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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_f1}} | | {{AttackDataCargo-MK1/Query|general_shao_f1}} |
| 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.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. 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 with upblock. 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.<br><br> |
| 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.
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| }} | | }} |
| |-|F12= | | |-|F12= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_f12}} | | {{AttackDataCargo-MK1/Query|general_shao_f12}} |
| 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.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. 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 with upblock. 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.<br><br> |
| 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.
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| }} | | }} |
| |-|F122= | | |-|F122= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_f122}} | | {{AttackDataCargo-MK1/Query|general_shao_f122}} |
| 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.<br><br> | | Aggressive, advancing, and highly committal string. Shao's punish of choice in Axe stance for enemies within reach, and his best option for point blank blockstrings, though greatly overshadowed by 22 in most footsies situations due to its slower speed, worse range, and much higher commitment. The string is best used as a confirm from F12 - despite its long recovery giving it limited use as a stagger, it inflicts lengthy blockstun for strong cancel advantage, leaving no upblockable gap with Power Strike and fully jailing from most kameo moves. The third hit causes a bounce and can be special cancelled, allowing Shao to cancel into Power Strike on hit for excellent meterless damage. 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 with upblock. 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.<br><br> |
| 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.
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| }} | | }} |
| </tabber> | | </tabber> |