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| {{AttackDataCargo-MK1/Query|general_shao_b1}} | | {{AttackDataCargo-MK1/Query|general_shao_b1}} |
| Shao's primary mid in Axe stance. Disjointed with great range for its speed, and bolstered by strong forward advancement and surprisingly short recovery. Has a natural overhead followup in B12, which is safe but creates a gap. Back input also makes it easier to use in backdash anti-mashing traps. The attack is sometimes cancelled directly into Power Strike, which will be safe on block while putting General Shao into unarmed stance. This cancel will widen the gap to mashable degrees, but this is less of a problem if the B1 is properly spaced. To eliminate this gap, use a kameo. | | Shao's primary mid in Axe stance. Disjointed with great range for its speed, and bolstered by strong forward advancement and surprisingly short recovery. In matchups where opponents have good low pokes to avoid S2 (ie, Kung Lao, Ashrah), standing just past S2 range and sniping the poke with B1 buffered into a special is especially useful. Has a natural overhead followup in B12, which is safe but creates a gap. Back input also makes it easier to use in backdash anti-mashing traps. The attack is sometimes cancelled directly into Power Strike, which will be safe on block while putting General Shao into unarmed stance. This cancel will widen the gap to mashable degrees, but this is less of a problem if the B1 is properly spaced. To eliminate this gap, use a kameo. |
| }} | | }} |
| |-|B12= | | |-|B12= |
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| {{AttackDataCargo-MK1/Query|general_shao_f1}} | | {{AttackDataCargo-MK1/Query|general_shao_f1}} |
| Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. Greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment (from a number of reasons) - additionally, the long recovery of every hit gives it limited use as a stagger, despite the first two hits only being -2 on block. Outside of staggers and footsies, F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish with upblock. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> |
| F122, despite its strong reward on hit (and possibly decent reward on block), should be used sparingly. 22 lets him take less risks while spending less resources on block, and the majority of Shao's rushdown plan is predicated on Unarmed Stance anyways.
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| }} | | }} |
| |-|F12= | | |-|F12= |
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| {{AttackDataCargo-MK1/Query|general_shao_f12}} | | {{AttackDataCargo-MK1/Query|general_shao_f12}} |
| Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. Greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment (from a number of reasons) - additionally, the long recovery of every hit gives it limited use as a stagger, despite the first two hits only being -2 on block. Outside of staggers and footsies, F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish with upblock. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> |
| F122, despite its strong reward on hit (and possibly decent reward on block), should be used sparingly. 22 lets him take less risks while spending less resources on block, and the majority of Shao's rushdown plan is predicated on Unarmed Stance anyways.
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| }} | | }} |
| |-|F122= | | |-|F122= |
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| {{AttackDataCargo-MK1/Query|general_shao_f122}} | | {{AttackDataCargo-MK1/Query|general_shao_f122}} |
| Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. Greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment (from a number of reasons) - additionally, the long recovery of every hit gives it limited use as a stagger, despite the first two hits only being -2 on block. Outside of staggers and footsies, F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. F122 on block is Shao's best option for chip damage and corner carry but Shao needs to have a cancel plan in mind before attempting this - simply cancelling into Power Strike for the -10 with pushback will leave you mostly safe on regular block, but is very easy to adapt to and punish with upblock. Safer options include Jax Energy Wave (which also gives meterless combos in the corner), Stryker baton, or an early Sektor Missile to land during the Power Strike gap.<br><br> |
| F122, despite its strong reward on hit (and possibly decent reward on block), should be used sparingly. 22 lets him take less risks while spending less resources on block, and the majority of Shao's rushdown plan is predicated on Unarmed Stance anyways.
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| }} | | }} |
| </tabber> | | </tabber> |
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| =====<font style="visibility:hidden; float:right">D1</font>===== | | =====<font style="visibility:hidden; float:right">D1</font>===== |
| | <tabber> |
| | |-|D1= |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = | | | title = |
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| Somewhat typical D1, though of elevated importance to Shao due to the sluggishness of his other crouching pokes. Shao lacks a checking mid in Axe stance to cancel into after D1, so get ready to block after attacking with this. In Unarmed stance, the presence of B1 and the greater speed of his universal low options give him other solutions for checking and interrupting, and D1 shifts into a more aggressive role, giving pickups from Axe Quake and tick throws into the command grab. EX Treechopper also becomes an attractive anti-mashing option to cancel out of D1. | | Somewhat typical D1, though of elevated importance to Shao due to the sluggishness of his other crouching pokes. Shao lacks a checking mid in Axe stance to cancel into after D1, so get ready to block after attacking with this. In Unarmed stance, the presence of B1 and the greater speed of his universal low options give him other solutions for checking and interrupting, and D1 shifts into a more aggressive role, giving pickups from Axe Quake and tick throws into the command grab. EX Treechopper also becomes an attractive anti-mashing option to cancel out of D1. |
| }} | | }} |
| | </tabber> |
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| =====<font style="visibility:hidden; float:right">222, 224</font>===== | | =====<font style="visibility:hidden; float:right">222, 224</font>===== |
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| {{AttackDataCargo-MK1/Query|general_shao_2}} | | {{AttackDataCargo-MK1/Query|general_shao_2}} |
| One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.<br><br> | | One of the best normals in the game, and the rest of the string isn't bad either. Standing 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox and disjoint also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. Being his fastest recovery disjoint in Axe stance, S2 is a perfect choice for [https://glossary.infil.net/?t=Buffered%20Attack buffer OS], giving him a remarkably rewarding move for contesting neutral with next to no risk on whiff. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block.<br><br> |
| Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health. | | Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with S2 is a solid choice to make, especially with Shao's superior health. |
| * Has a gap between 22 and 222. | | * Has a gap between 22 and 222. |
| }} | | }} |
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| {{AttackDataCargo-MK1/Query|general_shao_22}} | | {{AttackDataCargo-MK1/Query|general_shao_22}} |
| One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.<br><br> | | One of the best normals in the game, and the rest of the string isn't bad either. Standing 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox and disjoint also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. Being his fastest recovery disjoint in Axe stance, S2 is a perfect choice for [https://glossary.infil.net/?t=Buffered%20Attack buffer OS], giving him a remarkably rewarding move for contesting neutral with next to no risk on whiff. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block.<br><br> |
| Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health. | | Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with S2 is a solid choice to make, especially with Shao's superior health. |
| * Has a gap between 22 and 222. | | * Has a gap between 22 and 222. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_222}} | | {{AttackDataCargo-MK1/Query|general_shao_222}} |
| One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.<br><br> | | One of the best normals in the game, and the rest of the string isn't bad either. Standing 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox and disjoint also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. Being his fastest recovery disjoint in Axe stance, S2 is a perfect choice for [https://glossary.infil.net/?t=Buffered%20Attack buffer OS], giving him a remarkably rewarding move for contesting neutral with next to no risk on whiff. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block.<br><br> |
| Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health. | | Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with S2 is a solid choice to make, especially with Shao's superior health. |
| * Has a gap between 22 and 222. | | * Has a gap between 22 and 222. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_ua2}} | | {{AttackDataCargo-MK1/Query|general_shao_ua2}} |
| 224 in Unarmed stance essentially combines 222 and F122 into a remarkably powerful catch-all jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22, while lacking the disjoint of Axe 22, has even greater reach and vastly superior frames on block, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still lets him access the neutral gameplan of Axe stance but with much greater reward. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> | | 224 in Unarmed stance is a souped-up hybrid of 22 and F122, a committal but powerful jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22 is more committal than Axe 22 (especially Axe 2 by itself) and abandons the disjoint, but gains vastly superior frame data, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still gives him a degree of neutral and whiff punish gameplay. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> |
| Unarmed 224 could be Shao's best string. While it lacks the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. | | Unarmed 224, while not the neutral beast that is Axe 22, is his premium choice for close range aggression. Though lacking the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. |
| }} | | }} |
| |-|22= | | |-|22= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_ua22}} | | {{AttackDataCargo-MK1/Query|general_shao_ua22}} |
| 224 in Unarmed stance essentially combines 222 and F122 into a remarkably powerful catch-all jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22, while lacking the disjoint of Axe 22, has even greater reach and vastly superior frames on block, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still lets him access the neutral gameplan of Axe stance but with much greater reward. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> | | 224 in Unarmed stance is a souped-up hybrid of 22 and F122, a committal but powerful jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22 is more committal than Axe 22 (especially Axe 2 by itself) and abandons the disjoint, but gains vastly superior frame data, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still gives him a degree of neutral and whiff punish gameplay. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> |
| Unarmed 224 could be Shao's best string. While it lacks the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. | | Unarmed 224, while not the neutral beast that is Axe 22, is his premium choice for close range aggression. Though lacking the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. |
| }} | | }} |
| |-|224= | | |-|224= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_ua224}} | | {{AttackDataCargo-MK1/Query|general_shao_ua224}} |
| 224 in Unarmed stance essentially combines 222 and F122 into a remarkably powerful catch-all jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22, while lacking the disjoint of Axe 22, has even greater reach and vastly superior frames on block, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still lets him access the neutral gameplan of Axe stance but with much greater reward. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> | | 224 in Unarmed stance is a souped-up hybrid of 22 and F122, a committal but powerful jabstring. Extraordinary forward advancement, exceptional damage, and most of the attacks being plus gives it broad utility. Unarmed 22 is more committal than Axe 22 (especially Axe 2 by itself) and abandons the disjoint, but gains vastly superior frame data, with Unarmed 2 being the second fastest recovering move in Shao's moveset. While Shao will mostly be trying to go for mixups and frame traps in Unarmed stance, 22 still gives him a degree of neutral and whiff punish gameplay. 224 is more similar to Axe F122, but it deals more damage, gives even more corner carry, and is +2 on block instead of -13. Going for a D1 afterwards will frametrap, and once the enemy doesn't mash Shao can instead follow with his numerous Unarmed mixup options. Being his highest damage cancellable string, 224 is also an important part of combo construction, and 2 ~ command grab is fast and advancing enough to work in extreme gravity.<br><br> |
