Mortal Kombat 1/General Shao: Difference between revisions

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A common 4 in basically every way. Like most 4 normals, its use is relegated almost entirely to combo filling as it deals decent damage for a single hit, while being too slow and stubby for neutral use. For Shao, 4 will knock the enemy too far away to use midscreen, but the sudden height and early cancel frames make it a nearly guaranteed pickup into the command grab in the corner.
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Revision as of 15:43, 17 November 2023

Introduction

Supreme Commander of Outworld’s Army

"Born into a proud military family, Shao was expected to become a soldier. But he was a sickly child who, though brilliant and eager, had an infirm body. Shao’s disability infuriated his father. He dismissed his son’s physicians and designed an extreme program to build his son’s strength and endurance. Years of toil molded Shao into a physical colossus and forged within him an iron will. And as his father had promised, Shao became the perfect soldier. His brilliant tactics and relentless effort won Outworld many victories and him much fame. Though General Shao is sworn to serve the Empress, his loyalty is to with Outworld. If Sindel’s rule ever endangers Outworld, he will be the first to try to end it."

A master of both armed and unarmed kombat, General Shao is a Stance character with strong mobility, primarily built around playing neutral and pouncing on opportunities. By default he stays in Axe Stance, patrolling neutral with a suite of long-reaching, disjoint normals. In this stance, B1 is a solid High whiff punisher, S2 stands out as a ludicrously fast button for the amount of horizontal and vertical space it covers, and B2 is a slow but plus on block launcher that opponents need to be wary of. Enhanced Devastator (EX DB3) is an Armored attack with the special property of creating a full combo launch opportunity if the Armor isn't triggered by an incoming attack. Once he finds an opening, he plants the axe with Power Strike (DF4) to enter No Axe Stance, losing reach but temporarily gaining far superior attack speed, safety, mixups, and damage output. Notable attacks in this stance include the plus and gapless launching string in 112, F2 becoming a fast and safe meterless Overhead launcher, DF1 as a Command Grab that gains Armor when metered and a true Armored launching DB3. While all of this sounds great on paper, the General Shao player must be aware to operate within his current stance's strengths, as the two stances have limited overlap and major deficiencies on their own.

Strengths Weaknesses
  • Exceptional Health: At 1100 base HP, General Shao is tied with Havik as the highest HP characters in the game. This health value can be used to make -50 HP Kameos less of a problem, or it can be combined with an HP-boosting Kameo for even more durability.
  • Supreme Reach: In his default Axe stance, many of General Shao's normals boast excellent reach with generous disjoints. Foremost among them are S22, a "jab" string with absurdly large coverage for its 8-frame startup, B1, a safe advancing disjoint mid with a natural overhead followup, and J2, a downward axe swipe with an enormous sweeping hitbox.
  • Dangerous Mix: General Shao has numerous Overhead options in both stances, with the No Axe stance boasting the best overhead in the game in F2 (on top of a command grab that ticks from D1 and D3). His Low B3 kombo starter is available in both stances.
  • Peculiar Speed: Like his MK11 predecessor, General Shao has unusually quick speed for his size. His blockdashing is among the best in the game, allowing him to close the gap and threaten mixups from a surprising distance.
  • Mano a Mano: Few characters can scrap like an unarmed Shao, where he is free to apply a massive suite of mixups and plus frames. His specials in particular gain an enormous boost, with three out of the five available specials gaining armor on EX and giving him an armored kombo starter (with caveats), an armored command grab, and an armored plus mid.
  • Air Kontrol: General Shao can easily antiair with Devastator (DB3), and his exceptional height makes his jabs excellent at anti-airing. If all else fails, his highly vertical and disjoint D2 will work.
  • General Shao's Army: General Shao could be the most Kameo-versatile character in the game, with the entire roster being viable choices. He works wonderfully with meta Kameos Kung Lao and Stryker, while still effectively using off-meta choices like Frost and Motaro. His superior base HP (1100) also makes health-penalizing Kameos less of a problem.
  • Devastatingly Frustrating: Shao relies on Devastator (DB3) for both kombo extensions and armored reversals, and it is a highly flawed move for both purposes, being easy to low-profile and risking full-kombo punishment on drop. Though it is the only explicit armored launcher in the game by itself, armoring a move in both stance versions will disable kombo pickups under most circumstances.
  • Safety Third: Shao's options for offense in Axe stance are defined by two outcomes: his gapless options are unsafe, and his safe options leave a gap. His Power Strike (DF4), while mostly safe on regular block, is easily anticipated and punished on upblock and flawless block on top of creating a gap with nearly every cancel option. Even in No Axe stance, he sometimes must swing with an unsafe move to complete a frametrap.
  • The Wrong Tool for the Job: While his Axe stance has excellent space control and his Unarmed stance can brawl up close, being forced to play outside of the stance's strength can have disastrous results. Among other issues, his Axe stance entirely lacks a confirmable mid without Kameos (the closest being his 26 frame B2), and No Axe stance surrenders all of his disjoints.
  • Kameo Dependent: Though General Shao has numerous viable Kameo choices, his gameplan is highly dictated by his current choice, making him less flexible once ingame and often necessitating a Kameo switch mid-set. Kameo priorities include covering the gap in a Power Strike (DF4) cancel on block, being able to kombo from Axe F2, being able to confirm from his cancellable one-hit mids, and providing an alternate armored reversal to replace Devastator.
General Shao
Mk1 shao portrait.png
Base Health 1100.00
Availability

