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Line 40: |
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| | input = 1 | | | input = 1 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|general_shao_1u|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|general_shao_ua1|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_1u|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_ua1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_1u}} | | {{AttackDataCargo-MK1/Query|general_shao_ua1}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 1 is his fastest standing attack, hitting high up for antiairs, though in most other situations 2 will be more useful due to its vastly improved hitbox and somehow quicker recovery. 12 deals solid damage, comes out fast for a jabstring followup, and bounces for a combo. In Axe stance by itself Shao can follow up 12 with 22, but cancelling directly into Power Strike will create enough height to combo directly into B32 for less meter spent. Landing 12 on an airborne enemy will not bounce, instead giving an immediate knockdown. | | Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 1 is his fastest standing attack, hitting high up for antiairs, though in most other situations 2 will be more useful due to its vastly improved hitbox and somehow quicker recovery. 12 deals solid damage, comes out fast for a jabstring followup, and bounces for a combo. In Axe stance by itself Shao can follow up 12 with 22, but cancelling directly into Power Strike will create enough height to combo directly into B32 for less meter spent. Landing 12 on an airborne enemy will not bounce, instead giving an immediate knockdown. |
| * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
Line 54: |
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| | input = 12 | | | input = 12 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|general_shao_12u|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|general_shao_ua12|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_12u|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_ua12|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_12u}} | | {{AttackDataCargo-MK1/Query|general_shao_ua12}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 1 is his fastest standing attack, hitting high up for antiairs, though in most other situations 2 will be more useful due to its vastly improved hitbox and somehow quicker recovery. 12 deals solid damage, comes out fast for a jabstring followup, and bounces for a combo. In Axe stance by itself Shao can follow up 12 with 22, but cancelling directly into Power Strike will create enough height to combo directly into B32 for less meter spent. Landing 12 on an airborne enemy will not bounce, instead giving an immediate knockdown. | | Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 1 is his fastest standing attack, hitting high up for antiairs, though in most other situations 2 will be more useful due to its vastly improved hitbox and somehow quicker recovery. 12 deals solid damage, comes out fast for a jabstring followup, and bounces for a combo. In Axe stance by itself Shao can follow up 12 with 22, but cancelling directly into Power Strike will create enough height to combo directly into B32 for less meter spent. Landing 12 on an airborne enemy will not bounce, instead giving an immediate knockdown. |
| * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
Line 99: |
Line 99: |
| | input = 1 | | | input = 1 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|general_shao_b1u|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|general_shao_uab1u|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b1u|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uab1|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_b1u}} | | {{AttackDataCargo-MK1/Query|general_shao_uab1}} |
| Fast, advancing mid that starts combos. Excellent as a high reward check from spacing traps and plus frames, though the fastest attacks can still interrupt when done on block - check with D1 instead if this is proving troublesome. If blocked, mashing is not a terrible idea as it is only -3, unless the enemy is someone like Li Mei or Johnny who has a <10 frame combo starting mid. Side switches on hit unless done with extremely high gravity, allowing General Shao to position himself relative to the corner more effectively. While Shao lacks a confirmable mid string in both stances, B1 and his other safe combo starters in unarmed stance can fulfill a similar utility. | | Fast, advancing mid that starts combos. Excellent as a high reward check from spacing traps and plus frames, though the fastest attacks can still interrupt when done on block - check with D1 instead if this is proving troublesome. If blocked, mashing is not a terrible idea as it is only -3, unless the enemy is someone like Li Mei or Johnny who has a <10 frame combo starting mid. Side switches on hit unless done with extremely high gravity, allowing General Shao to position himself relative to the corner more effectively. While Shao lacks a confirmable mid string in both stances, B1 and his other safe combo starters in unarmed stance can fulfill a similar utility. |
| }} | | }} |