Ending combos with Close Ground skull (when opponent is blocking)
When ending combos such as 221 or f434 with a close ground skull, it gives slight advantage allowing you to hit them with another quick f434 or fast string of your choice.
Using a jump-in punch with this strategy has been the meat and potatoes of my Shang's offense.
The opponent can jump over you after the ground skull however. If your opponent chooses to do this, you can neutral jump 1, to ground bounce him for yet another combo. Also, the opponent has the ability to down jab you after the up skull. To be this out you can down jab him first since you have advantage, or you can cross him up with a jump in punch.
Anybody else on to this effective Shang-trap offense?
When ending combos such as 221 or f434 with a close ground skull, it gives slight advantage allowing you to hit them with another quick f434 or fast string of your choice.
Using a jump-in punch with this strategy has been the meat and potatoes of my Shang's offense.
The opponent can jump over you after the ground skull however. If your opponent chooses to do this, you can neutral jump 1, to ground bounce him for yet another combo. Also, the opponent has the ability to down jab you after the up skull. To be this out you can down jab him first since you have advantage, or you can cross him up with a jump in punch.
Anybody else on to this effective Shang-trap offense?