The ONLY Komplete Shujinko guide worth studying.
The ONLY Komplete Shujinko guide worth studying.
0
posted05/26/2005 02:57 PM (UTC)by

About Me

Member Since
10/17/2004 04:42 PM (UTC)
Regarding this particular thread, since I am the one starting it, I reserve the right to ask the moderators to close it at my discretion.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think Im good with Shujinko. Their opinions do not matter; this is the best guide for Shujinko that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the great Shujinko".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"You all laugh at me because Im different. I laugh at you because youre all the same."
-Jonathan Davis-Shujinko Breakdown:
Now, Shujinko may not have been DESIGNED to be the powerhouse that he is, but thanks to designing flaws, Shujinko is one of the most damaging combatants in this game. He's the only character that can legitimately dish out an 87% combo, without free throws, without second combos linked in, so on and so forth. And also, depending on which stance he is in, he can be one of the fastest characters in the game. His combos are almost limitless, his damage is great, and all it takes is one pop-up to take half your opponents life.
Now, a little history about me and my experiences with Shujinko. I admit that I have not played as many matches with Shujinko as I have with my Noob-Smoke, but I DO have over 1,500 matches under my belt using Shujinko. I am not the best Shujinko online, not by a lot. BUT, before I came over to the XBOX, I was in a Klan on the PS2 called 1320. IN THIS KLAN, there were three of the great Shujinko players: CRKFIEND, ELAMIT, & QUIK1320.
QUIK 1320 learned from ELAMIT.
ELAMIT learned from CRKFIEND.
DooMsDaY (me!) learned from BOTH ELAMIT and QUIK1320.
QUIK1320 taught me strategy, and ELAMIT taught me the art of poking, and Shujinkos 50/50.
So needless to say, my Shujinko is my second best. Out of 1,500 matches or so, I have won approx 1,200 of them using Shujinko.
So, credit from this guide does not go to JUST ME, it goes to the following;
CRKFIEND, ELAMIT, QUIK1320, DooMsDaY oF NY, FosterBrute, and Nitekin.
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (D,B+3) - This is Shujinkos most useful move, because of the damage it dishes out in combos. Take this rule as FACT: Every single time you connect with ANY moves that pop your opponent up, DO THIS MOVE. If you throw your opponent, DO THIS MOVE. If you pop them up HOWEVER, DO THIS MOVE AFTERWARDS. Immediately after you connect with this move, do the most damaging combo you have at your disposal.
NOTE: A lot of people have asked me questions about doing this move correctly in the combos that Konqrr posted. The trick is this; in those combos, Konqrr is in DAN TIEN DO stance, and he presses U+2. IMMEDIATELY after the U+2, you have to press the buttons VERY FAST, in THIS ORDER: D,B, CS, 3 . . Then do the combo. Practice it, and do it very fast in practice mode. ALSO do this so many times that you can do it in your sleep.
Flaming Fist (D,F+2) - This move is so fast that its retarded. It also covers a lot of ground, and hits mid, so a lot of the time your opponent wont see it coming, or even if they do, its so fast they might not even have enough time to block.
Teleslam (B,D,B+4) - USE THIS MOVE FREQUENTLY! I have found that with Shujinko, because his throw is a pop-up, whenever you get close to your opponents, they will block/DUCK 90% of the time! This move will pick them up off their asses, and let you combo the hell out of them. It also has a decent range on it, but it is slow to recover.
Sindels Foot grab (F,B+3) - This is one sneaky bitch of a move, guys. I have found, in my personal experience, that the best time to use this move is IMMEDIATELY after someone uses a breaker on you. The reason this works so well is because when they use a breaker, it launches you pretty far away, and they always start to advance to close the gap between you and them. As they walk, you do the move. They will see A move coming, but they usually wont know WHICH move is coming, so they will block high. Then the move hits low, and kicks their ass away, giving you a second to recuperate.
Ice Freeze - ONLY use this move as a DIVERSION. This move is as useless as vaginal sex is to a gay man. Its very easy to see coming, and I would not recommend using this unless youre a full screen away. Do it once. Do it twice. Play mind games with your opponent. After you train them to block the freeze, do it AGAIN, and IMMEDIATELY follow it with a spear. They will grow impatient waiting for more freezes, and will most likely walk right into the spear.
Spear - Great move, good for psyche outs. Also, use this a lot whenever you are in SHAOLIN FIST stance. Every time you connect with Shujinkos F+1, immediately do a spear, and get some more damage. This move is very slow to recover, so only use it when you truly think you will connect with it.
Move You NEVER Use:
Flying Jinko - Youve got to be joking. This move can be seen coming from 10 minutes away. If they block it, JUST LIKE RAIDEN, if they do a combo on you, it will do almost DOUBLE damage because their attack is a counter. God forbid the combo drives you into a wall, and god forbid you have your weapon out. Then it will be closer to triple damage.
Bicycle Kick - This move is very good to use is a pop-up combo, but just to use on its own is almost useless. ONLY use this move in juggle combos, for the same reason as listed above: if they block and counter, it will take a ton of damage from you.
Now, with all that being said, Shujinko is unique in the fact that he has very long and damaging combos. As Nitekin had mentioned in his previous Shujinko guide, Shujinko has a few unlisted combos. I will start, in order, according to which combos start in the stances.
MANTIS StyleThis style is perhaps his best in order to begin the highly damaging combos. Before I launch into all of the combos, let it be known that universal tracking is a wonderful thing, especially for such characters as Shujinko, who RELY on combos. Universal tracking is something you do while executing a combo. Its actually very simple; all you have to do is hold either up or down while you do a combo. (Example: Mantis Style, 1, HOLD UP, 1, 2, B+2, RELEASE UP.)
This is Shujinkos most damaging, UNLISTED combo in Mantis.
1, 1, 1, CS, 4, 4, CS - 7 hits, 37% Damage
Nothing too impressive, right? Well, heres the beauty of this thing - If you do ONE HIT before it, a pop-up attack, the whole game changes.
Example: U+4, 1, 1, 1, CS, 4, 4, CS - 8 hits, 47% Damage
See where Im going with this? STUDY THIS COMBO, and DO IT in practice mode for HOURS. You practice this combo until you can do it IN YOUR SLEEP; this combo is your key to victory. Without this combo, winning is A LOT harder with Shujinko, though obviously not impossible.
Now, the moves you NEED to learn in Mantis style, are as follows:
U+4 - This is a pop-up combo started. He jump kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, youll MISS if they block low.
B+2 - This move also hits high, so it will miss if they block low. It is faster than the above move, and pops them up faster, to be prepared to move fast after this move connects.
B+4 - This is a decent sweep that is one of the only moves in Mantis style that hits low. Its not very fast, but often catches your opponents off guard.
