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| Probably the lowest "high" in the game. Technically the fastest way for Shao to make himself plus in Axe stance and his fastest recovering move, but even then it sees limited use in both stances; it cannot be special cancelled, it has no string followups, and the startup is too slow for its limited range and high directionality. The knockdown is very long, giving it niche use as a combo ender for specific kameo setups when F4 would whiff, but these are rare. | | Probably the lowest "high" in the game. Technically the fastest way for Shao to make himself plus in Axe stance and his fastest recovering move, but even then it sees limited use in both stances; it cannot be special cancelled, it has no string followups, and the startup is too slow for its limited range and high directionality. The knockdown is very long, giving it niche use as a combo ender for specific kameo setups when F4 would whiff, but these are rare. |
| }} | | }} |
| | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">B31+3, B32</font>===== |
| | <tabber> |
| | |-|B3 (Axe)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = b3 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_b3|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b3|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_b3}} |
| | Universal combo starting low in both stances, and an important if unsafe part of his mixup game. Not the fastest low at 20 frames, but the advancement isn't bad. Normally it cannot be hit confirmed by itself, but cancelling into a safe combo starter will allow him to to do so and as such broadly improve his offense - notable examples include Jax Energy Wave and Sareena Flipkick. While the first attack is identical in both stances, the followups differ significantly: |
| | * B32 in Axe stance will follow up with an overhead pommel bop, representing the most straightforward way to make B3 safe. Gives a lengthy knockdown on hit while being mostly safe on block, but it leaves a gap and gives somewhat low damage. Being an overhead, cancelling into a kameo low will create a 50/50 against this option. |
| | * B31+3 will follow up with a mid [https://glossary.infil.net/?t=Hit%20Throw hitgrab] that leaves no gap and deals significantly more damage, but is vastly unsafe at -17 on block and gives a shorter knockdown. The hitgrab has a lengthy animation that allows for an easy ambush kameo setup, but this followup is rarely seen; it surrenders the mix and safety of B32 for marginal reward on hit. Possibly usable in tandem with a kameo to create a gapless blockstring, but Shao has better normals for that. |
| | * B32 in Unarmed stance appears to be a similar but souped up version of Axe B32 on the surface, boasting better startup and thus no gap, but it also has a new property of bouncing the enemy for combo continuation if they are in the air when hit. This can loop into itself, giving Shao access to new routes and lengthy combos. A central aspect of Shao's combo construction is being able to route into Unarmed B32s for solid damage, strong corner carry, and more ender options - alongside 224 and Reverse Treechopper (the command grab), B32 is one of the most important sources of Shao's damage. Certain Axe Stance combo starters will suspend the enemy, allowing him to immediately combo into B32 with a Power Strike cancel to save meter. Axe 22 normally cannot be routed into Unarmed B32, but certain kameos will allow it. |
| | }} |
| | |-|B32= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = b32 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_b32|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b32|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_b32}} |
| | Universal combo starting low in both stances, and an important if unsafe part of his mixup game. Not the fastest low at 20 frames, but the advancement isn't bad. Normally it cannot be hit confirmed by itself, but cancelling into a safe combo starter will allow him to to do so and as such broadly improve his offense - notable examples include Jax Energy Wave and Sareena Flipkick. While the first attack is identical in both stances, the followups differ significantly: |
| | * B32 in Axe stance will follow up with an overhead pommel bop, representing the most straightforward way to make B3 safe. Gives a lengthy knockdown on hit while being mostly safe on block, but it leaves a gap and gives somewhat low damage. Being an overhead, cancelling into a kameo low will create a 50/50 against this option. |
| | * B31+3 will follow up with a mid [https://glossary.infil.net/?t=Hit%20Throw hitgrab] that leaves no gap and deals significantly more damage, but is vastly unsafe at -17 on block and gives a shorter knockdown. The hitgrab has a lengthy animation that allows for an easy ambush kameo setup, but this followup is rarely seen; it surrenders the mix and safety of B32 for marginal reward on hit. Possibly usable in tandem with a kameo to create a gapless blockstring, but Shao has better normals for that. |
