![]() Remember in order to really benefit from the juggles, the GE has to hit the characters well placed. The GE has absolutely no limitations whatsoever and can be continually used over and over with no break inbetween, setting up difficult, but doable infinites. Another great thing about the GE is that it's a free morph opportunity as well, and you can set up great juggle combos off them easily, but pulling them off is up to your own abilities. Mix up cross patterns of single or double fireballs and GEs in effort to lock your opponent down, watch for their move, pin them down, keep them guessing, keep it constant, don't let up, and ultimately set up GE combos. The Ground Eruption (GE) is a very interesting move, similar to his fireballs, but sets up free juggles if they connect.Try to stick in single fireballs anywhere it's safe if you're not going for morph game, the situations are similar, like after a roundhouse, or throw. This is not a conventional in game combo, but it demonstrates the moves limits. For example: in corner, aaHP,HP, double fireball, JK, aaLP, double fireball. Fireballs have no limit of usage, and no pre set hit limit when they turn off, you can stagger their usage by placing two hits inbetween them, much like Stryker's riot gun. If you do 3, the 3rd might not hit them right and Shang winds up unable to capitalize, so stick to usage of 1 or 2. Double fireballs are a good bet, Shang seems to recover quickly after them compared to the height they usually bounce off the last one. You may notice certain fireball amounts are better for different set ups and combo opportunities. They were originally small and fast moving, now they are slower, and longer. The Flaming Skulls (fireballs in the general gaming world) have existed since MK1, but in MK3 they were changed significantly.His run jab game is decent, sometimes you can try and stick in a single fireball after a few run jabs. A lot of his basic moves are similar to that of the Male Ninjas. Stand LK is good, his ducking LK is also good. Sweep range is a little less than to be expected. Kano and Nightwolf will often times snuff his uppercut so it's better to go for the standing HK which is high and pointy, his RH is also high with good range. His uppercut's range and height is excellent, however during his duck and rising frames he tends to get stuck, so aaUppercuts need to be anticipated a little sooner, or you have to wait just slightly to allow their jump attack hit duration to pass. ![]() However, his uppercut, standing HK, and RH are ideal anti air attacks, and your choice is up to you or the situation. They have significant pauses in them that result in breaks constantly. He definitely has a sluggishness about him in general, but that's really only his ground combos. Can no longer perform infinite combos in corner, Single and Double Fireballs have longer recovery.No LK, HK, Sweep Punish: Shang does not have a special move that punishes LK, HK and unsafe Sweeps on block outside of Morphs.He is susceptible to Morphback infinites. Cannot Block During Morphback: Shang is is put into a juggle state during Morphback and cannot block.Corner Trapped Crouching: Shang is corner trapped crouching by Female Ninjas, Sindel and Sonya.He cannot neutral duck under many attacks that normal characters can (Sub-Zero's Freeze, Jade's Shadow Kick). High Crouching Hurtbox: Shang's crouching hurtbox is larger than normal.Weak Anti Airs: Shang lacks powerful anti airs outside of Morphs.Weak Ground Combo Damage: Shang has low ground combo damage outside of Morphs.High Execution: Optimal Shang play requires seamless Morphs during combos, neutral and pressure.Good Zoning: Shang can zone effective using the Single, Double and Triple Flaming Skulls.Great Jabs: Shang's LP jabs are actually better than Male Ninja's.Players can Morph into characters appropriate for any situation. Highly Flexible Gameplan: Shang's Morphs grant him a plethora of options.Many max damage combo routes are not possible vs him. Difficult to Juggle: Shang's hurtbox very small when being juggled.
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