1, 1, 2, B+2 - This is a VERY fast combo that can easily catch your opponent off guard, and if that last hit connects, it will pop them up, allowing you to use yet again another combo.
F+4 - This is Shujinkos most useful single move in Mantis style, because of multiples reasons. First, when done, this move has a SIDESTEP built into it. It hits high, but if times right, this can piss your opponent off very frequently, because it will move you out of harms way, and actually smack them in the head. Second, if you so choose, this move can continue into two SEPARATE combos; a short one, and a long one. The short combo is F+4, 1, 2, B+2. This leads into a pop-up, where you can do another combo. The long combo is F+4, 1, 1, CS, 4, 4, CS. This is a damaging combo when used in a juggle, but the same damage as the unlisted combo I posted above.
All in all, Mantis is the style you want to be in if you want to start a combo, and deal out big damage. Strategies for this style will be listed below, after all of the styles have been explained.
SHAOLIN FIST StyleThis is the style to use if you want to keep the pressure on your opponent in close quarters situations. This stance is actually SIGNIFICANTLY faster than any of his others. His combos are very fast, and mix up the high and low hits. This style is not as damaging as his others, but he is fast, and can do MORE combos quicker than anything else.
The moves to learn for this style are as follows:
F+1 - This move hits mid, and is only to be used when your opponent is crouching or blocking low. It basically smacks them in the head and pops them up into the air, where you can combo the crap out of them. This move is tricky, because depending on how fast you are, you can press CS, CS really fast to get back into Mantis and do the long combos to dish out damage. If you dont have enough confidence in your speed, IMMEDIATELY do the spear after this move. Its guaranteed to hit them, and gives you a second or two to switch stances if you so desire.
4 - This is a little bitch kick that hits very low. ITS THE FASTEST MOVE that Shujinko has in his arsenal! It also does a decent amount of damage for a simple 1 hit move. The best part of this move is that if it connects, you can sidestep and get a FREE THROW, in which you can combo into again.
1, 4, 4 - This is a decently fast combo, the first hit land high, and second and third hit low, and guarantee a throw, as I mentioned above.
D+1 - This is his second fastest move, and best yet... its a poke! This move hits very low, but they have to be in decently close to you in order for it to connect. This move can stop most oncoming attacks. It rips them out of special moves, it rips them out of combos, and it rips them out of a ton of crap. Its also a great shock factor move, because no one ever expects to be ripped out of their moves once theyve decided to execute them.
B+1 - This move is also a poke, but its some funny shit, because LIKE the D+1, no one ever sees it coming because of how fast this is. He basically lunges forward, and karate chops you in the throat. The best part is that if you connect with this hit, it makes your opponent spin around real quick, and stuns them for a second. Also a great move.
F+2 - This is a launcher move. If you connect, it sends their ass across the screen. Dont use this move unless you need some time to re-coup, or gather yourself, because it doesnt do very much damage, and its great for buying yourself some time.
4, F+2 - This is his bitch kick into the move mentioned above. The best time to use this is usually in the middle of a punch of pokes. For EXAMPLE, train your opponent. Example: Keep on using D+1, UNTIL they start to block low. The second they block low, use 4,F+2. Does decent damage and lauthem awaynches .
DAN TIEN DO StyleThis style is almost nil and void. This style is good also for pokes, and A LOT of people refuse to use this stance. Thats a mistake. Its a GREAT stance for pokes, and often times when you execute combos that span all three styles, youll wind up in this stance often times without enough time to change out of it. This stance as I said, is extremely good for pokes, but the only down side is that none of these moves recover fast, but they do pretty decent damage.
Moves to learn in this stance:
D+1 - He crouches low, and pokes straight in front of him, and connects low. Its good to stop people from charging you, and if they block it, it will push them away ever so slightly.
B+2 - This move is a powerhouse, it takes 15% damage, and plants your opponent on the floor, giving you time to either back away, or continuing to charge your opponent.
U+2 - This move is good, but will only connect if they a) arent blocking, or b) are blocking low. Its also good to start a combo afterwards, for example, you can do the Konqrr Flip Kick after wards (D,B,CS,3) and run into a long combo afterwards. Its great also if your looking to deathtrap people.
D+2 - This is very much like the move above in the sense that its a pop-up, but its also a pop-up that disables any further attacks. You dont actually have any time to continue attacking after this move, but it gives you a decent amount of time to collect yourself, and plan out your next attack.
1, 1 - This is a decent combo that catches people off guard a lot, because believe it or not, most people forget that Shujinko has a combo in this stance. They will usually block the first hit, and then let go and try to charge, right into the second hit. This is also a good combo do to AFTER the U+2 move as well. Its got decently fast recovery time, and does a decent amount of damage.
Now, for the best part - STRATEGIES!
Shujinko Strategies
As I said before, Shujinko is one of the few characters in Deception who can either revolve completely around damaging combos, or he can completely revolve around pokes, and 1-hit attacks. Because of his large wealth of special moves, this makes him unique in the strategy section, simply because he always keeps you guessing.
Mantis Strategies
Use his 1,1,2,B+2 combo very frequently. It can be a started into either an extremely long combo that takes more than half your life bar, or it can throw you right into a death trap.
This combo does a ridiculous amount of damage because it leads right into a popup. EVERY TIME you land this combo, the next move that you should throw out if the Flip Kick (D,B+3), and lead into a combo immediately after connecting with the flip kick. If you connect with the above combo, and follow it with a flip kick, DO NOT try to attempt to do the Ermac Slam, the combo system has it disabled at this point. IDEAL combos to do after this, are:
1, 1, 2, B+2. . . Flip Kick(D,B+3) . . .1, 1, 1, CS, 4, 4, CS
This combo will do approximately 60-64% Damage, and piss your opponent off, because a lot of the times, its the thing that changes the tide of your whole match.
1, 1, 2, B+2,. . . (Flip Kick (D,B+2). . .1, 1, 1, CS, 4, 4, . . .4, Sidestep, Free Throw, Combo X
The above combo will bring you all the way into SHAOLIN FIST, but DONT COMPLETE the whole combo. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DONT PRESS THE LAST BUTTON, let them fall to the ground, but as they fall, WALK UP VERY CLOSE TO THEM. They will MOST LIKELY block low, and then you hit them with the 4 bitch kick, sidestep, and Throw. Launch yourself into whatever combos you see fit.
Now, Shujinko has a GUARANTEED death trap from the above combo. Depending on which level you are playing on, and if your opponent has no breakers, do this combo:
1, 1, 2, B+2, Flip Kick, 1, 1, 1, CS, 2, 4, CS, 1
This combo basically juggles your opponent ALL THE WAY across the level. And gods forbid that youre on a small death trap level, like falling cliffs, or the nexus. They dont stand a chance.
