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| 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 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 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 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> |
| 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 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. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">B2</font>===== |
| | <tabber> |
| | |-|B2 (Axe)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = B2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_b2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_b2}} |
| | Massive advancing axe swing. Slow, but plus and starts combos. Strong as a high-reward attack for starting offense and approaching in neutral, though the slow startup makes it vulnerable to being preemptively stuffed - a kameo can cover this approach. Shao's most optimal combo starter, though relatively impractical to apply compared to his faster strings. Kameos that allow Shao to confirm into a B2 from a standing string provide a massive boost to his damage, such as Sareena and Sub-Zero (with Sub in particular giving Shao enough time to hit Dark Energy before continuing with the B2). Long suspension also allows Shao to loop B2 into itself on it multiple times, especially in the corner.<br><br> |
| | On block, B2 is +3 and creates some space. Though the attack is exceptionally active at 6 frames, the late active frames are high in the hair and thus difficult to apply as a meaty. Swinging with D1 will stop enemy mashing, but it is generally better to take advantage of the space created by backdashing into a B1. Once the enemy respects the plus frames from B2, he can use it to lead directly into other options. |
| | }} |
| | |-|B2 (Unarmed)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = B2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uab2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uab2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uab2}} |
| | Unarmed B2 is much smaller than Axe B2, but it keeps all the plus frames on block - while shortening its startup to an absurd 15 frames. An incredible offensive tool by itself, especially on oki where applying the move is nearly guaranteed, but bolstered even further by Shao's numerous high reward options to take full advantage of the plus frames in Unarmed stance. Even swinging with another B2 on block isn't a bad idea, as it will catch most mid confirm strings.<br><br> |
| | The reaction on hit spins the enemy in a slow-falling somersault instead of the horizontal stance of most juggles, making it much easier to follow up the combo. This is especially helpful after F2 combos in the corner, where B2 can turn the normally low bounce into a suspend that is allows for easy B32 pickups. |
| }} | | }} |
| </tabber> | | </tabber> |