Normals and Strings

Grounded

12

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 2 22 17 20 3 H +10 -2 -2 -

Short but useful jabstring, and General Shao's point blank combo starter if F122 would be too slow. 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.

12
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 3 32 - 70 10.5 M +22 (Launch) -3 -3 -

Short but useful jabstring, and General Shao's point blank combo starter if F122 would be too slow. 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.

1
Standing Front Punch (Unarmed)
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 2 22 - 20 3 H +10 -2 -2 -

Short but useful jabstring, and General Shao's point blank combo starter if F122 would be too slow. 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.

12
Front Punch, Back Punch (Unarmed)
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 3 23 - 70 10.5 M +51 -3 -3 -

Short but useful jabstring, and General Shao's point blank combo starter if F122 would be too slow. 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.


B12, B1

1
Back + Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 2 36 26 50 7.5 H +7 -7 -7 -

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.

B12
Back + Front Punch, Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 2 36 - 70 10.5 OH +17 (KD) -6 -6 -

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.

B1
Back + Front Punch (Unarmed)
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

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.


F122

f1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

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.

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.

f12
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

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.

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.

f122
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

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.

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.


D1

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Somewhat typical D1, though of elevated importance to Shao due to the sluggishness of his other crouching pokes. Shao lacks a checking mid in Axe stance to cancel into after D1, so get ready to block after attacking with this. In Unarmed stance, the presence of B1 and the greater speed of his universal low options give him other solutions for checking and interrupting, and D1 shifts into a more aggressive role, giving pickups from Axe Quake and tick throws into the command grab. EX Treechopper also becomes an attractive anti-mashing option to cancel out of D1.

222, 224

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.

Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health.

  • Has a gap between 22 and 222.

22
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.

Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health.

  • Has a gap between 22 and 222.

222
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

One of the best normals in the game, and the rest of the string isn't bad either. 2 is the foundation of Shao's neutral in Axe stance, boasting absolutely unreasonable reach and recovery for its 8-frame startup (somehow it has less recovery than 1). Combined with Shao's strong speed, 2 can whiff punish from an uncommon distance. Large hitbox, fast recovery, and disjointed hitbox also make it strong for front-leaning antiairs, where a simple forward dash ~ 22 ~ EX DB3 will connect in most situations. The string followups are mostly just to confirm into a combo (and thus enter Unarmed stance) on hit, and while they aren't as singularly powerful as 2, they suffice in driving its reward and giving another possible action on block. Being his fastest recovery move in Axe stance, 2 can even be used to bait enemies in neutral by following with a backdash, and to stagger on block.

Properly establishing the spacing threat from 2 is perhaps the most important aspect of Shao's entire gameplan - it is the entire goal of his Axe stance, and it lets him safely access the power of his Unarmed stance. Unless facing significant zoning, retreating back to neutral and controlling space with 22 is a solid choice to make, especially with Shao's superior health.

  • Has a gap between 22 and 222.

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 second 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.

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.

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 second 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.

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.

