Shaman King: Spirit of Shamans/Tao Jun

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Tao Jun (道 潤)
Player Character: Lee Pyron (李白竜)

Introduction

SMP: 280
OSP: 70
Initial Spirit Percentage: 74%
GP: ???

TBA
Character Voice (Tao Jun): Michiko Neya
Character Voice (Lee Pyron): Nobutoshi Canna

TBA

Overview

Lee Pyron, Tao Jun's Jiangshi, was a legendary martial artist and movie star while he was alive, cited as being near unbeatable in his prime time, and he absolutely lives up to his reputation in this game.

Lee Pyron under Jun's control is one of the strongest characters in the entire game, having extremely volatile mix-ups, powerful frame-traps, huge pokes, crazy damage/ToD potential and some of the best chip power around. If you want to play a jack-of-all-trades, master-of-all type character who can play neutral just as effectively as they can suffocate people with pressure just as effectively as they can one-tap the entire roster, the Jun+Pyron duo is the choice for you.


Strengths Weaknesses
  • Bombastic Damage: Pyron has the highest damage in SKSOS, uncontested; he can potentially kill from a single hit anywhere, at any time, regardless of his resources.
  • Blender: In a game with few universal overhead options, Pyron has the entire bargain sale; having 3 overhead hitting special moves which all have high range, fast start-up, extremely high damage and all but one can be spaced to be safe enough to be unpunishable or even plus on block.
  • Ease-Of-Stuns: Because of how much damage Pyron does on average and is capable of dealing, both in chip and in actual damage, he can and will likely keep his opponent on 1 OSP and on the verge of stun for an entire round, and getting stunned against Pyron means death.
  • Combo Super: Has an extremely high damage super that is very easy to use and combo into.
  • Daodando: Pyron has many large, forward-moving normals like f.2W, c.2S and f.5W, which can all be easily converted on hit for huge damage or cancelled on reaction on block for a dangerous frame-trap.
  • Cutscenes, A Lot of Them: Starting at 74% Spirit Percentage, Pyron will be able to get access to powered up special moves extremely quickly, making his already absurd damage even more explosive and making your opponent's demise take 65% longer because of cutscenes.
  • Lee Pyron has sick sideburns
  • Not-So-Broken Super: His super is not overly abusable, and while still very good, cannot be used for much outside of its intended purpose (comboing or anti-air) - This is barely a downside in most aspects.
  • Punishable: Some forward-moving moves like f.2W, when not immediately cancelled, are unsafe on block and can be punished very hard by certain characters due to the advancing nature.
  • May make some people not want to play the game

Move List

Startup DOES NOT include the first active frame.
Damage values are based on the characters initial Spirit Percentage.

Moveset

Lee's normals tend to go very far despite having no weapon, with the drawback of it extending his hurtbox along with them. His weak attacks are quick and have multiple applications while his strongs should mostly be avoided.

Standing Normals

f.5W
SKSOS TaoJun f5W.png
Damage Startup Active Recovery Frame Adv Guard
5 All

Lee extends his upper body forward to do a quick high punch. Extremely Fast, safe and has good range however, it is extremely vulnerable to whiffing on crouching opponents.

c.5W
SKSOS TaoJun c5W.png
Damage Startup Active Recovery Frame Adv Guard
5 All

A quick back fist. Has a slightly lower hitbox than f.5W. Great for consistent chains and alright close ranged pressure. Is a somewhat applicable anti-air.

f.5S
SKSOS TaoJun f5S.png
Damage Startup Active Recovery Frame Adv Guard
10 All

A Far ranged round house kick. Has not very good startup, punishable recovery and a high hitbox that goes right over most crouching opponents. Shifts Tao Jun's hurtbox upward on startup but it does not compensate for its faults. Good damage but you really never want to use this move outside of juggles.

c.5S
SKSOS TaoJun c5S.png
Damage Startup Active Recovery Frame Adv Guard
10 All

An overhead heel kick that isn't an overhead. Horrible startup at such a close range and similar to his f5S should really only be used for juggles.

Crouching Normals

f.2W
SKSOS TaoJun f2W.png
Damage Startup Active Recovery Frame Adv Guard
5 Low

Lee launches himself forward for a low straight punch. Low startup with incredibly good range however, it leaves Lee somewhat punishable on block if not cancelled into a special. Should be used with complete intention as it is easy to do on accident when trying to stuff the opponent out with a c.2s instead.

c.2W
SKSOS TaoJun c2W.png
Damage Startup Active Recovery Frame Adv Guard
5 Low

A low back fist. Use to pressure the opponent.

f.2S
SKSOS TaoJun f2S.png
Damage Startup Active Recovery Frame Adv Guard
10 Low

A low drop kick. Not a very good normal to do at anytime mostly due to its abysmal startup. It at least lowers the size of Lee's hurtbox temporarily.

c.2S
SKSOS TaoJun c2S.png
Damage Startup Active Recovery Frame Adv Guard
10 Low

Lee flips back and kicks toward the sky. A great, high damaging close range normal that can also be used as a low hurtbox anti-air. Great for juggles and chains.