The best thing to do with Shujinko is to actually look for an opening, and then do his long combo NOT in a juggle. For example, if you see an opening to freeze them, or spear them, DO IT. Then, do this exact combo;
Freeze/Spear, 1, 1, 1, CS, 4, 4. . . Sidestep, Throw, Flip Kick, 1, 2, 4, CS, 1, 1
This combo is just flat out unfair. Its NOT an infinite, because it can be broken, but it WILL take over 80% damage. Heres why: After you temporarily subdue them with either the freeze or spear, do that combo, but DO NOT FINISH the last hit. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DO NOT CONNECT OR EVEN PRESS the last CS. If you leave it with just . . . CS, 4, 4... you can SIDESTEP afterwards, and get a FREE throw. You will be in SHAOLIN FIST right now, and this is the best combo you can do from that stance: Throw, 1, 2, 4, CS, 1 - This combo ALONE will take 45% damage, IMMEDIATELY after part ONE of this combo, which takes approx 41-44% damage!
SHALON FIST Strategies
The best move to use is the simple 4. Use this move every chance you get, because a lot of people dont see it coming. You can then get a free throw into a combo afterwards. After you connect with the 4, Sidestep, and...
THROW!
Use as many free throws as you can get, because his throw is a juggle, you can do tons of shit afterwards. As I mentioned above, his most damaging combo from SHAOLIN FIST that will almost ALWAYS connect online is:
Throw, Flip Kick, 1, 2, 4, CS, 1
This combo will take about 45% Damage, and you give yourself a second afterwards to collect yourself, and plan your next move.
Also, the best thing you can do with Shujinko in this stance is ALSO to use his F+1 for more pop-ups that they dont see coming.
EXAMPLE - If they catch on to your game, and realize that you throw a lot, walk up to them, and when they DUCK to avoid the throw, press F+1, which will pop them up into a SPEAR. Where you can THEN Throw, Flip Kick, 1, 2, 4, CS, 1.
There are tons of things that can be done, but just those two moves alone can almost guarantee you victory, and they play an AMAZING hi-lo game. The THROW for high blockers, and the F+1 for low blockers. If youre good at guessing, and your timing is right, you can play the entire game using ONLY these methods.
Now, we move on to. . .
DAN TIEN DO
The only tactic that I will mention for this style is the look for any opening where you can connect with the U+2, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 and D+2 pokes.
Also, whenever you see them duck, use his B+2 plant move, it will take damage, and give you enough distance to plan ahead into your next move.
So in essence, the GENERAL strategy for Shujinko is to make your opponent use their breakers as fast as possible. As soon as they have no breakers, rip into them with as many 50+% combos that you can do. Also, dont feel bad about doing the guaranteed death trap I mentioned above, if your opponent for a second feels that THEY could get away with it, they would do it to you.
Other things to note:
If at any point you see your opponent ducking, and youre not close enough to do anything to them, USE the Ermac Slam. It will catch them if they crouch, and lead them into a juggle where you can dish out major damage.
Other useful information for Shujinko:
Shujinko has THREE free throws that I know of. But two of them they only work if you hit your opponent with a pop-up that launches them HIGH up, for example in Mantis, if you connect with B+2, or a Throw, you can do Kobras Flaming Fist and fly right under them. As they are getting up, you can throw them again.
Also, if you catch your opponent with an Ermac Slam that is CLOSE to you, as they fall to the floor, you can jump OVER them, and get a free throw as they get up.
And, as I mentioned above, in SHAOLIN FIST style, if you connect with the 4, you can sidestep, and get ANOTHER free throw. This is the one that everyone knows about and tried to abuse.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Shujinko. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think Im good with Shujinko. Their opinions do not matter; this is the best guide for Shujinko that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the great Shujinko".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"You all laugh at me because Im different. I laugh at you because youre all the same."
-Jonathan Davis-Shujinko Breakdown:
Now, Shujinko may not have been DESIGNED to be the powerhouse that he is, but thanks to designing flaws, Shujinko is one of the most damaging combatants in this game. He's the only character that can legitimately dish out an 87% combo, without free throws, without second combos linked in, so on and so forth. And also, depending on which stance he is in, he can be one of the fastest characters in the game. His combos are almost limitless, his damage is great, and all it takes is one pop-up to take half your opponents life.
Now, a little history about me and my experiences with Shujinko. I admit that I have not played as many matches with Shujinko as I have with my Noob-Smoke, but I DO have over 1,500 matches under my belt using Shujinko. I am not the best Shujinko online, not by a lot. BUT, before I came over to the XBOX, I was in a Klan on the PS2 called 1320. IN THIS KLAN, there were three of the great Shujinko players: CRKFIEND, ELAMIT, & QUIK1320.
QUIK 1320 learned from ELAMIT.
ELAMIT learned from CRKFIEND.
DooMsDaY (me!) learned from BOTH ELAMIT and QUIK1320.
QUIK1320 taught me strategy, and ELAMIT taught me the art of poking, and Shujinkos 50/50.
So needless to say, my Shujinko is my second best. Out of 1,500 matches or so, I have won approx 1,200 of them using Shujinko.
So, credit from this guide does not go to JUST ME, it goes to the following;
CRKFIEND, ELAMIT, QUIK1320, DooMsDaY oF NY, FosterBrute, and Nitekin.
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (D,B+3) - This is Shujinkos most useful move, because of the damage it dishes out in combos. Take this rule as FACT: Every single time you connect with ANY moves that pop your opponent up, DO THIS MOVE. If you throw your opponent, DO THIS MOVE. If you pop them up HOWEVER, DO THIS MOVE AFTERWARDS. Immediately after you connect with this move, do the most damaging combo you have at your disposal.
NOTE: A lot of people have asked me questions about doing this move correctly in the combos that Konqrr posted. The trick is this; in those combos, Konqrr is in DAN TIEN DO stance, and he presses U+2. IMMEDIATELY after the U+2, you have to press the buttons VERY FAST, in THIS ORDER: D,B, CS, 3 . . Then do the combo. Practice it, and do it very fast in practice mode. ALSO do this so many times that you can do it in your sleep.
Flaming Fist (D,F+2) - This move is so fast that its retarded. It also covers a lot of ground, and hits mid, so a lot of the time your opponent wont see it coming, or even if they do, its so fast they might not even have enough time to block.
Teleslam (B,D,B+4) - USE THIS MOVE FREQUENTLY! I have found that with Shujinko, because his throw is a pop-up, whenever you get close to your opponents, they will block/DUCK 90% of the time! This move will pick them up off their asses, and let you combo the hell out of them. It also has a decent range on it, but it is slow to recover.
