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- Shang Tsung
- -------------
- FATALS
- 1 - bfdd1 (mid)
- 2 - bfb4 (mid) ?
- ----------------------
- V1 - Fire And Brimstone
- bf1 Amp
- - high fireball
- - Amp: 2nd high fireball
- - Amp2: 3rd mid fireball, sliding KND
- - hold up-forward -> safejump!?
- db1 Amp
- - replaces generic
- - two vertical fireballs
- - adjustable: (f)
- - neutral: 1st is near, 2nd is about half-screen
- - f: half-screen and 75%
- - Amp: 3rd vertical fireball just further than the first two
- - launches on hit
- - amp-able on whiff
- ---
- V2 - Soultaker
- bf1 Amp
- - slow startup, fast high fireball
- - hold 1 to delay
- - press down while holding to cancel
- - costs 1 DEF bar
- - can Amp while holding
- - Amp: 120 damage mid hit traveling across full screen
- - good pushback/-7
- df3 Amp
- - safe mid hit
- - hold 3 to delay
- - press down, down to cancel (free!)
- - can Amp while holding
- - Amp: kombo extend, very slow startup
- - good pushback
- db2
- - summons a soul well for about 10 seconds
- - "collects" 25% of all damage dealt (hits and blocks)
- - input db2 before it dissappears to gain 40 life+collected life
- ---
- generics
- db1 Amp
- - double mid fireball at an angle
- - pushes away/-15 to -7 depending on range
- - Amp: 3rd fireball
- bf2 Amp
- - unsafe mid attack
- - [soul steal] on hit
- - lasts about 5 seconds
- - Amp: xtra damage
- - lasts twice as long/about 10 seconds
- * probably more to learn about this
- df3 Amp
- - unsafe overhead
- - adjustable: (b/f/u)
- - zoning option, similar to Sonya drones
- - Amp: 2nd low hit
- bf4
- - unsafe advancing mid
- - a terrible subzero slide
- - probably his best reversal punish option
- ---------
- strings
- 11 x
- 112
- 114 x
- b11 x
- b112
- b1d2
- 21 x
- 21u2d2
- 214
- b211
- b2112
- f24 x
- f242
- f243
- 3u2 x
- 3u2d2
- b3u4
- b3u434
- b3d4
- gaps:
- 11 # 2
- B11 # 2
- B2 # 11
- F24 # 2
- B3 # U4
- lows
- - d3/d4/b4
- - b3
- - f2[4]
- - 3[u2][d2]
- - 3u4[34]-1st
- V1
- - df3-Amp
- overheads
- - hops
- - f3
- - b1[d2]
- - 21u2[d2]
- - b3[u4]
- V1
- - df3
- Notable normals
- - f2
- - f3
- - f4
- - b1
- - b2
- - b3
- block advantage
- - 3 H/0
- - db1A M/0
- - 1 H/+1
- - 4 H/+1
- - f242 M/+4
- - f4 H/+5
- - bf1AA M/+5
- - 112 M/+6, pushes away
- Frame Trap after d3(+9):
- highs <= i9
- - 1 i8 C
- - 2 i9
- - d2 i9
- mids/lows <= i14
- - b1 i14 A
- - b3 i10 B
- - d1 i8
- - d3 i7
- - d4 i9
- - b4 i13
- Post-FT Strategy:
- A -
- B -
- C -
- ---------
- Krushing Blows
- d2
- - Kounter a high
- - Punish a high
- *launch
- B throw
- - recently morphed back to self
- *launch
- f4
- - Kounter or Punish a wakeup roll
- *240
- b1d2
- - d2 hits on its own
- *launch
- f243
- - kounter
- - punish
- *290
- V1
- bf1-Ampx2
- - hits by itself
- ---------
- KOMBOS
- [non-launch]
- 1 / 2 / 3 / 4
- (dmg shown is for xxx)
- xx 1 = ?/?A
- -
- xx 2 = ?
- -
- xx 3 = ?
- -
- [launch]
- d2 KB/FBu2
- - midscreen
- -
- - corner
- -
- blah
- - midscreen
- -
- - corner
- -
- jump kick
- - midscreen
- -
- - corner
- -
- -(crossup)
- -
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