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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db4}} | | {{AttackDataCargo-MK1/Query|general_shao_db4}} |
| Slow low projectile. Too slow to combo into Shao's normals on hit, though certain kameo moves will give him enough time to combo into it (if you want to sacrifice damage and corner carry). Gives a decent knockdown on hit to help against enemy zoning, but it is much too slow to be used by itself; when combined with a solid kameo projectile to cover the sky (like Sareena FK), it can form a surprisingly robust fullscreen combination.<br><br> | | Slow low projectile. Too slow to combo from Shao's normals on hit, except through kameos (though why you would do that is unclear). Its main use is as an anti-upblock tool against enemies anticipating Power Strike. On hit it gives a favorable knockdown and can be turned into a combo with kameos, and on block it is entirely safe against the entire cast except Johnny's shadow kick (flawless blocking does not appear to reduce the pushback). This will require establishing the Power Strike cancel on block first - don't expect the move to catch anyone up close on its own. EX Death Quake will immediately launch by itself, allowing the full combo threat from the upblock callout to be done without an applicable kameo.<br><br> |
| The EX version will bounce the enemy for easier pickups, giving it niche use as a reset, though this will only work against very unaware enemies. The bounce also cannot be jump cancelled and is subject to the move's lengthy recovery, limiting the available paths to take.
| | It can also be used from fullscreen to zone, as long as Shao has some kind of plan to cover the sky with his kameo - by itself, it is easy to jump over and punish. The most effective choices for this are fast antiair ambushes like Sonya's Square Wave and Goro Raise the Roof who can immediately shut down the enemy's jump on a reaction, though they can only be continued into a combo on late hits. Slower air-covering ambushes, like Scorpion Flame Breath, Cyrax Chopper, and Tremor Ambush Eruption are much better for turning the antiair into a combo, but must be done preemptively. Khameleon's Mileena Air Sai is the best of both worlds and the absolute premium choice for this, being fast enough to be used reactively while keeping the enemy suspended long enough for combos at any height. Against overeager enemies who jump before seeing the startup of the Death Quake, even summon projectiles like Sareena's Old Moon can form the other half of a surprisingly robust zoning gameplan.<br><br> |
| * The projectile does not travel forward until active frame 4, making it slightly less safe than anticipated when within B2 range. | | Death Quake's long knockdown, especially at maximum distance, allows it to swiftly end fireball wars - if he can find a way to avoid being hit during the long startup. While explicit anti-projectile kameos are the best for this, any kameo that sits in front of Shao to body block a projectile will work, especially Tremor who can be summoned as a shield on no cooldown and no meter spent. Shao also has enough reach to combo from EX Death Quake from any distance. |
| | * The shockwave does not travel forward until active frame 4. |
| }} | | }} |
| |-|Death Quake EX= | | |-|Death Quake EX= |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|general_shao_db4ex}} | | {{AttackDataCargo-MK1/Query|general_shao_db4ex}} |
| Slow low projectile. Too slow to combo into Shao's normals on hit, though certain kameo moves will give him enough time to combo into it (if you want to sacrifice damage and corner carry). Gives a decent knockdown on hit to help against enemy zoning, but it is much too slow to be used by itself; when combined with a solid kameo projectile to cover the sky (like Sareena FK), it can form a surprisingly robust fullscreen combination.<br><br> | | Slow low projectile. Too slow to combo from Shao's normals on hit, except through kameos (though why you would do that is unclear). Its main use is as an anti-upblock tool against enemies anticipating Power Strike. On hit it gives a favorable knockdown and can be turned into a combo with kameos, and on block it is entirely safe against the entire cast except Johnny's shadow kick (flawless blocking does not appear to reduce the pushback). This will require establishing the Power Strike cancel on block first - don't expect the move to catch anyone up close on its own. EX Death Quake will immediately launch by itself, allowing the full combo threat from the upblock callout to be done without an applicable kameo.<br><br> |
| The EX version will bounce the enemy for easier pickups, giving it niche use as a reset, though this will only work against very unaware enemies. The bounce also cannot be jump cancelled and is subject to the move's lengthy recovery, limiting the available paths to take.
| | It can also be used from fullscreen to zone, as long as Shao has some kind of plan to cover the sky with his kameo - by itself, it is easy to jump over and punish. The most effective choices for this are fast antiair ambushes like Sonya's Square Wave and Goro Raise the Roof who can immediately shut down the enemy's jump on a reaction, though they can only be continued into a combo on late hits. Slower air-covering ambushes, like Scorpion Flame Breath, Cyrax Chopper, and Tremor Ambush Eruption are much better for turning the antiair into a combo, but must be done preemptively. Khameleon's Mileena Air Sai is the best of both worlds and the absolute premium choice for this, being fast enough to be used reactively while keeping the enemy suspended long enough for combos at any height. Against overeager enemies who jump before seeing the startup of the Death Quake, even summon projectiles like Sareena's Old Moon can form the other half of a surprisingly robust zoning gameplan.<br><br> |
| * The projectile does not travel forward until active frame 4, making it slightly less safe than anticipated when within B2 range. | | Death Quake's long knockdown, especially at maximum distance, allows it to swiftly end fireball wars - if he can find a way to avoid being hit during the long startup. While explicit anti-projectile kameos are the best for this, any kameo that sits in front of Shao to body block a projectile will work, especially Tremor who can be summoned as a shield on no cooldown and no meter spent. Shao also has enough reach to combo from EX Death Quake from any distance. |
| | * The shockwave does not travel forward until active frame 4. |
| }} | | }} |
| |-|Axe Quake (Unarmed)= | | |-|Axe Quake (Unarmed)= |