Sindels Foot grab (F,B+3) - This is one sneaky bitch of a move, guys. I have found, in my personal experience, that the best time to use this move is IMMEDIATELY after someone uses a breaker on you. The reason this works so well is because when they use a breaker, it launches you pretty far away, and they always start to advance to close the gap between you and them. As they walk, you do the move. They will see A move coming, but they usually wont know WHICH move is coming, so they will block high. Then the move hits low, and kicks their ass away, giving you a second to recuperate.
Ice Freeze - ONLY use this move as a DIVERSION. This move is as useless as vaginal sex is to a gay man. Its very easy to see coming, and I would not recommend using this unless youre a full screen away. Do it once. Do it twice. Play mind games with your opponent. After you train them to block the freeze, do it AGAIN, and IMMEDIATELY follow it with a spear. They will grow impatient waiting for more freezes, and will most likely walk right into the spear.
Spear - Great move, good for psyche outs. Also, use this a lot whenever you are in SHAOLIN FIST stance. Every time you connect with Shujinkos F+1, immediately do a spear, and get some more damage. This move is very slow to recover, so only use it when you truly think you will connect with it.
Move You NEVER Use:
Flying Jinko - Youve got to be joking. This move can be seen coming from 10 minutes away. If they block it, JUST LIKE RAIDEN, if they do a combo on you, it will do almost DOUBLE damage because their attack is a counter. God forbid the combo drives you into a wall, and god forbid you have your weapon out. Then it will be closer to triple damage.
Bicycle Kick - This move is very good to use is a pop-up combo, but just to use on its own is almost useless. ONLY use this move in juggle combos, for the same reason as listed above: if they block and counter, it will take a ton of damage from you.
Now, with all that being said, Shujinko is unique in the fact that he has very long and damaging combos. As Nitekin had mentioned in his previous Shujinko guide, Shujinko has a few unlisted combos. I will start, in order, according to which combos start in the stances.
MANTIS StyleThis style is perhaps his best in order to begin the highly damaging combos. Before I launch into all of the combos, let it be known that universal tracking is a wonderful thing, especially for such characters as Shujinko, who RELY on combos. Universal tracking is something you do while executing a combo. Its actually very simple; all you have to do is hold either up or down while you do a combo. (Example: Mantis Style, 1, HOLD UP, 1, 2, B+2, RELEASE UP.)
This is Shujinkos most damaging, UNLISTED combo in Mantis.
1, 1, 1, CS, 4, 4, CS - 7 hits, 37% Damage
Nothing too impressive, right? Well, heres the beauty of this thing - If you do ONE HIT before it, a pop-up attack, the whole game changes.
Example: U+4, 1, 1, 1, CS, 4, 4, CS - 8 hits, 47% Damage
See where Im going with this? STUDY THIS COMBO, and DO IT in practice mode for HOURS. You practice this combo until you can do it IN YOUR SLEEP; this combo is your key to victory. Without this combo, winning is A LOT harder with Shujinko, though obviously not impossible.
Now, the moves you NEED to learn in Mantis style, are as follows:
U+4 - This is a pop-up combo started. He jump kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, youll MISS if they block low.
B+2 - This move also hits high, so it will miss if they block low. It is faster than the above move, and pops them up faster, to be prepared to move fast after this move connects.
B+4 - This is a decent sweep that is one of the only moves in Mantis style that hits low. Its not very fast, but often catches your opponents off guard.
1, 1, 2, B+2 - This is a VERY fast combo that can easily catch your opponent off guard, and if that last hit connects, it will pop them up, allowing you to use yet again another combo.
F+4 - This is Shujinkos most useful single move in Mantis style, because of multiples reasons. First, when done, this move has a SIDESTEP built into it. It hits high, but if times right, this can piss your opponent off very frequently, because it will move you out of harms way, and actually smack them in the head. Second, if you so choose, this move can continue into two SEPARATE combos; a short one, and a long one. The short combo is F+4, 1, 2, B+2. This leads into a pop-up, where you can do another combo. The long combo is F+4, 1, 1, CS, 4, 4, CS. This is a damaging combo when used in a juggle, but the same damage as the unlisted combo I posted above.
All in all, Mantis is the style you want to be in if you want to start a combo, and deal out big damage. Strategies for this style will be listed below, after all of the styles have been explained.
SHAOLIN FIST StyleThis is the style to use if you want to keep the pressure on your opponent in close quarters situations. This stance is actually SIGNIFICANTLY faster than any of his others. His combos are very fast, and mix up the high and low hits. This style is not as damaging as his others, but he is fast, and can do MORE combos quicker than anything else.
The moves to learn for this style are as follows:
F+1 - This move hits mid, and is only to be used when your opponent is crouching or blocking low. It basically smacks them in the head and pops them up into the air, where you can combo the crap out of them. This move is tricky, because depending on how fast you are, you can press CS, CS really fast to get back into Mantis and do the long combos to dish out damage. If you dont have enough confidence in your speed, IMMEDIATELY do the spear after this move. Its guaranteed to hit them, and gives you a second or two to switch stances if you so desire.
4 - This is a little bitch kick that hits very low. ITS THE FASTEST MOVE that Shujinko has in his arsenal! It also does a decent amount of damage for a simple 1 hit move. The best part of this move is that if it connects, you can sidestep and get a FREE THROW, in which you can combo into again.
1, 4, 4 - This is a decently fast combo, the first hit land high, and second and third hit low, and guarantee a throw, as I mentioned above.
D+1 - This is his second fastest move, and best yet... its a poke! This move hits very low, but they have to be in decently close to you in order for it to connect. This move can stop most oncoming attacks. It rips them out of special moves, it rips them out of combos, and it rips them out of a ton of crap. Its also a great shock factor move, because no one ever expects to be ripped out of their moves once theyve decided to execute them.
B+1 - This move is also a poke, but its some funny shit, because LIKE the D+1, no one ever sees it coming because of how fast this is. He basically lunges forward, and karate chops you in the throat. The best part is that if you connect with this hit, it makes your opponent spin around real quick, and stuns them for a second. Also a great move.
F+2 - This is a launcher move. If you connect, it sends their ass across the screen. Dont use this move unless you need some time to re-coup, or gather yourself, because it doesnt do very much damage, and its great for buying yourself some time.
4, F+2 - This is his bitch kick into the move mentioned above. The best time to use this is usually in the middle of a punch of pokes. For EXAMPLE, train your opponent. Example: Keep on using D+1, UNTIL they start to block low. The second they block low, use 4,F+2. Does decent damage and lauthem awaynches .
DAN TIEN DO StyleThis style is almost nil and void. This style is good also for pokes, and A LOT of people refuse to use this stance. Thats a mistake. Its a GREAT stance for pokes, and often times when you execute combos that span all three styles, youll wind up in this stance often times without enough time to change out of it. This stance as I said, is extremely good for pokes, but the only down side is that none of these moves recover fast, but they do pretty decent damage.
