Tom Brady
Champion
SHANG TSUNG:
BEST NORMALS:
*HIT LEVEL:H,M,M - safe 3 hit launching string.
*+HIT LEVEL: L,M - low launcher. unsafe on block but can be made safe.
*+HIT LEVEL:M,M,M - safe 3 hit string that leads to juggles.
*+HIT LEVEL:M(overhead) - safe overhead attack so it must be blocked in stand block.
SPECIALS:
*Straight Skulll+)HIT LEVEL:H - straight projectile. unsafe up close.
*Ground Skull(close=+, medium=+, far=+)HIT LEVEL:M - launching ground skull. close skull is advantage on block.
*Soul Stealr+)HIT LEVEL:M - safe on block. Shang will morph into your opponents character and his damage is increased by 10-30% damage based on the combo.
*Up Skull(above=+, behind=+, in front=+)HIT LEVEL:M - fireball comes from above. BIG advantage on block. when cose above skull hits, Shang gets a guaranteed combo.
:en MOVES:
*:en Straight Skulll+)HIT LEVEL:H - shoots 3 straight skulls.
*:en Ground Skull(any ground skull command +)HIT LEVEL:M,M,M - 3 launching ground skulls starting from the back of the screen going to the front.
*:en Soul Stealr++)HIT LEVEL:M - safe on block. Shang will morph into your opponents character for a longer time period and his damage is increased by 10-30% damage based on the combo. will absorb strikes and projectiles. Shang will lose the damage from the attack he absorbs but the soul steal connects.
*:en Up Skull(any up skull command +)HIT LEVEL:M,M,M - 3 fireballs comes from above. advantage on block.
STRATEGY:
Zoning:
GROUND SKULLS - this is where Shang excels. using ground skulls is a safe way to get unbreakable damage from anywhere on the screen. you can check the opponent on the spot they occupy or place a ground skull in front or behind them based on where you feel they will move to. ground skulls are a great way to punish players for carelessly advancing toward you or jumping in/away. after a knockdown its good to check opponents with a ground skull right where they are getting up or in front of them as the recover. sometimes players will recover and jump or try an advancing move which is the logic behind throwing a ground skull in front of them sometimes as they wake up instead of always on them. the close ground skull tracks for the first 11 frames so it can catch opponents jumping over you even though the skull should appear in front of you. when a in close skull is blocked you are at advantage.
UP SKULLS - using the behind skull isnt that good. the medium up skull works well vs opponents that are close to full screen. the above skull is his best up skull. it was very good tracking especially vs air borne opponents. when opponents block an up skull in close you have EXTREME advantage.
STRAIGHT SKULLS - these are ok for straight on zoning. you can use these skulls as well as the :en version the way you would traditional zoning tools. the :en version is great for catching opponents trying to jump over a single straight skull.
SOUL STEAL - 100% safe so no worries about being punished if its blocked. you can also use soul steal to make Shangs + string safe by canceling into it after the string. after certain knock downs you can check your opponent with a soul steal.
Closer Ranges:
in close Shang has +~soul steal for a safe overhead combo and +~soul steal for a safe low combo. after a jump in punch is blocked you can link either of these moves in for a 50/50 or throw.
+ String:
this string is safe. when it hits cancel with medium range ground skull for a juggle. this string gives space on block and can be canceled with soul steal if the opponent tries to rush in right after blocking it.
The Stupid Trap:
vs a cornered player you can use Shang's ground skull advantage as a trap. +~close ground skull. if they block the close skull repeat the trap. if they jump after blocking the ground skull, the + will connect juggle because it hits them as they jump and the linked close ground skull will keep them juggled. if the opponent tries to jump as soon as they block the + then the 11 frame tracking on the close ground skull kicks in and the skull now appears behind you, hitting the opponent back over you and back into the corner for a corner combo plus wake up. the only way out is after blocking +, delay your jump to eliminate the tracking on the close skull or do a fast poke or uppercut as he does the skull. for players that delay jump you can replace close ground skull with above up skull. its called the stupid trap because it is unbeatable vs stupid players.
Shang's Throw:
takes 9% and gives you back some health.
Wake Up Attacks:
ground skull is invincible on start up when done as a "wake up attack". you can also use :en soul steal to absorb an attack.
