Introduction
Basic Tips
Move List
Special Moves
Lightning K - K (rapidly)
Chipping off decent damage is what this move does best. Also a good combo ender mainly because of the ease with which you can link it from almost ANY move and secondarily because it gives the most number of hits.
Splits K - F,DF,D,DB,B+K
One of the many reasons people should think thrice before throwing a fireball. The LK version can also be used as an instrument for confusing those who block all day. A good strategy would be to hit him with a double D+LK/D+MK and connect with this move. It won't register as a combo, you're guaranteed at least one hit if you don't do it often. Added note: the lower the K strength used, the higher the jump before striking while the higher the K strength used, the farther the move will go.
Electric Shock - F,D,DF+P
Don't think Shoryuken with this move simply because of the directional motion with which you execute it. This is a very different move and is not any better than the shoto's version. Not high in priority at all and hard to connect because of its very limited range so use it for defense against dashers and nothing else.
Drill - D,DF,F+P
Reaches across the screen, I think, and chips so well while keeping you on the safe side during recovery that you should ALWAYS use this move as a combo ender either when your combo is blocked or when you end up too far for a launcher.
Rainbow Missiles - D,DF,F+K
One of the many reasons people should think thrice before even trying to jump. Practice making this move second nature whenever an opponent jumps for any reason at all. It's homing, so you're guaranteed at least a nice chip.
Hyper Combos
1) Big Bang Laser - D,DF,F+2P
Shadow Lady summons all her chi and pours it all out on her opponent
in the form of a beam of pure energy. It does a minimum of 20+ hits (as far as I've seen) and that can be increased to 30+ if you mash the buttons while she's at it (that I'm not sure of). You can also do this in mid-air. See anyone who can't move for the moment? DO IT NOW!!!
2) Galaxy Missile - D,DF,F+2K
As the Rainbow Missile can chip well, so can its super version. Use this move mainly as a combo ender though it WON't combo. Utilizing its chipping prowess whenever the opponent's in a corner is also acceptable. Not the best super to finish what a ramming helper started but at least it's the easiest to execute when you're a mile away from a jumping opponent
3) Final Mission - Hold B...F,B,F+2K
(must be charged at level 3) WOW! Definitely one of the coolest moves in town! I said cool because, in case you haven't seen it yet, it's a move wherein Shadow Lady kicks the opponent once (with a launcher), the whole scene comes to a pause, like Akuma's Shun Goku Satsu, a multitude of hits reveal themselves on the screen, and when everything's back to normal your opponent finds his life bar cut to half---yeah! On the down side, besides eating up ALL three super bars, it's very hard to connect with this super even on average players. Don't use this super even if your opponent is wide open because there's always that chance you might miss so if I were you, I'd do a team work super and make him/her pay for his/her mistake.
Combos
1. cr. JP, cr. SK, cr. FK, Drill
2. JP, SK, FK, Dril
3. c. SK , c. RK , Lightning Kick (otg)
4. j. RK , Lightning Kick
5. Corner d.s. JP , s. SP , s. FP , Drill
6. j. FP , d.s. JP , s. RK SJ s.j. JP , s.j. SK , s.j. SP , s.j. FK , Lightning Legs, s.j. FP or RK
7. jump towards corner: j. d + FK , j. d + FK , j. d + FK , FP, RK or Lightning Legs
8. j. RK , s. RK , SJ , s.j. JP , s.j. SK , s.j. d + FK , s.j. d + FK , Lightning Legs