Moves to learn in this stance:
D+1 - He crouches low, and pokes straight in front of him, and connects low. Its good to stop people from charging you, and if they block it, it will push them away ever so slightly.
B+2 - This move is a powerhouse, it takes 15% damage, and plants your opponent on the floor, giving you time to either back away, or continuing to charge your opponent.
U+2 - This move is good, but will only connect if they a) arent blocking, or b) are blocking low. Its also good to start a combo afterwards, for example, you can do the Konqrr Flip Kick after wards (D,B,CS,3) and run into a long combo afterwards. Its great also if your looking to deathtrap people.
D+2 - This is very much like the move above in the sense that its a pop-up, but its also a pop-up that disables any further attacks. You dont actually have any time to continue attacking after this move, but it gives you a decent amount of time to collect yourself, and plan out your next attack.
1, 1 - This is a decent combo that catches people off guard a lot, because believe it or not, most people forget that Shujinko has a combo in this stance. They will usually block the first hit, and then let go and try to charge, right into the second hit. This is also a good combo do to AFTER the U+2 move as well. Its got decently fast recovery time, and does a decent amount of damage.
Now, for the best part - STRATEGIES!
Shujinko Strategies
As I said before, Shujinko is one of the few characters in Deception who can either revolve completely around damaging combos, or he can completely revolve around pokes, and 1-hit attacks. Because of his large wealth of special moves, this makes him unique in the strategy section, simply because he always keeps you guessing.
Mantis Strategies
Use his 1,1,2,B+2 combo very frequently. It can be a started into either an extremely long combo that takes more than half your life bar, or it can throw you right into a death trap.
This combo does a ridiculous amount of damage because it leads right into a popup. EVERY TIME you land this combo, the next move that you should throw out if the Flip Kick (D,B+3), and lead into a combo immediately after connecting with the flip kick. If you connect with the above combo, and follow it with a flip kick, DO NOT try to attempt to do the Ermac Slam, the combo system has it disabled at this point. IDEAL combos to do after this, are:
1, 1, 2, B+2. . . Flip Kick(D,B+3) . . .1, 1, 1, CS, 4, 4, CS
This combo will do approximately 60-64% Damage, and piss your opponent off, because a lot of the times, its the thing that changes the tide of your whole match.
1, 1, 2, B+2,. . . (Flip Kick (D,B+2). . .1, 1, 1, CS, 4, 4, . . .4, Sidestep, Free Throw, Combo X
The above combo will bring you all the way into SHAOLIN FIST, but DONT COMPLETE the whole combo. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DONT PRESS THE LAST BUTTON, let them fall to the ground, but as they fall, WALK UP VERY CLOSE TO THEM. They will MOST LIKELY block low, and then you hit them with the 4 bitch kick, sidestep, and Throw. Launch yourself into whatever combos you see fit.
Now, Shujinko has a GUARANTEED death trap from the above combo. Depending on which level you are playing on, and if your opponent has no breakers, do this combo:
1, 1, 2, B+2, Flip Kick, 1, 1, 1, CS, 2, 4, CS, 1
This combo basically juggles your opponent ALL THE WAY across the level. And gods forbid that youre on a small death trap level, like falling cliffs, or the nexus. They dont stand a chance.
The best thing to do with Shujinko is to actually look for an opening, and then do his long combo NOT in a juggle. For example, if you see an opening to freeze them, or spear them, DO IT. Then, do this exact combo;
Freeze/Spear, 1, 1, 1, CS, 4, 4. . . Sidestep, Throw, Flip Kick, 1, 2, 4, CS, 1, 1
This combo is just flat out unfair. Its NOT an infinite, because it can be broken, but it WILL take over 80% damage. Heres why: After you temporarily subdue them with either the freeze or spear, do that combo, but DO NOT FINISH the last hit. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DO NOT CONNECT OR EVEN PRESS the last CS. If you leave it with just . . . CS, 4, 4... you can SIDESTEP afterwards, and get a FREE throw. You will be in SHAOLIN FIST right now, and this is the best combo you can do from that stance: Throw, 1, 2, 4, CS, 1 - This combo ALONE will take 45% damage, IMMEDIATELY after part ONE of this combo, which takes approx 41-44% damage!
SHALON FIST Strategies
The best move to use is the simple 4. Use this move every chance you get, because a lot of people dont see it coming. You can then get a free throw into a combo afterwards. After you connect with the 4, Sidestep, and...
THROW!
Use as many free throws as you can get, because his throw is a juggle, you can do tons of shit afterwards. As I mentioned above, his most damaging combo from SHAOLIN FIST that will almost ALWAYS connect online is:
Throw, Flip Kick, 1, 2, 4, CS, 1
This combo will take about 45% Damage, and you give yourself a second afterwards to collect yourself, and plan your next move.
Also, the best thing you can do with Shujinko in this stance is ALSO to use his F+1 for more pop-ups that they dont see coming.
EXAMPLE - If they catch on to your game, and realize that you throw a lot, walk up to them, and when they DUCK to avoid the throw, press F+1, which will pop them up into a SPEAR. Where you can THEN Throw, Flip Kick, 1, 2, 4, CS, 1.
There are tons of things that can be done, but just those two moves alone can almost guarantee you victory, and they play an AMAZING hi-lo game. The THROW for high blockers, and the F+1 for low blockers. If youre good at guessing, and your timing is right, you can play the entire game using ONLY these methods.
Now, we move on to. . .
DAN TIEN DO
The only tactic that I will mention for this style is the look for any opening where you can connect with the U+2, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 and D+2 pokes.
Also, whenever you see them duck, use his B+2 plant move, it will take damage, and give you enough distance to plan ahead into your next move.
So in essence, the GENERAL strategy for Shujinko is to make your opponent use their breakers as fast as possible. As soon as they have no breakers, rip into them with as many 50+% combos that you can do. Also, dont feel bad about doing the guaranteed death trap I mentioned above, if your opponent for a second feels that THEY could get away with it, they would do it to you.
Other things to note:
If at any point you see your opponent ducking, and youre not close enough to do anything to them, USE the Ermac Slam. It will catch them if they crouch, and lead them into a juggle where you can dish out major damage.
Other useful information for Shujinko:
Shujinko has THREE free throws that I know of. But two of them they only work if you hit your opponent with a pop-up that launches them HIGH up, for example in Mantis, if you connect with B+2, or a Throw, you can do Kobras Flaming Fist and fly right under them. As they are getting up, you can throw them again.
Also, if you catch your opponent with an Ermac Slam that is CLOSE to you, as they fall to the floor, you can jump OVER them, and get a free throw as they get up.
And, as I mentioned above, in SHAOLIN FIST style, if you connect with the 4, you can sidestep, and get ANOTHER free throw. This is the one that everyone knows about and tried to abuse.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Shujinko. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.