COMBOS
STANDARD COMBOS:
1. close/medium ground skull skull, medium/far ground skull, :en ground skull, uppercut or ~soul steal
2. ~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal
3. +~soul steal
4. ~medium ground skull, far ground skull, :en ground skull, uppercut or soul steal
5. +~medium ground skull, far ground skull, :en ground skull, uppercut or ~soul steal
6. close range above up skull, jump in /~~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal.
7. close range above up skull, dash +~medium ground skull, far ground skull, :en ground skull, uppercut or ~soul steal.
8. close range above up skull, dash ~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal.
9. +~soul steal
10. (opponents back in corner) close skull, ~soul steal
11. (opponents back in corner) close skull, +~close ground skull
12. (opponents back in corner) +~close ground skull, +~close ground skull
13. (opponents back in corner) +~close ground skull, ~soul steal
14. (opponents back in corner) ~close ground skull, +~close ground skull
15. (opponents back in corner) ~close ground skull, ~soul steal
16. (opponents back close to corner) +~close ground skull, medium ground skull, dash +~close ground skull
17. (opponents back close to corner) +~close ground skull, medium ground skull, dash ~soul steal
18. (opponents back close to corner) ~close ground skull, medium ground skull, dash +~close ground skull
19. (opponents back close to corner) ~close ground skull, medium ground skull, dash ~soul steal
COMBOS:
1. close ground skull, medium ground skull,
2. medium ground skull, dash
3. ~close ground skull,
4. ~medium ground skull, dash
5. +~medium ground skull,
6. close range above up skull, jump in /~~close ground skull,
7. close range above up skull, dash +~medium ground skull, dash
8. close range above up skull, dash ~close ground skull,
9. +~
10. (opponents back in corner) close skull, ~
11. (opponents back in corner) +~close ground skull, ~
12. (opponents back in corner) ~close ground skull, ~
13. (opponents back close to corner) +~close ground skull, medium ground skull, dash ~
14. (opponents back close to corner) ~close ground skull, medium ground skull, dash ~
15. (opponents back close to corner) close above skull, jump in /~~close ground skull, medium ground skull, dash ~
BEST NORMALS:
*HIT LEVEL:H,M,M - safe 3 hit launching string.
*+HIT LEVEL: L,M - low launcher. unsafe on block but can be made safe.
*+HIT LEVEL:M,M,M - safe 3 hit string that leads to juggles.
*+HIT LEVEL:M(overhead) - safe overhead attack so it must be blocked in stand block.
SPECIALS:
*Straight Skulll+)HIT LEVEL:H - straight projectile. unsafe up close.
*Ground Skull(close=+, medium=+, far=+)HIT LEVEL:M - launching ground skull. close skull is advantage on block.
*Soul Stealr+)HIT LEVEL:M - safe on block. Shang will morph into your opponents character and his damage is increased by 10-30% damage based on the combo.
*Up Skull(above=+, behind=+, in front=+)HIT LEVEL:M - fireball comes from above. BIG advantage on block. when cose above skull hits, Shang gets a guaranteed combo.
:en MOVES:
*:en Straight Skulll+)HIT LEVEL:H - shoots 3 straight skulls.
*:en Ground Skull(any ground skull command +)HIT LEVEL:M,M,M - 3 launching ground skulls starting from the back of the screen going to the front.
*:en Soul Stealr++)HIT LEVEL:M - safe on block. Shang will morph into your opponents character for a longer time period and his damage is increased by 10-30% damage based on the combo. will absorb strikes and projectiles. Shang will lose the damage from the attack he absorbs but the soul steal connects.
*:en Up Skull(any up skull command +)HIT LEVEL:M,M,M - 3 fireballs comes from above. advantage on block.
STRATEGY:
Zoning:
GROUND SKULLS - this is where Shang excels. using ground skulls is a safe way to get unbreakable damage from anywhere on the screen. you can check the opponent on the spot they occupy or place a ground skull in front or behind them based on where you feel they will move to. ground skulls are a great way to punish players for carelessly advancing toward you or jumping in/away. after a knockdown its good to check opponents with a ground skull right where they are getting up or in front of them as the recover. sometimes players will recover and jump or try an advancing move which is the logic behind throwing a ground skull in front of them sometimes as they wake up instead of always on them. the close ground skull tracks for the first 11 frames so it can catch opponents jumping over you even though the skull should appear in front of you. when a in close skull is blocked you are at advantage.