| | * B32 in Unarmed stance appears to be a similar but souped up version of Axe B32 on the surface, boasting better startup and thus no gap, but it also has a new property of bouncing the enemy for combo continuation if they are in the air when hit. This can loop into itself, giving Shao access to new routes and lengthy combos. A central aspect of Shao's combo construction is being able to route into Unarmed B32s for solid damage, strong corner carry, and more ender options - alongside 224 and Reverse Treechopper (the command grab), B32 is one of the most important sources of Shao's damage. Certain Axe Stance combo starters will suspend the enemy, allowing him to immediately combo into B32 with a Power Strike cancel to save meter. Axe 22 normally cannot be routed into Unarmed B32, but certain kameos will allow it. |
| | }} |
| | |-|B31+3= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = b31+3 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_b31+3|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b31+3|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_b31+3}} |
| | Universal combo starting low in both stances, and an important if unsafe part of his mixup game. Not the fastest low at 20 frames, but the advancement isn't bad. Normally it cannot be hit confirmed by itself, but cancelling into a safe combo starter will allow him to to do so and as such broadly improve his offense - notable examples include Jax Energy Wave and Sareena Flipkick. While the first attack is identical in both stances, the followups differ significantly: |
| | * B32 in Axe stance will follow up with an overhead pommel bop, representing the most straightforward way to make B3 safe. Gives a lengthy knockdown on hit while being mostly safe on block, but it leaves a gap and gives somewhat low damage. Being an overhead, cancelling into a kameo low will create a 50/50 against this option. |
| | * B31+3 will follow up with a mid [https://glossary.infil.net/?t=Hit%20Throw hitgrab] that leaves no gap and deals significantly more damage, but is vastly unsafe at -17 on block and gives a shorter knockdown. The hitgrab has a lengthy animation that allows for an easy ambush kameo setup, but this followup is rarely seen; it surrenders the mix and safety of B32 for marginal reward on hit. Possibly usable in tandem with a kameo to create a gapless blockstring, but Shao has better normals for that. |
| | * B32 in Unarmed stance appears to be a similar but souped up version of Axe B32 on the surface, boasting better startup and thus no gap, but it also has a new property of bouncing the enemy for combo continuation if they are in the air when hit. This can loop into itself, giving Shao access to new routes and lengthy combos. A central aspect of Shao's combo construction is being able to route into Unarmed B32s for solid damage, strong corner carry, and more ender options - alongside 224 and Reverse Treechopper (the command grab), B32 is one of the most important sources of Shao's damage. Certain Axe Stance combo starters will suspend the enemy, allowing him to immediately combo into B32 with a Power Strike cancel to save meter. Axe 22 normally cannot be routed into Unarmed B32, but certain kameos will allow it. |
| | }} |
| | |-|B32 (Unarmed)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = b32 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_b3|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_b3|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_b3}} |
| | Universal combo starting low in both stances, and an important if unsafe part of his mixup game. Not the fastest low at 20 frames, but the advancement isn't bad. Normally it cannot be hit confirmed by itself, but cancelling into a safe combo starter will allow him to to do so and as such broadly improve his offense - notable examples include Jax Energy Wave and Sareena Flipkick. While the first attack is identical in both stances, the followups differ significantly: |
| | * B32 in Axe stance will follow up with an overhead pommel bop, representing the most straightforward way to make B3 safe. Gives a lengthy knockdown on hit while being mostly safe on block, but it leaves a gap and gives somewhat low damage. Being an overhead, cancelling into a kameo low will create a 50/50 against this option. |
| | * B31+3 will follow up with a mid [https://glossary.infil.net/?t=Hit%20Throw hitgrab] that leaves no gap and deals significantly more damage, but is vastly unsafe at -17 on block and gives a shorter knockdown. The hitgrab has a lengthy animation that allows for an easy ambush kameo setup, but this followup is rarely seen; it surrenders the mix and safety of B32 for marginal reward on hit. Possibly usable in tandem with a kameo to create a gapless blockstring, but Shao has better normals for that. |
| | * B32 in Unarmed stance appears to be a similar but souped up version of Axe B32 on the surface, boasting better startup and thus no gap, but it also has a new property of bouncing the enemy for combo continuation if they are in the air when hit. This can loop into itself, giving Shao access to new routes and lengthy combos. A central aspect of Shao's combo construction is being able to route into Unarmed B32s for solid damage, strong corner carry, and more ender options - alongside 224 and Reverse Treechopper (the command grab), B32 is one of the most important sources of Shao's damage. Certain Axe Stance combo starters will suspend the enemy, allowing him to immediately combo into B32 with a Power Strike cancel to save meter. Axe 22 normally cannot be routed into Unarmed B32, but certain kameos will allow it. |
| | }} |
| | </tabber> |
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