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UPDATE: I fixed the text problems, it seems that MS Word goes apeshit when you play with quotation marks, dashed, or any form of punctiuation besides a period and/or comma. Things should display correctly, and I apologzie to those slightly effected by the text problems. They've been corrected.


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It's cool man, I just put the red section for the mods, I wanted that to stand out to them as well as to the readers.
Good job, though a lot of this I had already figured out on my own before reading this faq. You might wanna include his 111cs44, sidestep, throw, cs, U+2, dbcs3, db3, 111cs44cs.......pretty easy for a 102% combo, dope damage even if you screw up after the throw.


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Thats cool, thats cool. Alot of people though, youd be surprised how many don't. They will use only what the Brady guide teaches them, and still lack enough talent or skill online to get the job done, never knowing the full potential of their character of choice. I was just tryin to help a few of them man. Thats all. :)


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I know, I'm actually the one who helped Konqrr come UP with that combo, but the thing is, if you pay attention to this guide as well as my Noob-Smoke guide, I'm only giving out combos that work ONLINE . I don't want to help people out, and teach them how to do things that don't benefit them during competative, online gameplay.
But thanks for the compliments about the 102% combo, I'm glad you like it.
Me and Konqrr spend a few minutes online a while ago, and we were experimenting with the whole fre throw and whatnot, and thats what we came up with. Pretty sick, eh? hehehe
But thanks for the compliments about the 102% combo, I'm glad you like it.
"You all laugh at me because Im different. I laugh at you because youre all the same."
-Jonathan Davis-
HAHAHAHA, that was golden, All hail Jon Davis. Hmm, could you give me any good tips on how to avoid Dairou with Shujinko? What works well against him and how to escape walling if I'm cornered?
-Jonathan Davis-
HAHAHAHA, that was golden, All hail Jon Davis. Hmm, could you give me any good tips on how to avoid Dairou with Shujinko? What works well against him and how to escape walling if I'm cornered?


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Chrome - I will do my best, but to be perfectly honest, Shujinko is not the best character in the world to use against a Dairou. *lol*
BUT, here are some tactics that I have discovered to work against a Dairou.
Before I even go into this, I will state: YOU HAVE TO BE GOOD AT 'GUESSING'. What I mean is, alot of Shujinkos defensive offense torwards Dairou is based on his projectiles.
For example: If you feel that Dairou is going to do a Tombstone Drop, and you expect it to come very soon, THROW a freeze. He will Tombstone Drop, and you WILL TAKE A HIT, but as he is standing up from his own move, you have a 75+% chance that your ALREADY airbourne ice ball will connect. you simply stand up, spear him, and run into the longest combo you have.
Another strategy that I have discovered works against Dairou is just flat out, no-mercy charging him. Don't give that dropping fucker a second to BREATHE. CRKFIEND taught me that without even realizing it.
Whenever you play a good Dairou, you should automatically program yourself to go into SHAOLIN FIST, because of multiple reasons.
1) Its his fastest stance, you can forward and backward dash like mad in this stance faster than normal. It helps for example, whenever you feel that bastard about to teleport, you can backdash. You'll STILL get caught by it, but sometimes if its in the middle of the backdash, you will have some ROOM between you and Dairou once the teleport goes through.
2) SHAOLIN FIST is the GOD of 'poke' stances. If you can get CLOSE to a good Dairou, theres a good chance you'll win the match. As soon as you get close, use the strategy that I mentioned above. POKE THE SHIT OUT OF HIM. Use lots, and I mean LOTS of D+1's. The SECOND that you see him block LOW after you 'train' him, you have two choices - a) hit him with 4, Sidestep, Free Throw, Flip Kick, 1, 2, 4, CS, 1, or b) F+1, Spear, Free Throw, Flip Kick, 1, 2, 4, CS, 1. EITHER COMBO will do over 45% damage, which is NOT too shabby.
As SOON as that son of a bitch lands, CONTINUE TO CHARGE HIM! If you constantly keep on charging him, he wont have the time to get the button presses out for the Tombstone Drop as easily. GET CLOSE, thats the key. Lots of D+1, mix in the 2 options I mentioned above, and keep the pressure on him.
NOW, if you are having PROBLEMS getting close to this cheap bastard, here ARE ways around this. For example, you can play mind games.
Example: Forward dash, then back dash. Forward dash, then back dash. Do ANOTHER Forward dash, and when your opponent thinks that you are going to go backwards again, hit him with the Kobra Powerfist. This move is lightening fast, and often catches your opponents off guard.
Now, lets say that your about halfway accross the screen from him, move forward as if your about to 'charge' him. 90% of the time, they will duck low to avoid being thrown by Shujinko, because everyone knows that his throws lead into 50+% combos.
THE SECOND THEY DUCK, hit that cheap bastard with the Ermac Slam. As his ass bounces off the floor, JUMP OVER THEM and get the free throw I described above. Don't give this f'er any breaks. After you get the free throw, Flip Kick, and:
If your in Mantis; 1, 1, 1, CS, 4, 4.. LET THE COMBO STOP. When they land, you'll be in SHAOLIN FIST, which means you can keep the pressure on.
If your in Shaolin Fist - 1, 2, 4, CS, 1, then quickly CS, CS back into Shaolin Fist.
I can't stress ENOUGH that Shaolin Fist is the stance to be in against a good Dairou. you would be AMAZED at how many times you will hit them with his 4 -> Sidestep/Free Throw.
Also, use alot of the 1, 4, 4 combo in Shaolin Fist. iI also opens up the Sidestep/Free Throw/Combo.
Ask ANY Dairou player, if a GOOD Shujinko goes after them in Shaolin Fist, and that player KNOWS what they are doing, Shujinko can be a BIG problem for a Dairou.
Dairou's WHOLE GAME is a distance game. If you get in close, it is hard for him to utilize the special moves because alot of them allow slightly longer button presses, especially the special moves.
The other thing that I suggest is WATCH other Dairou players. Study their combos. Don't learn how to USE them, but study how they hit. If he unloads a combo where the first 3 hits strike high, and the fourth hits low... guess what? you now know how to block accordingly. Block high for the first three hits, and then go low for the last hit.
See where I'm going with this?
I hope this helped, man. This is the best I can do for Dairou, but I'll tell you the truth, if the person USING Dairou is EXCEPTIONALLY good, I don't see Shujinko winning this matchup, even if your a Shujinko MASTER.
This all ties into the TIER LIST. The top Three, the "God" Tiers, are 1) Bo Rai Cho, 2) Noob-Smoke, and 3) Dairou. Unfortunately, if put in the hands of a GREAT player, the only way to beat one of the three 'Gods', is to PLAY as one of the three 'Gods'.
