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| {{AttackDataCargo-MK1/Query|general_shao_db3}} | | {{AttackDataCargo-MK1/Query|general_shao_db3}} |
| Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from F122 and antiair S2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> | | Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from F122 and antiair S2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> |
| Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable and consistent. Due to the on-hit reaction mostly ignoring gravity, Devastator is Shao's best tool for late combo damage, letting him end combos with Power Strike > 2 ~ Klassic Kahn in the longest, highest gravity sequences. The most common way to access this is through starting a combo in Unarmed stance and letting it expire, but certain kameos will also allow Shao to incorporate it into his B&Bs. | | Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable, consistent, and can armor through the most troublesome air attacks on EX. Due to the on-hit reaction mostly ignoring gravity, Devastator is the key to Shao's biggest combos and his best tool for late combo damage, letting him end combos with Power Strike > 2 ~ Klassic Kahn in the longest, highest gravity sequences. The most common way to access this is through starting a combo in Unarmed stance and letting it expire, but certain kameos will also allow Shao to incorporate it into his B&Bs. |
| }} | | }} |
| |-|EX Devastator= | | |-|EX Devastator= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db3ex}} | | {{AttackDataCargo-MK1/Query|general_shao_db3ex}} |
| Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from antiair s2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> | | Leaping knee lunge that can be cancelled into Power Strike on EX, immediately putting Shao into Unarmed stance and bouncing the enemy for combo continuation. Shao's primary armored reversal and combo starter, though with deficiencies for both purposes. Being a high it can easily be low profiled by crouching pokes, and the leaping animation will even cause some mids to low profile it. Shao will harmlessly sail over the enemy if trying to armor through certain gaps, such as Raiden's F434. The small hitbox and lack of horizontal reach also gives it nearly nonexistent threat on wakeup, forcing Shao to use a kameo wakeup or accept the enemy pressure. For combo starting, it can whiff on hit if cancelled from a significant distance (for instance, s2 catching an attack where the enemy's main body remains pulled back, causing them to reel from the position of their main body and not the point of impact), risking full combo punishment on drop. The short horizontal coverage also risks drops when trying to pick up from F122 and antiair S2. Though the only explicit armored combo starter in the game by itself on paper (other combo starters can be achieved through kameo usage), armoring a move will disallow the Power Strike followup and end the combo immediately.<br><br> |
| Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable and consistent. Due to the on-hit reaction mostly ignoring gravity, Devastator is Shao's best tool for late combo damage, letting him end combos with a Power Strike > 2 ~ Reverse Treechopper in the longest sequences. Structuring for a late Devastator will require unorthodox combo routing, but it is highly rewarding. | | Despite these weaknesses, there are two things that the move is unequivocally good at: antiairs and late combo pickups. The diagonal hitbox is highly favorable for antiairing, and while it's not the most rewarding antiair it is reliable, consistent, and can armor through the most troublesome air attacks on EX. Due to the on-hit reaction mostly ignoring gravity, Devastator is the key to Shao's biggest combos and his best tool for late combo damage, letting him end combos with Power Strike > 2 ~ Klassic Kahn in the longest, highest gravity sequences. The most common way to access this is through starting a combo in Unarmed stance and letting it expire, but certain kameos will also allow Shao to incorporate it into his B&Bs. |
| }} | | }} |
| |-|Klassic Kahn= | | |-|Klassic Kahn= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_uadb3}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb3}} |
| Similar on the surface to Axe Devastator, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless bounce, but worse at the end where the lower bounce will give shorter hit advantage. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. | | Similar on the surface to Axe Devastator and nearly identical for the purposes of armor, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless starter, but worse at the end where the lower bounce will give shorter hit advantage and no provide guaranteed followups. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. |
| }} | | }} |
| |-|EX Klassic Kahn= | | |-|EX Klassic Kahn= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_uadb3ex}} | | {{AttackDataCargo-MK1/Query|general_shao_uadb3ex}} |
| Similar on the surface to Axe Devastator, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless bounce, but worse at the end where the lower bounce will give shorter hit advantage. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. | | Similar on the surface to Axe Devastator and nearly identical for the purposes of armor, but with some crucial differences in on-hit reaction. Where Devastator will put the enemy in a capture state with uniform hit advantage, Klassic Kahn will always bounce them. This is more advantageous at the start of a combo, where Klassic Kahn is a meterless starter, but worse at the end where the lower bounce will give shorter hit advantage and no provide guaranteed followups. Despite this, Shao must often rely on Klassic Kahn as an ender, especially if the axe is far away. Like Devastator, armoring a move will disallow combo continuation except through very accurate kameo use. |
| }} | | }} |
| </tabber> | | </tabber> |