Gundam Wing: Endless Duel/Shenlong

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Shenlong
Classification XXXG-01S
Model number Shenlong Gundam
Height 16.4
Weight 7.4
Pilot

Specials

Dragon Fang
ドラゴンハング
Ground or Air.png
QCF.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 15 56 or until landing KD -16 to -22 Knockdown.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png link 13 58, or until landing. KD -12 Knockdown.png
Hundred Glaive
ハンドレッドグレイブ
Ground or Air.png
DP.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 15; 9 in air 32, or until landing. +2 +2
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png link 15; 9 in air 56, or until landing. +2 +2


Dragon Fang Fire
ドラゴンハングファイヤー
Ground or Air.png
QCF.png QCF.png + Any.png
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 14 86, or until landing. -6 +1

13-frame starting invincibility. If started in the air, the player remains in the air until finished.

Basics

Stand Weak Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 12 +1 +1 link

Chains: WP.png / SP.png / WW.png / SW.png :: link+WP.png / SP.png / WW.png / SW.png

Stand Strong Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 30 KD -12 Knockdown.png
Stand Weak Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 21 -3 -3

Chains: SP.png / SW.png :: link+SP.png / WW.png / SW.png

Stand Strong Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 39 KD -18 Knockdown.png


Crouch Weak Punch
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 12 +1 +1 link

Chains: WP.png / SP.png / WW.png / SW.png :: link+WP.png / SP.png / WW.png / SW.png

Crouch Strong Punch
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 18 KD -3 Knockdown.png

Hits Off The Ground.

Crouch Weak Weapon
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 22 -5 -5

Chains off second hit only: SP.png / SW.png :: link+SP.png / SW.png

Crouch Strong Weapon
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 35 +13 -8 Launcher.png

Hits up to three times.


Air Weak Punch
Air.png link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground
Air Strong Punch
Air.png link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 Until ground Knockdown.png

Special cancelable. Knocks down

Air Weak Weapon
Air.png link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground
Air Strong Weapon
Air.png link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 Until ground

Hits up to three times.


Air Down Weak Weapon
Air.pngD.png+link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground


Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far WP.png link 9 41 total -

Cancels into Special and Super Moves. Also chains into Strong vulcans

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far SP.png link 9 73 total

Cancels into Special and Super Moves.

Movement Data

Forward Block Dash
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.
Backwards Block Dash
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.
Jump
47f; Frames 1-4 prejump, frames 5-41 airborne. In landing stun for 15 frames afterwards.
Boost Jump
51f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.
Air Dash Forwards/Backwards
9f forward, 9f backwards
Air Dash Up-Forwards/Backwards
17f
Air Dash Up
22f
Dash
26f, Can cancel with any grounded attack at any point.
Backdash
24f; Frames 5-24 airborne.  In landing stun for 15 frames afterwards.

Combos

Combos: ENC Claw: Cwp x4, (two in one on the last Cwp) motion dt+t+sk (4+3/6=7/10)
Ya Bitch! Combo: (in close, ground) wW, cwW, QCT+sk, cwW, cwp, QCT x2+k
Dragon Dark Fire: wpx4, wW, cwW, QCTx2+sp
Dragon Dark Bite: wpx4, wW, QCT+sp
Dragon Dark Bite Mark II: wpx4, wW, cwW, QCT+sp
Slam: wpx3, wW, sp
Triple Thrust: wW, cwW, sW

Combos

GWPx4, SWw, CWw, Ssw, CWwx2, CsP (1x4+2+2+1+2x2+1=14) (0/0)
GWPx2, SWw, GFDD+wk (1x2+2+3=7) (0/0)
GWPx4, SWw, GFDD+wk (1x4+2+2=8) (0/0)
GWPx4, SWw, CWw, GFDD+wk (1x4+2+2+1=9) (0/0)
GWPx2, SWw, GFDD+sk (1x2+2+5=9) (100/40)
GWPx4, SWw, CWw, GFDD+sk (1x4+2+2+1=10) (100/10)
GWPx4, SWw, GFDD+sk (1x4+2+4=10)* (100/10)
GWPx2, SWw, CWw, GQCF+sk, CWw, DCWw, CsP (1x2+2+2+3+2+2+1=14) (100/10)
SWV, SsV, G. Dragon Hang Fine (3+6+6=15) (209/209

Strengths

  • All moves can be done in air.
  • Can counter everything and anything.
  • Lighting fast.
  • Very effective attacks.
  • Some good combos (i.e. easy, but damaging).
  • Great reach.

Weaknesses

  • Specials aren't all that great.
  • Damage is average at best.
  • Lowest defense in the game.
  • Most good combos require proximity.
  • Strength comes from combos. Little strength otherwise.
  • Weak Super
  • Short movelist.

Information

FGT: 160

WEP: 110

SPD: 130

POW: 140

ARM: 120

AMS: Dragon Hang*1, Shenlong Shield*1, Flame thrower*2, Beam Glaive*1, Main Vernier*1

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