But, like I said, hopefully this helps you man. i did the best I could.
BUT, here are some tactics that I have discovered to work against a Dairou.
Before I even go into this, I will state: YOU HAVE TO BE GOOD AT 'GUESSING'. What I mean is, alot of Shujinkos defensive offense torwards Dairou is based on his projectiles.
For example: If you feel that Dairou is going to do a Tombstone Drop, and you expect it to come very soon, THROW a freeze. He will Tombstone Drop, and you WILL TAKE A HIT, but as he is standing up from his own move, you have a 75+% chance that your ALREADY airbourne ice ball will connect. you simply stand up, spear him, and run into the longest combo you have.
Another strategy that I have discovered works against Dairou is just flat out, no-mercy charging him. Don't give that dropping fucker a second to BREATHE. CRKFIEND taught me that without even realizing it.
Whenever you play a good Dairou, you should automatically program yourself to go into SHAOLIN FIST, because of multiple reasons.
1) Its his fastest stance, you can forward and backward dash like mad in this stance faster than normal. It helps for example, whenever you feel that bastard about to teleport, you can backdash. You'll STILL get caught by it, but sometimes if its in the middle of the backdash, you will have some ROOM between you and Dairou once the teleport goes through.
2) SHAOLIN FIST is the GOD of 'poke' stances. If you can get CLOSE to a good Dairou, theres a good chance you'll win the match. As soon as you get close, use the strategy that I mentioned above. POKE THE SHIT OUT OF HIM. Use lots, and I mean LOTS of D+1's. The SECOND that you see him block LOW after you 'train' him, you have two choices - a) hit him with 4, Sidestep, Free Throw, Flip Kick, 1, 2, 4, CS, 1, or b) F+1, Spear, Free Throw, Flip Kick, 1, 2, 4, CS, 1. EITHER COMBO will do over 45% damage, which is NOT too shabby.
As SOON as that son of a bitch lands, CONTINUE TO CHARGE HIM! If you constantly keep on charging him, he wont have the time to get the button presses out for the Tombstone Drop as easily. GET CLOSE, thats the key. Lots of D+1, mix in the 2 options I mentioned above, and keep the pressure on him.
NOW, if you are having PROBLEMS getting close to this cheap bastard, here ARE ways around this. For example, you can play mind games.
Example: Forward dash, then back dash. Forward dash, then back dash. Do ANOTHER Forward dash, and when your opponent thinks that you are going to go backwards again, hit him with the Kobra Powerfist. This move is lightening fast, and often catches your opponents off guard.
Now, lets say that your about halfway accross the screen from him, move forward as if your about to 'charge' him. 90% of the time, they will duck low to avoid being thrown by Shujinko, because everyone knows that his throws lead into 50+% combos.
THE SECOND THEY DUCK, hit that cheap bastard with the Ermac Slam. As his ass bounces off the floor, JUMP OVER THEM and get the free throw I described above. Don't give this f'er any breaks. After you get the free throw, Flip Kick, and:
If your in Mantis; 1, 1, 1, CS, 4, 4.. LET THE COMBO STOP. When they land, you'll be in SHAOLIN FIST, which means you can keep the pressure on.
If your in Shaolin Fist - 1, 2, 4, CS, 1, then quickly CS, CS back into Shaolin Fist.
I can't stress ENOUGH that Shaolin Fist is the stance to be in against a good Dairou. you would be AMAZED at how many times you will hit them with his 4 -> Sidestep/Free Throw.
Also, use alot of the 1, 4, 4 combo in Shaolin Fist. iI also opens up the Sidestep/Free Throw/Combo.
Ask ANY Dairou player, if a GOOD Shujinko goes after them in Shaolin Fist, and that player KNOWS what they are doing, Shujinko can be a BIG problem for a Dairou.
Dairou's WHOLE GAME is a distance game. If you get in close, it is hard for him to utilize the special moves because alot of them allow slightly longer button presses, especially the special moves.
The other thing that I suggest is WATCH other Dairou players. Study their combos. Don't learn how to USE them, but study how they hit. If he unloads a combo where the first 3 hits strike high, and the fourth hits low... guess what? you now know how to block accordingly. Block high for the first three hits, and then go low for the last hit.
See where I'm going with this?
I hope this helped, man. This is the best I can do for Dairou, but I'll tell you the truth, if the person USING Dairou is EXCEPTIONALLY good, I don't see Shujinko winning this matchup, even if your a Shujinko MASTER.
This all ties into the TIER LIST. The top Three, the "God" Tiers, are 1) Bo Rai Cho, 2) Noob-Smoke, and 3) Dairou. Unfortunately, if put in the hands of a GREAT player, the only way to beat one of the three 'Gods', is to PLAY as one of the three 'Gods'.
But, like I said, hopefully this helps you man. i did the best I could.


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Also, I forgot to mention this. You had a question regarding 'avoiding the wall'.
Honestly? This applies to EVERY situation, to avoid getting stuck in a corner.
you can use either Shaolin Fist (PREFERABLY) or DAN TIEN DO, and your strategy for this method is quite simple; POKE THE SHIT OUT OF THEM!
Don't give them a SECOND to breathe, EVEN IF THEY'RE ATTACKING you. Shujinko's D+1 move is AMAZING at stopping onslaughts. Its very comparible to Scorpion's D+1, and Kobra's D+1.
I'm telling you, keep on poking low until they BLOCK low. The second they do, either F+1/Spear/Flip Kick/1,2,4,CS,1 them, OR 4/Sidestep/Throw/Flip Kick/1,2,4,CS,1 them. I'm TELLING you that this works man.
Over 1,500 games worth of experience with Shujinko. I'm definately not the BEST Shujinko online, but I'm a shitload far away from the worst. I'd say I'm within the top 10, close to being torwards the 10. *lol*
But I SWEAR to you, Shujinko has a GODLIKE poke (D+1), and its AMAZING, especially if they are attacking YOU, because they'll be close to you. The closer they are, the easier it is to whup them in Shaolin Fist.
Honestly? This applies to EVERY situation, to avoid getting stuck in a corner.
you can use either Shaolin Fist (PREFERABLY) or DAN TIEN DO, and your strategy for this method is quite simple; POKE THE SHIT OUT OF THEM!
Don't give them a SECOND to breathe, EVEN IF THEY'RE ATTACKING you. Shujinko's D+1 move is AMAZING at stopping onslaughts. Its very comparible to Scorpion's D+1, and Kobra's D+1.
I'm telling you, keep on poking low until they BLOCK low. The second they do, either F+1/Spear/Flip Kick/1,2,4,CS,1 them, OR 4/Sidestep/Throw/Flip Kick/1,2,4,CS,1 them. I'm TELLING you that this works man.