| Unarmed 224 could be Shao's best string. While it lacks the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. | | Unarmed 224, while not the neutral beast that is Axe 22, is his premium choice for close range aggression. Though lacking the disjoints of his Axe strings, it still has the range and advancement to be used as a footsies tool, and as a pressure string it gives all the gapless corner carry and chip of F122 on top of plus frames. The damage on hit is better than any of his other grounded cancel strings, and the height from the third hit will allow the Devastator cancel to bounce the enemy high enough for continuation with Unarmed B32. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_b2}} | | {{AttackDataCargo-MK1/Query|general_shao_b2}} |
| Specialized D2 with a highly vertical antiair hitbox. Though the horizontal hitbox is substantially larger than most bareknuckle D2s, it's still nowhere near the size of the most dangerous D2s. In practice, Shao's D2 sees limited use as he has other, more rewarding antiairs, but for people with weak antiairs or attacks with large aerial hitboxes (like Johnny Cage's jump kick) a D2 will suffice. Shao's strong dashes also make it slightly easier to pick up with a D1 ~ Devastator. | | Specialized D2 with a highly vertical antiair hitbox. Though the horizontal hitbox is substantially larger than most bareknuckle D2s, it's still nowhere near the size of the most dangerous D2s. In practice, Shao's D2 sees limited use as he has other, more rewarding antiairs, but for people with weak antiairs or attacks with large aerial hitboxes (like Johnny Cage's jump kick) a D2 will suffice. Shao's strong dashes also make it easy to pick up with a 22 ~ Devastator. |
| }} | | }} |
| |-|D2 (Unarmed)= | | |-|D2 (Unarmed)= |
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| =====<font style="visibility:hidden; float:right">3</font>===== | | =====<font style="visibility:hidden; float:right">3</font>===== |
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| {{MoveDataCargo | | {{MoveDataCargo |
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| Probably the lowest "high" in the game. Technically the fastest way for Shao to make himself plus in Axe stance and his fastest recovering move, but even then it sees limited use in both stances; it cannot be special cancelled, it has no string followups, and the startup is too slow for its limited range and high directionality. The knockdown is very long, giving it niche use as a combo ender for specific kameo setups when F4 would whiff, but these are rare. | | Probably the lowest "high" in the game. Technically the fastest way for Shao to make himself plus in Axe stance and his fastest recovering move, but even then it sees limited use in both stances; it cannot be special cancelled, it has no string followups, and the startup is too slow for its limited range and high directionality. The knockdown is very long, giving it niche use as a combo ender for specific kameo setups when F4 would whiff, but these are rare. |
| }} | | }} |
| | </tabber> |
| <br> | | <br> |
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| =====<font style="visibility:hidden; float:right">4</font>===== | | =====<font style="visibility:hidden; float:right">4</font>===== |
| | <tabber> |
| | |-|4= |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = | | | title = |
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| A common 4 in basically every way. Like most 4 normals, its use is relegated almost entirely to combo filling as it deals decent damage for a single hit, while being too slow and stubby for neutral use. For Shao, 4 will knock the enemy too far away to use midscreen, but the sudden height and early cancel frames make it a nearly guaranteed pickup into the command grab in the corner. | | A common 4 in basically every way. Like most 4 normals, its use is relegated almost entirely to combo filling as it deals decent damage for a single hit, while being too slow and stubby for neutral use. For Shao, 4 will knock the enemy too far away to use midscreen, but the sudden height and early cancel frames make it a nearly guaranteed pickup into the command grab in the corner. |
| }} | | }} |
| | </tabber> |
| <br> | | <br> |
|
| |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_f4}} | | {{AttackDataCargo-MK1/Query|general_shao_f4}} |
| An interesting advancing mid. Similar range to B2 while starting up faster, but with much less immediate reward on hit and block. Can be used as a safe mid to close the distance in neutral, though this cannot be confirmed into a full combo in most circumstances - Shao is better off cancelling F4 into a safe ender if used in this fashion. However, the real strength of the move is its lengthy hit advantage combined with its special cancel property, giving it extraordinary advantage on cancel. This is most often applied as a combo ender to set up a lengthy summon kameo attack, such as Motaro Tail Turret or Sonya Energy Ring Charge (Motaro is of particular note here, as the advantage is so great that Shao can still meaty with B2). The attack itself is a little slow to be easily applied as a combo ender, but with the right routes it unlocks a new setplay angle to Shao's toolkit. | | An interesting advancing mid. Similar range to B2 while starting up faster, but with much less immediate reward on hit and block. Can be used as a safe mid to close the distance in neutral, though this cannot be confirmed into a full combo in most circumstances - Shao is better off cancelling F4 into a safe ender if used in this fashion. The real strength of the move is its lengthy hit advantage combined with its special cancel property, giving it extraordinary advantage on cancel. This is most often applied as a combo ender to set up a lengthy summon kameo attack, such as Motaro Tail Turret or Sonya Energy Ring Charge (Motaro is of particular note here, as the advantage is so great that Shao can still meaty with B2). The attack itself is a little slow to be easily applied as a combo ender, but with the right routes it unlocks a new setplay angle to Shao's toolkit. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{AttackDataCargo-MK1/Query|general_shao_j2}} | | {{AttackDataCargo-MK1/Query|general_shao_j2}} |
| Designated jump-in normal that exchanges startup for size, sweeping an absolutely massive area. The wide, disjoint hitbox is exceedingly difficult to antiair if done early, often forcing the enemy to upblock to punish and opening them up to empty jump > B3 for massive damage. When combined with a kameo to provide covering fire, J2 is nearly incontestable. Already one of Shao's best tools for offense in Axe stance, the massive area also makes it unexpectedly useful on defense - neutral jump or jump back if expecting an enemy approach, and then use J2 to cover both air and ground.<br><br> | | Designated jump-in normal that exchanges startup for size, sweeping an absolutely massive area. The wide, disjoint hitbox is exceedingly difficult to antiair if done early, often forcing the enemy to upblock to punish and opening them up to empty jump > B3 for massive damage. When combined with a kameo to provide covering fire, J2 is nearly incontestable. Already one of Shao's best tools for offense in Axe stance, the massive area also makes it unexpectedly useful on defense - neutral jump or jump back if expecting an enemy approach, and then use J2 to cover both air and ground.<br><br> |
