Ok
- b+2~SS is 22% overhead with great position on block (small disadvantage and pushes opponent back into the jump range)
f+3~GS/f+3,4~SS are low with a frametrap on guard or low with same position on guard.
Both are b2+SS and f+3~GS are unbreakerable.
Both b+2 and f+3,4 advance forward which may evade crossover jumps.
Both b+2 and f+3 has alot of range.
This is best mixup in the game, hands down.
- Ending wallcombos with f434~US allow you to get a free wakeup on your opponent, even if he wake up atacks, you still can block it and have enough frame adv from US to continue the pressure, or apply the mixup above. This is best wallgame in the game.
- Ending certain juggles with US variations net you either same situation as near the wall, or if they Recovery Roll - a safe jump if they dont WKA.
- ST pressure is paritally described here
http://testyourmight.com/forum/showthread.php?11101-shang-tsung-vs-kung-lao&p=160648&viewfull=1#post160648 it is roughly equivalent to JC pressure, but has more adv on guard and more options, but less guard damage.
- Do I have to explain why most of his combos are not breakerable? Ok, his skulls and Soul Steal cannot be broken. If you base your combos around this and pay attention to opp meter he cannot break at all. Combos starting off B+2, f+3~GS, f+4~GS are not breakerable AT ALL, leading to 22-29% w/o bar and ~36% unbreakerable, or 38% breakerable damage with bar (except b+2 of course which is always 22%, though you can do b+2~x ray for 38%).
- His 1 is very good and quick poke,
his d+1 and d+3 are both very quick, where d+3 lowers his hitbox and lead to a very good situations on hit (partially descirbed in the link I provided aboive)
his d+4 have a lot of frameadvantage on hit and leads to GS-trap on block
his f+4 is a quick poke (although lacking range) with frame adv on block.
- His zoning is obv pretty decent with a lot of options and frame traps. just to name a few
after US is blocked opponent cannot escape GS at all, he has to guard it.
after straight skull is blocked at full screen opponent cannot dash out of fGS, he has to jump (might be char dep though)
soul steal reach 3/4 screen, cannot be jumped on reaction (jump too early hit, jump too late hit) ducks under air projectiles, pushes back on block(only projectile with pushback on block, i guess), great position on guard.
EX soul steal has super armor.
Can juggle off his GS anywhere on the screen.
Any further arguement I am not going to adress. If my ST guide will see light it will all be covered there.