Over 1,500 games worth of experience with Shujinko. I'm definately not the BEST Shujinko online, but I'm a shitload far away from the worst. I'd say I'm within the top 10, close to being torwards the 10. *lol*
But I SWEAR to you, Shujinko has a GODLIKE poke (D+1), and its AMAZING, especially if they are attacking YOU, because they'll be close to you. The closer they are, the easier it is to whup them in Shaolin Fist.


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Sure man, just add me to your friends list. I'm on XBOX LIVE, and my gamertag is "DooMsDaY oF NY". Just send me an invite whenever you see me on, man.

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Very nice man, props.
How to beat Dairou with Jinko:
After Dairou does his TS Drop, he cannot block for a few seconds. So jump at him when he does it (preferrably you are not TOO close), then do the Ermac Slam...HE CANNOT BLOCK IT! This is the one huge flaw in Dairou's game.
How to beat Dairou with Jinko:
After Dairou does his TS Drop, he cannot block for a few seconds. So jump at him when he does it (preferrably you are not TOO close), then do the Ermac Slam...HE CANNOT BLOCK IT! This is the one huge flaw in Dairou's game.


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FIRE, no, my PS2 handles are: DOOMSDAY, LVCIFER, and DOOM1320.
Could you link me to that thread you found? I want to take a look at it. :)
Could you link me to that thread you found? I want to take a look at it. :)
After Dairou does his TS Drop, he cannot block for a few seconds. So jump at him when he does it (preferrably you are not TOO close), then do the Ermac Slam...HE CANNOT BLOCK IT! This is the one huge flaw in Dairou's game.
Yep...
You can actually block by mashing the block button rapidly.I don't know how much that will help though.Here's what will work...
jump at the Dairou player (approximately sweep distance) and then jump back and do the Tele-Slam.The Dairou player may expect you to land and then block,so he may do a TS Drop,but you jump back and do the Tele-Slam which is guaranteed I think.
Some people have caught me with this,but no more...
Also,short question,why is it possible online to cancel some moves so fast?For example,Darrius 3 in weapon stance.You can barely interrupt him when he does 3,3,3,3,3,etc.This doesn't work off-line I think.Dairou can do the same thing with Escrima...b+1,b+1,b+1,etc.Molson said he couldn't interrupt this shit without backdashing and timing a move.
Yep...
You can actually block by mashing the block button rapidly.I don't know how much that will help though.Here's what will work...
jump at the Dairou player (approximately sweep distance) and then jump back and do the Tele-Slam.The Dairou player may expect you to land and then block,so he may do a TS Drop,but you jump back and do the Tele-Slam which is guaranteed I think.
Some people have caught me with this,but no more...
Also,short question,why is it possible online to cancel some moves so fast?For example,Darrius 3 in weapon stance.You can barely interrupt him when he does 3,3,3,3,3,etc.This doesn't work off-line I think.Dairou can do the same thing with Escrima...b+1,b+1,b+1,etc.Molson said he couldn't interrupt this shit without backdashing and timing a move.
I thought this guide was great with the humungous custom combos. I think that the freeze ball is good. i use it for two things only. 1) to force them to block at a long distance. 2) to stop specials. haha, it will freeze cold shoulders, flip kicks, carnival spins, rhino charge, kobra's specials except chi blast and tele punch, some cannonball moves etc. just human projectile moves. i thought the strategies were awesome cos i kinda never use shujinko much although i beat arcade with him about 4 times. i'm really green with shujinko because of my ignorance with poke moves.


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Of course Flying Jinko is useable during a juggle, the thing is its not preferred because its a very hard move to time, and it also ends the juggle as soon as it hits.
For example, this combo always works - DAN TIEN DO, U+2, Flip Kick, Flying Jinko. Its a quick 40%, and gives you a second to recoup.
Other than that, I wouldn't recommend the Flying jinko is too many juggles, because it ends it, and often times premateurly. It doesnt do so much damage, so... I just dont see the point.
For example, this combo always works - DAN TIEN DO, U+2, Flip Kick, Flying Jinko. Its a quick 40%, and gives you a second to recoup.
Other than that, I wouldn't recommend the Flying jinko is too many juggles, because it ends it, and often times premateurly. It doesnt do so much damage, so... I just dont see the point.
my ability to use the dan tien dao is like nil. cos it suffers from lag at the end of every strike. my only use of it is to uppercut or end a juggle. i learnt that the hard way when tanya repeatedly smacked me with the kobu justs and even after i blocked and attacked she poked me back and it cancelled the animation.


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Guys, you would be surprised about DAN TIEN DO. Alot of people automatically cross this style out because its slow, but seriously, spend 1 full day online, and use all of the pokes. D+1, D+4, B+2 (Long range plant) and his 1, 1 combo. you would be amazed at how effective this is.
Also, whenever your in SHAOLIN FIST, and you do the 1, 2, 4, CS, 1 combo that switched you into Dan Tien Do, as SOON as that combo is over, keep on pressing D+1, because everyone automatically thinks they can get a free attack off of you when because your slow in Dan Tien Do. Smack them in the knees with a D+1 poke a few times, and they will stay away from you for a bit, giving you time to switch out.
Also, whenever your in SHAOLIN FIST, and you do the 1, 2, 4, CS, 1 combo that switched you into Dan Tien Do, as SOON as that combo is over, keep on pressing D+1, because everyone automatically thinks they can get a free attack off of you when because your slow in Dan Tien Do. Smack them in the knees with a D+1 poke a few times, and they will stay away from you for a bit, giving you time to switch out.
DooMsDaYoFNYC Wrote:
Of course Flying Jinko is useable during a juggle, the thing is its not preferred because its a very hard move to time, and it also ends the juggle as soon as it hits.
For example, this combo always works - DAN TIEN DO, U+2, Flip Kick, Flying Jinko. Its a quick 40%, and gives you a second to recoup.
Other than that, I wouldn't recommend the Flying jinko is too many juggles, because it ends it, and often times premateurly. It doesnt do so much damage, so... I just dont see the point.
Of course Flying Jinko is useable during a juggle, the thing is its not preferred because its a very hard move to time, and it also ends the juggle as soon as it hits.
For example, this combo always works - DAN TIEN DO, U+2, Flip Kick, Flying Jinko. Its a quick 40%, and gives you a second to recoup.
Other than that, I wouldn't recommend the Flying jinko is too many juggles, because it ends it, and often times premateurly. It doesnt do so much damage, so... I just dont see the point.
The Raiden move has one good use: Ringouts.
Say you and your opponent are on one part of the stage and a stage fatality is on the other side, you could do something like.....throw, db3, bdb4, db3, ff3. Then your opponent's back is to a ringout trap and one hit and they're toast. Of course if you're actually near a stage fatality, you could replace the flying jinko with bicycle kick and RO them.
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