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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_1}} | | {{AttackDataCargo-MK1/Query|general_shao_1}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 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. | | 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. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_12}} | | {{AttackDataCargo-MK1/Query|general_shao_12}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 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. | | 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. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_ua1}} | | {{AttackDataCargo-MK1/Query|general_shao_ua1}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 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. | | 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. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_ua12}} | | {{AttackDataCargo-MK1/Query|general_shao_ua12}} |
| Short but useful jabstring, and General Shao's point blank combo starter of choice in most situations. 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. | | 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. | | * The two stance versions appear to be entirely identical, differing only in sound and aesthetic. |
| }} | | }} |