the CPU and mid-level players, but only use it against an expert if you're feeling full of yourself.

Two-handed twisting strike (P+K)
--------------------------
Used properly, this is a key move for Shun. Used improperly, it will never, ever hit a good player.
The reason to learn this move is because it is one of only two moves which Shun can drink saki afterward if it connects. Although drinking saki prevents Shun from having time to pounce, the extra damage and multiple-sweep that he gains from drinking make up for it.
The main things to remember with this move are that the opponent will see it coming, that it hits mid-level, and that it passes underneath high attacks and sometimes even avoids mid-level attacks (such as a heel kick). This is therefore a good move to interrupt such attacks.
Learn to time this move so that you start it just as the opponent starts a heel kick, high move or throw attempt. Combo crazed players are open to this attack as well since Shun passes harmlessly under the punches of the combo.
You must be careful not to overuse this move, though. Any good player will block and counter or interrupt the move before it finishes - often in a brutal way.

Slow Sweep (b/d+K+G)
----------
This is a long reach foot sweep. When used by itself it's easy to see coming and can be blocked unless the opponent is in the process of doing something else. The main thing that this move is very good for is hitting floating opponents. This sweep can be tacked on after most attacks which knock down the opponent, and a pounce can often be added as well after the sweep. This can turn a simple back fist into a back fist/sweep/pounce.

Breakdance sweeps (d+K+G,K+G, K+G)
-----------------
This is a variation on the sweep above. Shun MUST have drunk saki during the
match for it to work, though. For each drink he has had, he can do one sweep, up to a maximum of three sweeps in a single run.
These sweeps have a slightly shorter range than the normal foot sweep, but come out much faster. Like the normal sweep, he can hit floating opponents as they land, hopefully hitting 2 or 3 times!

Backward hopping kicks (b+K+G)
----------------------
This is a favorite of the CPU when time is running out and Shun is ahead. Shun hops back three times and kicks in front of him each time. Opponents who do any attack without a long range get hit by the kick if they are too close. Shun recovers almost immediately, and is usually far away from the opponent by the time he is done.
The main problem with the move is that unless your opponent is VERY close or walking or running toward you, it won't connect. Think of it as no loss, no gain. Shun will back up, and the opponent can't do much about it. There are ways to catch up, but they involve running up and doing a long range attack such as Shun's Cartwheel kick or Kage's flying kick.

Handstand and Kick (F,D,B - K or tap B and F to hop on hands)
------------------
Easily the silliest looking move in the game. :) Also the most frustrating to get hit by, since there seems to be no way it should ever hit. Surprisingly, it's a bit easier to use than it seems at first.
First, the weakness of the handstand is that once you are doing it, it takes a long time to get back to your feet. If you don't catch your opponent right away, they'll simply cautiously approach and do a low attack, side kick or other attack.
The handstand has some very nice benefits, though, that shouldn't be immediately discounted. First, it is immune to throws, and many high attacks pass over it. Second, the kick hits mid-level, and interrupts nearly every attack that comes at it WHILE THE KICK IS GOING. After Shun stops kicking, however, he's a hand-standing duck. Shun is mobile in a limited way, and, finally, the attack is strong enough to do a knock-down.
Perhaps the best reason to try to connect with this move is for your own pleasure. If you think the move is too awkward, leave it alone. If you do try it, have fun. :)

Sacrifice Toe Kick (b+K)
------------------
Shun kicks out and falls on his back. The primary strength of this attack is its lack of vulnerability. The kick interrupts most attacks, and I have yet to see Shun get hit on his way down on the ground. Shun is vulnerable once he is lying down, but not for very long. A heavy pounce will almost certainly miss, but a light pounce or ground attack can usually connect. Use this move as a defensive tactic to avoid taking a heavy hit and slow down the opponent a bit.

Turning Shin Kick (b/d+K)
-----------------
This low kick keeps Shun standing, but isn't particularly fast when compared to a simple low punch or low kick. It has decent range, though, and is usually the start of a two-part action: either low kick/high kick, or low kick/fall down.
Tapping K a second time (as in b/d+K,K) gives a high kick immediately after the low kick. If the low kick connected, the high kick will automatically hit for a knock-down. This two hitter is a decent way to get a knock-down, but can be countered.
Tapping defense after the low kick (as in b/d+K,G) makes Shun fall on his
face! If the opponent was expecting a high kick instead, there's a good chance they'll be unprepared for Shun falling over and will have missed the chance to pounce or do a ground attack. Their window of opportunity to do so is limited, and Shun can rise back up with a mule kick (K), sweep (d+K) or roll away and do an attack. Think of this as a defensive move or delaying tactic that can keep the opponent from doing a more damaging combination. It's also a good surprise move.

Twisting Heel Kick (b/d, b/d+K
------------------
This move recovers very quickly, has good range, and comes out quickly. It even does a knockdown when it hits, and can interrupt a number of attacks. One downside is the awkward motion of the attack, but this can be overcome with practice.
Hitting K a second time turns the Heel kick into a Double Sacrifice Kick which puts Shun on the ground. The double kick can be treated as a defensive tactic to avoid incoming attacks or combos.