| Before going hog wild with this attack, the Shao player has to consider a few things. First, the attack has more startup than any other immediate air normal by a mile - its slowest competition has 11 startup instead of 16. As such, it has to be input extremely early (along with any grounded followups), disallowing him from being able to jump and choose between J1 for air-to-airs or J2 to jump-ins. The early input also makes it nearly guaranteed to land as a mid instead of an overhead, greatly reducing its usage for kameo HTBs. Shao's choices for followups once grounded are also somewhat thin, as he lacks a confirmable mid string. Swinging with B2 can work as it will also combo on hit, but it requires an exceptionally respectful enemy on block. His best choice is to hit J2 late enough to jail into his high strings, but this makes it easier to antiair. | | Before going hog wild with this attack, the Shao player has to consider a few things. First, the attack has more startup than any other immediate air normal by a mile - its slowest competition has 11 startup instead of 16. As such, it has to be input extremely early (along with any grounded followups), disallowing him from being able to jump and choose between J1 for air-to-airs or J2 to jump-ins. The early input also makes it nearly guaranteed to land as a mid instead of an overhead, greatly reducing its usage for kameo HTBs. Shao's choices for followups once grounded are also somewhat thin, as he lacks a confirmable mid string. Swinging with B2 can work as it will also combo on hit, but it requires an exceptionally respectful enemy on block. His best choice is to hit J2 late enough to jail into his high strings, but this makes it easier to antiair.<br><br> |
| | The attack has a followup in J22, which is not commonly seen but has a niche as a high-reward read on an air-to-air. To land it, the Shao player must do J2 very early (generally while rising). J12 is faster and fits mid-combo, but J22 will deal much more damage while having easier grounded pickups. For kameos that give midair pickups, J122 remains the better choice for the ground bounce. |
| }} | | }} |
| |-|J22= | | |-|J22= |
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| {{AttackDataCargo-MK1/Query|general_shao_j2}} | | {{AttackDataCargo-MK1/Query|general_shao_j2}} |
| Exceptionally rare air normal, despite following up Shao's most common air normal. As J2 is almost always applied against grounded enemies, Shao has no opportunity to continue into J22 in most usages of J2. Mid-combo and in air-to-airs, J12 gives more damage while being much easier to land. The conventional ground bounce of J122, while not great on its own, gives better damage and allows for easier kameo pickups than J22. Not a very useful attack overall.
| | Designated jump-in normal that exchanges startup for size, sweeping an absolutely massive area. The wide, disjoint hitbox is exceedingly difficult to antiair if done early, often forcing the enemy to upblock to punish and opening them up to empty jump > B3 for massive damage. When combined with a kameo to provide covering fire, J2 is nearly incontestable. Already one of Shao's best tools for offense in Axe stance, the massive area also makes it unexpectedly useful on defense - neutral jump or jump back if expecting an enemy approach, and then use J2 to cover both air and ground.<br><br> |
| | Before going hog wild with this attack, the Shao player has to consider a few things. First, the attack has more startup than any other immediate air normal by a mile - its slowest competition has 11 startup instead of 16. As such, it has to be input extremely early (along with any grounded followups), disallowing him from being able to jump and choose between J1 for air-to-airs or J2 to jump-ins. The early input also makes it nearly guaranteed to land as a mid instead of an overhead, greatly reducing its usage for kameo HTBs. Shao's choices for followups once grounded are also somewhat thin, as he lacks a confirmable mid string. Swinging with B2 can work as it will also combo on hit, but it requires an exceptionally respectful enemy on block. His best choice is to hit J2 late enough to jail into his high strings, but this makes it easier to antiair.<br><br> |
| | The attack has a followup in J22, which is not commonly seen but has a niche as a high-reward read on an air-to-air. To land it, the Shao player must do J2 very early (generally while rising). J12 is faster and fits mid-combo, but J22 will deal much more damage while having easier grounded pickups. For kameos that give midair pickups, J122 remains the better choice for the ground bounce. |
| }} | | }} |
| |-|J2 (Unarmed)= | | |-|J2 (Unarmed)= |
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| {{AttackDataCargo-MK1/Query|general_shao_uaj2}} | | {{AttackDataCargo-MK1/Query|general_shao_uaj2}} |
| Miniaturized version of Axe J2, starting up much faster but entirely losing the range and disjoint. The horizontal range is absolutely abysmal, though it does have more horizontal coverage than J1. While the missing disjoint means that it cannot be used as aggressively as Axe J2, the options of Unarmed stance vastly improve the reward for landing it. Among other things, Shao can frametrap a blocked J2 into F2 and B2, jail into B4, or do a conventional tick throw into the command grab (a cancel tick throw will whiff). If Shao is certain that this will land, J2 is still his best jump-in option in Unarmed stance. | | Miniaturized version of Axe J2, starting up much faster but entirely losing the range and disjoint. The horizontal range is absolutely abysmal, though it does have more vertical coverage than J1. While the missing disjoint means that it cannot be used as aggressively as Axe J2, the options of Unarmed stance vastly improve the reward for landing it. Among other things, Shao can frametrap a blocked J2 into F2 and B2, jail into B4, or do a conventional tick throw into the command grab (a cancel tick throw will whiff). If Shao is certain that this will land, J2 is still his best jump-in option in Unarmed stance.<br><br> |
| | Unarmed J22 is also similar to Axe J22, though the vastly reduced hitbox makes it much harder to apply. Keep it in mind for when you are certain that the enemy is going to jump, but for the most part it should not be significantly relied upon. |
| }} | | }} |
| |-|J22= | | |-|J22= |
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| {{AttackDataCargo-MK1/Query|general_shao_uaj22}} | | {{AttackDataCargo-MK1/Query|general_shao_uaj22}} |
| Also similar to Axe J22, and while slightly more usable due to the faster startup of Unarmed J2, the grounded combo options of Unarmed stance greatly overshadow it. Also, with how Devastator (Klassic Kahn) works differently in Unarmed stance, his reward for landing it is significantly reduced. Possibly Shao's least useful move in his whole moveset.
