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| == Special Moves == | | == Special Moves == |
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| ====Dark Energy (DF1)==== | | ====Dark Energy (DF1)==== |
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| Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on flawless block. Use kameos to cover the gap and prevent punishment, thus letting Shao safely enter Unarmed Stance on block.<br><br> | | Shao's most important special, being his one and only path into Unarmed stance. Still, it is a generously available path - EX Devastator requires Shao to swing with Power Strike to continue the combo, and certain strings will give the bounce reaction on special cancel for meterless combos. In particular, Shao should get comfortable with the F122 and 12 ~ Power Strike pickups - they require good timing, but will reward him with superb meterless damage and corner carry. Power Strike is also Shao's most common blockstring ender, being mostly safe on block while giving him space to start his Unarmed gameplan, but it leaves a gap from all his cancellable normals and can be punished on flawless block. Use kameos to cover the gap and prevent punishment, thus letting Shao safely enter Unarmed Stance on block.<br><br> |
| EX Power Strike will deal more damage and recover faster, becoming fully safe even on flawless block. The EX version can also be used to make the 12 and F122 pickups easier, but this impedes on their meterless potential. A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. | | EX Power Strike will deal more damage and recover faster, becoming fully safe even on flawless block. The EX version can also be used to make the 12 and F122 pickups easier, but this impedes on their meterless potential. A solid and decently rewarding cancel option from midrange pokes like F4 and B3, but mid-combo it's generally not necessary to spend the meter unless trying to squeeze out damage. |
| | }} |
| | </tabber> |
| | <br> |
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| | ====Treechopper (DF1)==== |
| | <tabber> |
| | |-|Regular (Unarmed)= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df1 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uadf1|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uadf1|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uadf1}} |
| | Plus, advancing mid swing that puts Shao back into Axe stance. Shao must be next to the axe to perform the move, but he will step a surprising distance to grab it (including backwards, which may cause it to whiff). Excellent as a blockstring ender to take full advantage of the stance before it expires, but also useful for an alternate gameplan where Shao repeatedly jumps between the stances to maximize chip damage and keep the enemy on their toes. EX Treechopper will deal more damage and add armor, adding an extraordinary wakeup and anti-stagger dimension to the move - even if the enemy calls out the armored option, they will still be at disadvantage, and this option can be forced though any available gap.<br><br> |
| | Combo extending kameos will pair fantastically with Treechopper. In the corner, cancelling B3 into Treechopper and calling a kameo will turn what is normally a risky mix option into a plus on block launcher. EX Treechopper becomes a proper armored launcher, on top of its frame advantage on block. Structuring combos to start with Power Strike and an early Treechopper will let Shao do a late Devastator to fully take advantage of its gravity-alleviating properties, maximizing his damage and Unarmed stance time. |
| | }} |
| | |-|EX= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = df1+block |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|general_shao_uadf1ex|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|general_shao_uadf1ex|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|general_shao_uadf1ex}} |
| | Plus, advancing mid swing that puts Shao back into Axe stance. Shao must be next to the axe to perform the move, but he will step a surprising distance to grab it (including backwards, which may cause it to whiff). Excellent as a blockstring ender to take full advantage of the stance before it expires, but also useful for an alternate gameplan where Shao repeatedly jumps between the stances to maximize chip damage and keep the enemy on their toes. EX Treechopper will deal more damage and add armor, adding an extraordinary wakeup and anti-stagger dimension to the move - even if the enemy calls out the armored option, they will still be at disadvantage, and this option can be forced though any available gap.<br><br> |
| | Combo extending kameos will pair fantastically with Treechopper. In the corner, cancelling B3 into Treechopper and calling a kameo will turn what is normally a risky mix option into a plus on block launcher. EX Treechopper becomes a proper armored launcher, on top of its frame advantage on block. Structuring combos to start with Power Strike and an early Treechopper will let Shao do a late Devastator to fully take advantage of its gravity-alleviating properties, maximizing his damage and Unarmed stance time. |
| }} | | }} |
| </tabber> | | </tabber> |