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 second 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.

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.


B2

b2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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.

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
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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.

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.


F21+3, F2

f2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

A fast, short ranged overhead. The singular hit version has low damage and extremely long recovery, but the hitstun is surprisingly long, potentially letting Shao jail into a B2 on hit. The followup greatly improves the damage, but the safety is not exactly improved (though the attack is -15 instead of -32 with the followup, the enemy has even more time to react and punish) and the side switch can prove troublesome. Where F2 really shines is with kameo teleports, which will allow Shao to follow up the attack with substantial combos. Of his two options the Motaro teleport is the better one by far, giving less damage scaling while being safer on block.

Though Axe stance is primarily focused on spacing, F2 is still important to keep the enemy on their toes and remind them that a fast overhead can come in both stances. When point-blank with the enemy and on your turn, swinging with F2 is not a bad idea.

f21+3
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

A fast, short ranged overhead. The singular hit version has low damage and extremely long recovery, but the hitstun is surprisingly long, potentially letting Shao jail into a B2 on hit. The followup greatly improves the damage, but the safety is not exactly improved (though the attack is -15 instead of -32 with the followup, the enemy has even more time to react and punish) and the side switch can prove troublesome. Where F2 really shines is with kameo teleports, which will allow Shao to follow up the attack with substantial combos. Of his two options the Motaro teleport is the better one by far, giving less damage scaling while being safer on block.

Though Axe stance is primarily focused on spacing, F2 is still important to keep the enemy on their toes and remind them that a fast overhead can come in both stances. When point-blank with the enemy and on your turn, swinging with F2 is not a bad idea.

f2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

The best overhead in the game, period. 16 frames, starts combos, long forward advancement, and somehow only -6 on block. The threat of F2 once in Unarmed stance is so substantial that many enemies will simply neutrally block high, opening them up to a world of pain from the rest of unarmed Shao's arsenal. Unarmed B4 on block is Shao's best friend for swinging with the attack, as the space created will make most D1s whiff while still leaving Shao plus to bait respect from more patient players. On midscreen hit, Shao must follow up with forward dash ~ 224, but in the corner he can swing with B2 > B32 > B32 for much better damage and more ender options.


D2

b2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Specialized D2 with a highly vertical antiair hitbox. Though the horizontal hitbox is substantially larger than most bareknuckle D2s, it's still nowhere near the size of the most dangerous D2s. In practice, Shao's D2 sees limited use as he has other, more rewarding antiairs, but for people with weak antiairs or attacks with large aerial hitboxes (like Johnny Cage's jump kick) a D2 will suffice. Shao's strong dashes also make it slightly easier to pick up with a D1 ~ Devastator.

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Possibly the only Unarmed normal that is simply and straightforwardly inferior to its Axe version. Unarmed D2 has the exact same frame data as Axe D2, but without the, you know, enormous axe sweeping the sky. Still slightly better at antiairing than most other bareknuckle D2s due to Shao's great height, but in Unarmed stance Shao should rely on his other antiairs.


3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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.


B31+3, B32

b3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 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
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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 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
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 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.

b3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

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 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.


D3

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Crouching poke for dedicated use in the midrange, having slow startup but solid range. Disjoint also makes it useful for smothering enemy pokes, though he keeps his arms extended during most of the recovery time. Compared to D4 it has faster startup and recovery, but almost no pushback on block and a more vulnerable recovery animation. For both normals, make sure to only use them at a distance - D1 is better in almost every way when up close.

d3
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Unarmed D3 abandons the disjoint for improved frame data and slightly better range. Generally a better poke than its Axe counterpart, though the loss of the disjoint can prove troublesome in some situations and the massively improved Unarmed D4 can impede on its niche in neutral. Like D1 it shines as an offensive tool, as its solid range works well with the significant forward advancement of the command grab to give a tick throw from surprisingly far away.


4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

A common 4 in basically every way. Like most 4 normals, its use is relegated almost entirely to combo filling as it deals decent damage for a single hit, while being too slow and stubby for neutral use. For Shao, 4 will knock the enemy too far away to use midscreen, but the sudden height and early cancel frames make it a nearly guaranteed pickup into the command grab in the corner.


d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3
j3
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j4
j4
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MK1 Navigation

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