| | Miniaturized version of Axe J2, starting up much faster but entirely losing the range and disjoint. The horizontal range is absolutely abysmal, though it does have more vertical coverage than J1. While the missing disjoint means that it cannot be used as aggressively as Axe J2, the options of Unarmed stance vastly improve the reward for landing it. Among other things, Shao can frametrap a blocked J2 into F2 and B2, jail into B4, or do a conventional tick throw into the command grab (a cancel tick throw will whiff). If Shao is certain that this will land, J2 is still his best jump-in option in Unarmed stance.<br><br> |
| | Unarmed J22 is also similar to Axe J22, though the vastly reduced hitbox makes it much harder to apply. Keep it in mind for when you are certain that the enemy is going to jump, but for the most part it should not be significantly relied upon. |
| }} | | }} |
| </tabber> | | </tabber> |
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| <br> | | <br> |
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| |
|
| ====Devastator/Klassic Kahn (DB3)==== | | ====Devastator / Klassic Kahn (DB3)==== |
| <tabber> | | <tabber> |
| |-|Devastator= | | |-|Devastator= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db3}} | | {{AttackDataCargo-MK1/Query|general_shao_db3}} |
| Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from antiair s2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> | | Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from F122 and antiair S2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> |
| Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable and consistent. Due to the on-hit reaction mostly ignoring gravity, Devastator is Shao's best tool for late combo damage, letting him end combos with a Power Strike > 2 ~ Reverse Treechopper in the longest sequences. Structuring for a late Devastator will require unorthodox combo routing, but it is highly rewarding. | | Despite these weaknesses, there are a few things that the move is unequivocally good at. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable, consistent, and can armor through the most troublesome air attacks on EX. Due to the on-hit reaction mostly ignoring gravity, Devastator is the key to Shao's biggest combos and his best tool for late combo damage, letting him end combos with Power Strike > 2 ~ Klassic Kahn in the longest, highest gravity sequences. The most common way to access this is through starting a combo in Unarmed stance and letting it expire, but certain kameos will also allow Shao to incorporate it into his B&Bs. The quick startup also makes it harder to safe jump, and allows it to be forced through certain pressure gaps where other armored options would be broken. |
| }} | | }} |
| |-|EX Devastator= | | |-|EX Devastator= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db3ex}} | | {{AttackDataCargo-MK1/Query|general_shao_db3ex}} |
| Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from antiair s2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> | | Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from F122 and antiair S2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> |
| Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable and consistent. Due to the on-hit reaction mostly ignoring gravity, Devastator is Shao's best tool for late combo damage, letting him end combos with a Power Strike > 2 ~ Reverse Treechopper in the longest sequences. Structuring for a late Devastator will require unorthodox combo routing, but it is highly rewarding. | | Despite these weaknesses, there are a few things that the move is unequivocally good at. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable, consistent, and can armor through the most troublesome air attacks on EX. Due to the on-hit reaction mostly ignoring gravity, Devastator is the key to Shao's biggest combos and his best tool for late combo damage, letting him end combos with Power Strike > 2 ~ Klassic Kahn in the longest, highest gravity sequences. The most common way to access this is through starting a combo in Unarmed stance and letting it expire, but certain kameos will also allow Shao to incorporate it into his B&Bs. The quick startup also makes it harder to safe jump, and allows it to be forced through certain pressure gaps where other armored options would be broken. |
| }} | | }} |
| |-|Klassic Kahn= | | |-|Klassic Kahn= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_uadb3}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb3}} |
| Similar on the surface to Axe Devastator, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless bounce, but worse at the end where the lower bounce will give shorter hit advantage. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. | | Similar on the surface to Axe Devastator and nearly identical for the purposes of armor, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless starter, but worse at the end where the lower bounce will give shorter hit advantage and no provide guaranteed followups. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. |
| }} | | }} |
| |-|EX Klassic Kahn= | | |-|EX Klassic Kahn= |
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| {{AttackDataCargo-MK1/Query|general_shao_uadb3ex}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb3ex}} |
| Similar on the surface to Axe Devastator, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless bounce, but worse at the end where the lower bounce will give shorter hit advantage. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. | | Similar on the surface to Axe Devastator and nearly identical for the purposes of armor, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless starter, but worse at the end where the lower bounce will give shorter hit advantage and no provide guaranteed followups. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db4}} | | {{AttackDataCargo-MK1/Query|general_shao_db4}} |
| Slow low projectile. Too slow to combo into Shao's normals on hit, though certain kameo moves will give him enough time to combo into it (if you want to sacrifice damage and corner carry). Gives a decent knockdown on hit to help against enemy zoning, but it is much too slow to be used by itself; when combined with a solid kameo projectile to cover the sky (like Sareena FK), it can form a surprisingly robust fullscreen combination.<br><br> | | Slow low projectile. Too slow to combo from Shao's normals on hit, except through kameos (though why you would do that is unclear). Its main use is as an anti-upblock tool against enemies anticipating Power Strike. On hit it gives a favorable knockdown and can be turned into a combo with kameos, and on block it is entirely safe against the entire cast except Johnny's shadow kick (flawless blocking does not appear to reduce the pushback). This will require establishing the Power Strike cancel on block first - don't expect the move to catch anyone up close on its own. EX Death Quake will immediately launch by itself, allowing the full combo threat from the upblock callout to be done without an applicable kameo.<br><br> |
| The EX version will bounce the enemy for easier pickups, giving it niche use as a reset, though this will only work against very unaware enemies. The bounce also cannot be jump cancelled and is subject to the move's lengthy recovery, limiting the available paths to take.
