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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. |
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| |-|B12= | | |-|B12= |
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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 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> | | 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, 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. | | 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. |
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| |-|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 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> | | 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, 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. | | 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. |
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| |-|Klassic Kahn= | | |-|Klassic Kahn= |