Chain Enders

W ender
SKSOS TaoJun W Ender.png
Damage Startup Active Recovery Frame Adv Guard
21 ?

Lee Pyron spins his nunchaku at the ground, before bringing it upwards for an aerial finish. This attack launches and is great for kickstarting his infamously high damaging 6SP juggle in the corner. Better to use in the corner than midscreen.

S ender
SKSOS TaoJun S Ender 1.png
SKSOS TaoJun S Ender 2.png
Damage Startup Active Recovery Frame Adv Guard
4,4,4 (12) ?

Lee Pyron balls up and delivers a flurry of 3 kicks. The third kick often whiffs on select opponents. This move is better to use midscreen that in the corner as it allows him to cancel into his aerial specials and do even higher damage than his W ender naturally would.

Jump normals

j.W
SKSOS TaoJun jW.png
Damage Startup Active Recovery Frame Adv Guard
5 High

Tao Jun extends his nunchaku at a downward angle. Incredible range and low startup but has a somewhat specific disjointed hitbox.

j.S
SKSOS TaoJun jS.png
Damage Startup Active Recovery Frame Adv Guard
10 High

Tao Jun does a jumping flip kick. High damage normal that starts combos, crosses up and even air to airs.

Dash normals

Forward Dash Attack
SKSOS TaoJun fdW.png
Damage Startup Active Recovery Frame Adv Guard
All

Tao Jun's farthest reaching attack. Causes a wallbounce into a knockdown.

Backward Dash Attack
SKSOS TaoJun bdW.png
Damage Startup Active Recovery Frame Adv Guard
All

A defensive high kick.

Special Moves

Yuzhouzhan Luoxia
(Space Station Drop-Down)
(宇宙站落下)

5SP
SKSOS TaoJun 5SP 1.png
You either jab here...
You either jab here...
SKSOS TaoJun 5SP 2.png
...or die.
...or die.
Damage Startup Active Recovery Frame Adv Guard
High

One of Tao Jun's 3 overheads, Lee Pyron swings his leg upwards before sending it crashing down as an axe-kick, creating a massive shockwave. Despite how you could easily assume that the shockwave is a Mid, it's also an overhead. Ridiculously huge, ridiculously painful and ridiculously fast, this move is the cornerstone of Tao Jun's gameplan. Can OTG.

Houjianjiao
(Rocket Leg)
(火箭脚)

6SP
SKSOS TaoJun 6SP.png
Yoh got hit by, like, 6 of these
Yoh got hit by, like, 6 of these
Damage Startup Active Recovery Frame Adv Guard
All

Lee Pyron does a direct vertical kick, launching the opponent far into the air on hit. A very slow anti air-esque attack that may seem ok at best on the surface but is actually a tool of destruction. This attack does a LOT of damage, and LEADS to a lot of damage as well. This attack can cancel into his J5SP by inputting 5SP after it makes contact with the opponent on both hit or block. If not cancelled into J5S this move is unsafe but if this hits only once, the opponents is basically a goner, as it leads to his most damaging combos (TODs) both midscreen and in the corner. It is the basis of his main corner BnB.

Zhouji Daodan Jiao
(Continent Verge Missile Leg)
(洲際導弾脚)

j5SP
SKSOS TaoJun j5SP.png
Damage Startup Active Recovery Frame Adv Guard
High

J5SP is one of Lee's many lightning fast overheads. It can be safe depending on how close you are to the opponent and is often tiger knee'd (jump, immediately do j.5SP via buffer) for minimum recovery and maximum mix! This attack can both crossup and be used to trick the opponent into thinking you're going to hit the ground when you aren't. It also cancels into J2SP by inputting 2SP after it makes contact which leads to FURTHER mix and EVEN MORE DAMAGE ON HIT that can KILL under the right circumstances.

Fuchong Hongzhazha Hongzhajiao
(Sky-Diving Bomber Plunge Bombarding Leg)
(俯沖轟炸扎轟炸脚)

j2SP
SKSOS TaoJun j2SP.png
This is a mouthful that only comes from this game
This is a mouthful that only comes from this game
Damage Startup Active Recovery Frame Adv Guard
High

The unga bunga divekick. Not very good startup but EXTREMELY good range and damage. It is not safe on block depending on how close you are to the opponent and also hits OTG.

Super Moves

Eijuuken Ougi: Soujuuken
(Sharp Gun Fist Secret Skill: Twin Gun Fist)
(鋭銃拳奥義: 双銃拳)

236SP
Placeholder.png
Lemme borrow my master's move for a bit
Lemme borrow my master's move for a bit
Damage Startup Active Recovery Frame Adv Guard
All

Chargeable. (Temp)

Combos

TBA

Midscreen

TBA

Corner

TBA


Strategy


General
FAQ
Controls
Systems
HUD
Menus
Characters
Yoh(Spirit Fusion)
Ryu
Manta
Tao Jun (Lee Pyron)
Tao Ren
Yoh (Oversoul)
Horohoro
Anna
Faust VIII (Eliza)
Silva
Yoh (Oversoul V2)
Marco (Michael)
Yohmei
Chocolove
Lyserg
Tamao (Ponchi & Conchi)
Iron Maiden Jeanne (Shamash)