| | It can also be used from fullscreen to zone, as long as Shao has some kind of plan to cover the sky with his kameo - by itself, it is easy to jump over and punish. The most effective choices for this are fast antiair ambushes like Sonya's Square Wave and Goro Raise the Roof who can immediately shut down the enemy's jump on a reaction, though they can only be continued into a combo on late hits. Slower air-covering ambushes, like Scorpion Flame Breath, Cyrax Chopper, and Tremor Ambush Eruption are much better for turning the antiair into a combo, but must be done preemptively. Khameleon's Mileena Air Sai is the best of both worlds and the absolute premium choice for this, being fast enough to be used reactively while keeping the enemy suspended long enough for combos at any height. Against overeager enemies who jump before seeing the startup of the Death Quake, even summon projectiles like Sareena's Old Moon can form the other half of a surprisingly robust zoning gameplan.<br><br> |
| * The projectile does not travel forward until active frame 4, making it slightly less safe than anticipated when within B2 range. | | Death Quake's long knockdown, especially at maximum distance, allows it to swiftly end fireball wars - if he can find a way to avoid being hit during the long startup. While explicit anti-projectile kameos are the best for this, any kameo that sits in front of Shao to body block a projectile will work, especially Tremor who can be summoned as a shield on no cooldown and no meter spent. Shao also has enough reach to combo from EX Death Quake from any distance. |
| | * The shockwave does not travel forward until active frame 4. |
| }} | | }} |
| |-|Death Quake EX= | | |-|Death Quake EX= |
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| {{AttackDataCargo-MK1/Query|general_shao_db4ex}} | | {{AttackDataCargo-MK1/Query|general_shao_db4ex}} |
| Slow low projectile. Too slow to combo into Shao's normals on hit, though certain kameo moves will give him enough time to combo into it (if you want to sacrifice damage and corner carry). Gives a decent knockdown on hit to help against enemy zoning, but it is much too slow to be used by itself; when combined with a solid kameo projectile to cover the sky (like Sareena FK), it can form a surprisingly robust fullscreen combination.<br><br> | | Slow low projectile. Too slow to combo from Shao's normals on hit, except through kameos (though why you would do that is unclear). Its main use is as an anti-upblock tool against enemies anticipating Power Strike. On hit it gives a favorable knockdown and can be turned into a combo with kameos, and on block it is entirely safe against the entire cast except Johnny's shadow kick (flawless blocking does not appear to reduce the pushback). This will require establishing the Power Strike cancel on block first - don't expect the move to catch anyone up close on its own. EX Death Quake will immediately launch by itself, allowing the full combo threat from the upblock callout to be done without an applicable kameo.<br><br> |
| The EX version will bounce the enemy for easier pickups, giving it niche use as a reset, though this will only work against very unaware enemies. The bounce also cannot be jump cancelled and is subject to the move's lengthy recovery, limiting the available paths to take.
