I prefer ending with double close ground skull soul steal, with an up skull starter it's 50%, can't quite remember what it is without.
can you post the full inputs?I've never been able to get a soul steal after second ground skull. Timing is way to strict for me to make it as my shang's bnb. Any tips?
I rarely use 2,2,1 but wow tc I never even knew you could F4,3,--> SS as an ender. Usually I just did 2,1,2 lol
your method with a Upskull, JIP does a whopping 48%
badass and thanks
Edit: if you're quick you can get in a Far ground skull before the EX and end with just a SS for 49%
Upskull, JIP, 2,2,1, close skull, mid skull, far skull (this does 40% before EX skull. 40% metreless is GREAT!!!), Ex-skull, Soul Steal = 49%
Edit: 'new' corner combo: Upskull, JIP, 2,2,1, close skull, 1, B+2, Soul Steal or straight fireball = 44%
Edit: did even more testing and F4,3 is practically useless if you want to end with a SS since B+2, SS does more damage and is way easier to land.
I just tested my bnb and it's 49% with the upskull, jp, mid,far, ex, close, dash, f4,3, ss. Given the fact that hitting with the upskull is really situational, i tested it and it's 43% without it, and 40% without the jp as well.
Is yours 47% +2%, or is it 49% as a full?because I'm only getting the 47% with your inputs, but I believe it does not count the second 2% damage from the soul steal, so it'd be 47% + 2%. I know this damage counting "glitch" doesn't happen with the one I mentioned.
As for the corner combo you can go (as I saw on the high level shang tsung video in the other thread where Detroitballin played him*)
upskull, jp, 2,2,1, close ground skull, jump kick*(no neutral), f4,3,4, ss and it's 48%.
However, I'd rather go for another upskull instead of that ss to keep the corner pressure if my health is not enough and/or I don't know the morphed character corner strings that well. If they wake up attack, upskull will do no dmg cause of invicibility frames, but it'll give you time to block even to 6 frames wakeups like KL's spin. Punishable on block 'cause of being in a corner(you'd have to be quick against that spin, though). So free kombo for you! That means you can go after a ss on your second corner combo and get the round(as long as they don't break) with boosted chip damage.(gotta learn those chars safe strings first!) If they lay down, it hits and gets them crouch blocking, which means you can apply pressure with a b1,2,1,4 (that 1 is overhead) or another string depending on how your opponent likes to block(f4,3 is another good option). If it hits, you get another free combo with a ground skull, jump kick and f4,3,4 and combo ender of your choice. (except ground skull since it's not that reliable). Needless to say that if they don't wake up attack and just keep blocking you're free to apply as much pressure and get as many chip damage as you want.
I don't know if you already knew that, but it's always good to post that kinda things for everyone who passes by and reads this. Hope it helps.
PD: B2 is evil with me as to get a ss off it. Good thing about f4,3 as a combo finisher is that it cannot be "too early". It hits higher that you'd think. In fact, the higher, the better.