UP SKULLS - using the behind skull isnt that good. the medium up skull works well vs opponents that are close to full screen. the above skull is his best up skull. it was very good tracking especially vs air borne opponents. when opponents block an up skull in close you have EXTREME advantage.
STRAIGHT SKULLS - these are ok for straight on zoning. you can use these skulls as well as the :en version the way you would traditional zoning tools. the :en version is great for catching opponents trying to jump over a single straight skull.
SOUL STEAL - 100% safe so no worries about being punished if its blocked. you can also use soul steal to make Shangs + string safe by canceling into it after the string. after certain knock downs you can check your opponent with a soul steal.
Closer Ranges:
in close Shang has +~soul steal for a safe overhead combo and +~soul steal for a safe low combo. after a jump in punch is blocked you can link either of these moves in for a 50/50 or throw.
+ String:
this string is safe. when it hits cancel with medium range ground skull for a juggle. this string gives space on block and can be canceled with soul steal if the opponent tries to rush in right after blocking it.
The Stupid Trap:
vs a cornered player you can use Shang's ground skull advantage as a trap. +~close ground skull. if they block the close skull repeat the trap. if they jump after blocking the ground skull, the + will connect juggle because it hits them as they jump and the linked close ground skull will keep them juggled. if the opponent tries to jump as soon as they block the + then the 11 frame tracking on the close ground skull kicks in and the skull now appears behind you, hitting the opponent back over you and back into the corner for a corner combo plus wake up. the only way out is after blocking +, delay your jump to eliminate the tracking on the close skull or do a fast poke or uppercut as he does the skull. for players that delay jump you can replace close ground skull with above up skull. its called the stupid trap because it is unbeatable vs stupid players.
Shang's Throw:
takes 9% and gives you back some health.
Wake Up Attacks:
ground skull is invincible on start up when done as a "wake up attack". you can also use :en soul steal to absorb an attack.
COMBOS
STANDARD COMBOS:
1. close/medium ground skull skull, medium/far ground skull, :en ground skull, uppercut or ~soul steal
2. ~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal
3. +~soul steal
4. ~medium ground skull, far ground skull, :en ground skull, uppercut or soul steal
5. +~medium ground skull, far ground skull, :en ground skull, uppercut or ~soul steal
6. close range above up skull, jump in /~~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal.
7. close range above up skull, dash +~medium ground skull, far ground skull, :en ground skull, uppercut or ~soul steal.
8. close range above up skull, dash ~close ground skull, medium ground skull, :en ground skull, uppercut or ~soul steal.
9. +~soul steal
10. (opponents back in corner) close skull, ~soul steal
11. (opponents back in corner) close skull, +~close ground skull
12. (opponents back in corner) +~close ground skull, +~close ground skull
13. (opponents back in corner) +~close ground skull, ~soul steal
14. (opponents back in corner) ~close ground skull, +~close ground skull
15. (opponents back in corner) ~close ground skull, ~soul steal
16. (opponents back close to corner) +~close ground skull, medium ground skull, dash +~close ground skull
17. (opponents back close to corner) +~close ground skull, medium ground skull, dash ~soul steal
18. (opponents back close to corner) ~close ground skull, medium ground skull, dash +~close ground skull
19. (opponents back close to corner) ~close ground skull, medium ground skull, dash ~soul steal
COMBOS:
1. close ground skull, medium ground skull,
2. medium ground skull, dash
3. ~close ground skull,
4. ~medium ground skull, dash
5. +~medium ground skull,
6. close range above up skull, jump in /~~close ground skull,
7. close range above up skull, dash +~medium ground skull, dash
8. close range above up skull, dash ~close ground skull,
9. +~
10. (opponents back in corner) close skull, ~
11. (opponents back in corner) +~close ground skull, ~
12. (opponents back in corner) ~close ground skull, ~
13. (opponents back close to corner) +~close ground skull, medium ground skull, dash ~
14. (opponents back close to corner) ~close ground skull, medium ground skull, dash ~
15. (opponents back close to corner) close above skull, jump in /~~close ground skull, medium ground skull, dash ~