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| {{AttackDataCargo-MK1/Query|general_shao_uab1}} | | {{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. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">F122</font>===== |
| | <tabber> |
| | |-|Axe F1= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = f1 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_f1|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_f1|caption=}} |
| | | info = |
| | {{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> |
| | 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. |
| | }} |
| | |-|Axe F12= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = f12 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_f12|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_f12|caption=}} |
| | | info = |
| | {{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> |
| | 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. |
| | }} |
| | |-|Axe F122= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = f122 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_f122|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_f122|caption=}} |
| | | info = |
| | {{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> |
| | 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. |
| }} | | }} |
| </tabber> | | </tabber> |