| | It can also be used from fullscreen to zone, as long as Shao has some kind of plan to cover the sky with his kameo - by itself, it is easy to jump over and punish. The most effective choices for this are fast antiair ambushes like Sonya's Square Wave and Goro Raise the Roof who can immediately shut down the enemy's jump on a reaction, though they can only be continued into a combo on late hits. Slower air-covering ambushes, like Scorpion Flame Breath, Cyrax Chopper, and Tremor Ambush Eruption are much better for turning the antiair into a combo, but must be done preemptively. Khameleon's Mileena Air Sai is the best of both worlds and the absolute premium choice for this, being fast enough to be used reactively while keeping the enemy suspended long enough for combos at any height. Against overeager enemies who jump before seeing the startup of the Death Quake, even summon projectiles like Sareena's Old Moon can form the other half of a surprisingly robust zoning gameplan.<br><br> |
| * The projectile does not travel forward until active frame 4, making it slightly less safe than anticipated when within B2 range. | | Death Quake's long knockdown, especially at maximum distance, allows it to swiftly end fireball wars - if he can find a way to avoid being hit during the long startup. While explicit anti-projectile kameos are the best for this, any kameo that sits in front of Shao to body block a projectile will work, especially Tremor who can be summoned as a shield on no cooldown and no meter spent. Shao also has enough reach to combo from EX Death Quake from any distance. |
| | * The shockwave does not travel forward until active frame 4. |
| }} | | }} |
| |-|Axe Quake (Unarmed)= | | |-|Axe Quake (Unarmed)= |
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| {{AttackDataCargo-MK1/Query|general_shao_uadb4}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb4}} |
| Shao bids the axe to strike the ground, creating a fullscreen shockwave. Despite the slower startup on the ground shockwave, Axe Quake is much deadlier than Death Quake - the projectile is instant and goes in both directions, the suspension is long enough for Shao to pick up with a D1 in the corner, and the attack can be done while the axe is offscreen to greatly improve its surprise factor. The axe also has an additional property of striking overhead as it drops, which will trigger autoguard and thus prevent an HTB, but it makes resets with the attack much more effective alongside the D1 pickups. The EX version will give an even longer bounce than EX Death Quake, which when combined with Shao's more damaging Unarmed options will net him much better reward. | | Shao bids the axe to strike the ground, creating a fullscreen shockwave. Despite the slower startup on the ground shockwave, Axe Quake is much deadlier than Death Quake - the projectile is instant and goes in both directions, the suspension is long enough for Shao to pick up with a D1 in the corner, and the attack can be done while the axe is offscreen to greatly improve its surprise factor. The axe also has an additional property of striking overhead as it drops, which will trigger autoguard and thus prevent an HTB, but the additional attack will break armor and make resets much more effective, alongside the D1 pickups for full combo continuation. Shao can also do an early cancel to have the enemy avoid the overhead portion of the attack. The EX version will give an even longer bounce than EX Death Quake, which when combined with Shao's more damaging Unarmed options will net him much better reward.<br><br> |
| * The low shockwave will always hit the enemy on the ground if Shao can perform the move - if Shao is too far away, inputting the move will do nothing. | | * The low shockwave will always hit the enemy on the ground if Shao can perform the move - if Shao is too far away, inputting the move will do nothing. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_uadb4ex}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb4ex}} |
| Shao bids the axe to strike the ground, creating a fullscreen shockwave. Despite the slower startup on the ground shockwave, Axe Quake is much deadlier than Death Quake - the projectile is instant and goes in both directions, the suspension is long enough for Shao to pick up with a D1 in the corner, and the attack can be done while the axe is offscreen to greatly improve its surprise factor. The axe also has an additional property of striking overhead as it drops, which will trigger autoguard and thus prevent an HTB, but it makes resets with the attack much more effective alongside the D1 pickups. The EX version will give an even longer bounce than EX Death Quake, which when combined with Shao's more damaging Unarmed options will net him much better reward. | | Shao bids the axe to strike the ground, creating a fullscreen shockwave. Despite the slower startup on the ground shockwave, Axe Quake is much deadlier than Death Quake - the projectile is instant and goes in both directions, the suspension is long enough for Shao to pick up with a D1 in the corner, and the attack can be done while the axe is offscreen to greatly improve its surprise factor. The axe also has an additional property of striking overhead as it drops, which will trigger autoguard and thus prevent an HTB, but the additional attack will break armor and make resets much more effective, alongside the D1 pickups for full combo continuation. Shao can also do an early cancel to have the enemy avoid the overhead portion of the attack. The EX version will give an even longer bounce than EX Death Quake, which when combined with Shao's more damaging Unarmed options will net him much better reward.<br><br> |
| * The low shockwave will always hit the enemy on the ground if Shao can perform the move - if Shao is too far away, inputting the move will do nothing. | | * The low shockwave will always hit the enemy on the ground if Shao can perform the move - if Shao is too far away, inputting the move will do nothing. |
| }} | | }} |
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| {{AttackDataCargo-MK1/Query|general_shao_df4}} | | {{AttackDataCargo-MK1/Query|general_shao_df4}} |
| Shao swings in a disjoint overhead strike, planting the axe on the ground and entering Unarmed stance. If the enemy is airborne or under an EX Devastator pin, they will be bounced for immediate combo followups.<br><br> | | Shao swings in a disjoint overhead strike, planting the axe on the ground and entering Unarmed stance. If the enemy is airborne or under an EX Devastator pin, they will be bounced for immediate combo followups.<br><br> |
| Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on flawless block. Use kameos to cover the gap and prevent punishment, thus letting Shao safely enter Unarmed Stance on block.<br><br> | | Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on upblock. Kameos can be used to cover the gap or prevent punishment, thus letting Shao safely enter Unarmed Stance on block, but there are very few that can do both at the same time.<br><br> |
| EX Power Strike will deal more damage and recover faster, becoming fully safe even on flawless block. The EX version can also be used to make the 12 and F122 pickups easier, but this impedes on their meterless potential. A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. | | EX Power Strike will deal more damage and recover faster on block (on hit the recovery appears to be identical), allowing him to immediately begin offense on block (though it remains very unsafe on upblock). A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. |
| }} | | }} |