Sit Down & Kick Out (down, down, K)
-------------------
Sitting down in the middle of a fight is something only Shun would consider. This move if used when the opponent is playing defensively leaves Shun sitting on the ground waiting to be hit or have his low kick blocked by a waiting opponent.
The time to sit is when you expect a high OR MOST MID-LEVEL attacks. Shun is SO low to the ground when sitting that even side kicks can miss him completely. Low attacks and Punt Kicks will hit Shun, and Shun's kick out only knocks the opponent down if he is drunk or attacking.

Dodging (Motion varies see below)
-------
Shun has the rare ability to side-step the opponent. His options include stepping straight back (back+G), side-stepping diagnolly away (down/back+G) and side-stepping diagnolly toward the opponent (down/for+G). When timed well, these dodges are the fastest way for Shun to move around the board in short bursts. Each of the dodges can be buffered with a throw or other move. The dodge forward/P+G throw is particularly brutal!
There are also some special attacks available to Shun only when he is dodging. Tapping P when dodging back gives Shun a single weak slap which will interrupt most attacks by oncoming opponents. Tapping P+K while dodging diagnolly back produces a two-fisted strike similar to the two-handed push. This attack hits mid-level for a knock-down, but Shun does not drink saki afterward.

c)Throws (see below)
=======
Shun's throws work just like everyone elses. Both his throws can be buffered into a dodge for a quick dodge/throw combo. Shun's throws are versus standing opponents, and Shun has no "low" throws.

Slap'n Spin (P+G as a throw)
-----------
Also known as Dances w/ Punches and other names, this throw is particularly good because Shun drinks saki afterward! However, opponents who also press P+G as you attempt it will break free.

Tripping Elbow Drop (P+K+G as a throw)
-------------------
Although Shun does not drink saki, this throw can not be broken out of as the Slap 'n Spin can. Shun ends up lying next to the opponent, so a pounce afterward is impossible.

+==================================+
| Part II: Putting it together |
+==================================+

+========+
|Strategy|
+========+

Fighting games rely heavily on developing not only an intuitive knowledge of the attack forms for each character, but on developing the INTUITION and reflexes needed to "out-guess" your opponent. Strict adhereance to one technique, such as multiple rushing elbows, can defeat a mid-level opponent, but will be overcome by an advanced fighter.

Sun Tzu's "Art of War" says that defense is the art of making yourself invulnerable, and offense is the art of finding the opponent's vulnerability. Nothing is closer to the truth in VF2. Defensively, you need to consider how to make yourself less vulnerable to counter-attacks, while taking advantage of every chance you have to attack where the opponent has failed to defend.

Every character has different stregnths and weaknesses in VF2, but you need to play against the other PERSON, not the other CHARACTER. You have to understand not only what the other character is capable of, but be able to quickly develop a feeling for how the other person wants to play that character. If you can understand and take all that to heart, you're well on your way to having the right mindset for VF2.

Shun Di is a character that is well suited to the player who likes to mix a variety of quick moves together into an intricate choreography of maneuvers. Shun is constantly on the move. Even when he stands still, his body slowly lists to one side or another. He drinks saki he staggers around drunkenly, he twists and turns and sidesteps constantly. No matter how he dances or turns or hops, though, there is a purpose to his madness. That should be your mindset as well.

Shun has a variety of moves which come out quickly but leave him vulnerable afterward. The cartwheel kick and lunging uppercut are the two best examples. He also has moves which do not leave him particularly vulnerable but which do less damage. His twisting heel kick and backfist are two examples here. Finally, he has moves which are not quick coming out or recovering, but which are evasive in nature; ducking under high attacks, hopping over low attacks or dodging back and forth. Lying down on the ground is also an example of this evasion within an attack.

With all these moves at his disposal, Shun is truly versatile. He can change his timing, going from quick attacks to an unexpected delayed P+K attack. He can be backing up slowly, only to suddenly side step in and throw the opponent. Even his joystick motions can be deceptive; his scorpion kick is performed by d+K+G, which is very similar to his sweep (d/b+K+G), but the scorpion hits mid-level and the sweep hits low.

Some experts say that Shun is weak at the higher levels because an expert is not fooled by the deceptive nature of Shun's attacks, and can block and counter them fairly easily. As far as this statement goes, they are correct. But Shun has quickness and evasion as well as deception on his side, and truly great Shun players know how to evade and attack in a combined motion.

My best advice with Shun, though, would be to have fun playing him. As with many things in life, it is when you treat it as a thing to enjoy that you gain the most benefit. A player who has mastered Shun technically but plays him like a robot will fall before a Shun player who has the intuition to outguess him.
So play to challenge yourself. Tell yourself, "I want to hit him with a mule kick", and then try it. If you fail, you've learned from the experience. But if you've practiced the timing on attacks, you'll succeed more often than you think. Be willing to take a risk or two with Shun. Go with your gut feeling on what the opponent will do next. Don't get lost in thought waiting for your opponent to kick over your head - develop the instincts to read what the opponent's game plan calls for next.
I only have one word of warning - don't take needless risks. If you're feeling is that a lunging punch will hit, fine. But if you mindlessly continue to repeat the lunging punch over and over, the opponent will punish you every time. If you fall into a pattern or telegraph your moves, you will lose. Think of him like a whirling tornado, skipping about and striking here and there. If you turn this tornado into a motionless manequin, the oppone