Kameo Considerations
When picking a kameo for Shao, the main considerations are:
- Being able to turn Axe F2 into a full combo
- Giving a safe combo confirm from B3
- Maximizing the damage from Axe 22
- Giving an answer to enemy projectiles
- Covering the Power Strike (DF4) cancel gap
- An attack to use with the lengthy animation of Reverse Treechopper (DF2)
- A low attack to complement his overhead enders
- A safe, hopefully gapless ender for his midrange pokes and advancing normals
- An armored reversal to use in places where Devastator would be insufficient.
Shao is not very throw reliant, and he lacks multi-hit specials to go for chip blockstrings.
Kung Lao
Currently the most popular kameo, General Shao has excellent synergy with Lao.
- Low Hat fulfills quite a few of the above criteria by itself. Up close, being a +2 low allows it to be used with his overhead enders and midrange pokes, and from afar it's superb for counterzoning and getting in - deploy Low Hat on the ground, and then approach from the air with Axe J2. Holding Low Hat also lets him use it to cover the Power Strike gap.
- Spin, while not the best armored reversal, is still a usable alternative to Devastator and can be applied in situations where Devastator would whiff. From an Axe 22 confirm, Spin lets Shao continue the combo with J12 > 22 for better damage and corner carry.
- Away We Go (teleport) will let Shao get full combos from Axe F2 while giving him an additional tool (albeit a slow one) against zoning, though the Motaro teleport is generally better for these purposes.
Shao also has numerous opportunities to end combos with Low Hat for dangerous oki situations. These are amplified in Unarmed Stance, where Shao can armor break with held Low Hat into F2 and then continue the combo with B32 for significant damage.
Motaro
The most natural canonical pairing for Shao, Motaro is hampered by exceptionally long cooldowns. Beyond that weakness, Motaro emphasizes unique utility with Shao.
- Centaurian Warp is the main reason for Shao to pick Motaro. On top of giving the best reward from Axe F2 and being fast enough to properly contest projectiles, Shao can use it to skedaddle after unsafe options and catch the enemy's punish attempt. Shao can also interrupt Reverse Treechopper with the teleport to hit the enemy with a reset, with Shao being able to choose between an unarmed stance outcome or an Axe stance outcome depending on how early the teleport was done. Centaurian Warp can be caught and punished by patient enemies, but against overeager opponents it can be difficult to contest.
- Low Tail Shot is Motaro's primary projectile and armored option. It can be applied as a plus low attack from his midrange pokes, or used in tandem with his overhead enders to create 50/50s. As an armored reversal it allows Shao to continue his offense when blocked, though the armored frames on the attack are somewhat spotty. The projectile knocks down the enemy, making it a solid choice for counterzoning.
- Reflect isn't the best anti-projectile option, consuming lots of meter while not giving Shao a definite way in. He can put up the reflect and then try to zone with Death Quake, but without a high projectile to cover the air it is very easy to avoid. Probably the least useful of Motaro's moves.
- Shao can easily set up Tail Turret with F4, and once up it can let Shao enter Unarmed Stance safely or convert from B3.
- Motaro's Fatal Blow startup attack is a godsend for Shao, finally letting him confirm into super from more than one combo.
While Motaro carries a 50 HP penalty, Shao's superior health will offset this.