| |-|EX= | | |-|EX= |
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| {{AttackDataCargo-MK1/Query|general_shao_df4ex}} | | {{AttackDataCargo-MK1/Query|general_shao_df4ex}} |
| Shao swings in a disjoint overhead strike, planting the axe on the ground and entering Unarmed stance. If the enemy is airborne or under an EX Devastator pin, they will be bounced for immediate combo followups.<br><br> | | Shao swings in a disjoint overhead strike, planting the axe on the ground and entering Unarmed stance. If the enemy is airborne or under an EX Devastator pin, they will be bounced for immediate combo followups.<br><br> |
| Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on flawless block. Use kameos to cover the gap and prevent punishment, thus letting Shao safely enter Unarmed Stance on block.<br><br> | | Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on upblock. Kameos can be used to cover the gap or prevent punishment, thus letting Shao safely enter Unarmed Stance on block, but there are very few that can do both at the same time.<br><br> |
| EX Power Strike will deal more damage and recover faster, becoming fully safe even on flawless block. The EX version can also be used to make the 12 and F122 pickups easier, but this impedes on their meterless potential. A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. | | EX Power Strike will deal more damage and recover faster on block (on hit the recovery appears to be identical), allowing him to immediately begin offense on block (though it remains very unsafe on upblock). A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. |
| }} | | }} |
| </tabber> | | </tabber> |
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| }} | | }} |
| </tabber> | | </tabber> |
| | <br> |
| | |
| | ====Reverse Treechopper (DF2)==== |
| | <tabber> |
| | |-|Regular (Unarmed)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uadf2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uadf2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uadf2}} |
| | The best command grab in the game (of the few that are present). Fast, advancing, ticks from D1 and D3, and deals tremendous damage for no meter spent. An important part of the mixup threat that Unarmed stance must display, especially for immediately punishing enemies that are expecting the F2 overhead. While the animation is rather long, Shao can use it to set up any ambush kameo he wants. Of particular note are Stryker, Jax, and Sektor, who are given all the time in the world to start their useful but slow attacks.<br><br> |
| | Despite the attack putting Shao back into Axe stance, it is still his best ender in most situations. The damage it gives dwarfs any of his other ender options (except Fatal Blow, which will not work unless the rest of the combo is significantly compromised), and the attack resists breaker by only being breakable on the initial hit - the majority of the damage comes from the rest of the animation, which cannot be broken. The fast startup and advancement will catch in high gravity, allowing Shao to path into 2 ~ Reverse Treechopper for a consistent pickup if the player is unsure about the route to take. In the corner, 4 ~ Reverse Treechopper can be used to similar effect but greater damage.<br><br> |
| | Like EX Treechopper, EX Reverse Treechopper will add armor to the move, giving him an absurdly powerful tool for exploiting gaps and calling out staggers. Combined with Treechopper, Shao goes from being one of the least threatening characters on wakeup to one of the most dangerous, being able to choose between an armored plus combo starting mid or a 170 damage armored command grab that gives him a free kameo setup (as long as he's near the axe). |
| | * Despite being a high, it can catch crouching pokes when cancelled into at close range. |
| | }} |
| | |-|EX= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df2+block |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uadf2ex|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uadf2ex|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uadf2ex}} |
| | The best command grab in the game (of the few that are present). Fast, advancing, ticks from D1 and D3, and deals tremendous damage for no meter spent. An important part of the mixup threat that Unarmed stance must display, especially for immediately punishing enemies that are expecting the F2 overhead. While the animation is rather long, Shao can use it to set up any ambush kameo he wants. Of particular note are Stryker, Jax, and Sektor, who are given all the time in the world to start their useful but slow attacks.<br><br> |
| | Despite the attack putting Shao back into Axe stance, it is still his best ender in most situations. The damage it gives dwarfs any of his other ender options (except Fatal Blow, which will not work unless the rest of the combo is significantly compromised), and the attack resists breaker by only being breakable on the initial hit - the majority of the damage comes from the rest of the animation, which cannot be broken. The fast startup and advancement will catch in high gravity, allowing Shao to path into 2 ~ Reverse Treechopper for a consistent pickup if the player is unsure about the route to take. In the corner, 4 ~ Reverse Treechopper can be used to similar effect but greater damage.<br><br> |
| | Like EX Treechopper, EX Reverse Treechopper will add armor to the move, giving him an absurdly powerful tool for exploiting gaps and calling out staggers. Combined with Treechopper, Shao goes from being one of the least threatening characters on wakeup to one of the most dangerous, being able to choose between an armored plus combo starting mid or a 170 damage armored command grab that gives him a free kameo setup (as long as he's near the axe). |
| | * Despite being a high, it can catch crouching pokes when cancelled into at close range. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | ====Axe Recall (DF4)==== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df4 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uadf4|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uadf4|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uadf4}} |
| | Shao summons the axe back into his hands, ending Unarmed stance. Slow speed and safer alternatives mean that it is rarely used - even just letting it expire has no additional recovery animation. If Shao is next to the axe, he can instead use one of the Treechopper moves to reenter Axe stance in a much more rewarding way. Generally used only in specific kameo combo routes. |
| | }} |
| | <br> |
| | |
| | ====War God (SS+Block)==== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = ss+block |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_fb|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_fb|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_fb}} |
| | An absolutely horrendous Fatal Blow. Unbearably slow, but unlike other characters with slow Fatal Blows (like Kitana or Reptile), Shao lacks the long suspends or capturing normals that make it easier to combo into - he has exactly two definitive routes to use it with. The attack comes from above, causing it to hit the ground extremely late, and the nonexistent horizontal reach leaves him wide upon for severe punishment. The extreme badness of Shao's Fatal Blow is one of the biggest incentives for him to pick Motaro, who gives Shao some much needed options in applying it. |
| | * Do not hesitate to combo into FB. It's nearly impossible to get it from pickups or antiairs, so if the route presents itself, take it while you can. |
| | }} |
| <br> | | <br> |
|
| |
|