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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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| {{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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| {{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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| {{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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| {{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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| {{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 the additional attack will break armor and make resets much more effective - alongside the D1 pickups for full combo continuation. 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_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 the additional attack will break armor and make resets much more effective - alongside the D1 pickups for full combo continuation. 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_uadf4}} | | {{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. Use only if no other alternatives are available. | | 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. |
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| {{AttackDataCargo-MK1/Query|general_shao_fb}} | | {{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 definitive routes that make it easier to combo into. 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. | | 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. | | * 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. |
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