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"Your Soul Is Mine!!"
When Tsung committed the atrocity of taking a soul, Shang Tsung was cursed by the Elder Gods not only to kill his enemies, but to take their souls as well. Only in this way would he hold off his grim fate: to age rapidly and die prematurely. As a side effect of his consuming the souls of others, Tsung was able to access their memories and knowledge, a happenstance which would greatly benefit him years later...
Bad Omen: 1, 2, 1
Soul Stain: 1, 2, 2
Soul Torment: 1, 3
Reserved Pain: B+1, 2, 1, 4
Death Walker: 2, 2, 1
Restored Youth: 2, 2, B+4
Play Time: F+3, 4
Deadly Truth: F+4, 3, 4
I'll be posting the longest combos I can get, since you can shorten the longer ones to be easier or more practical for you. An important thing to remember is that you can throw out an up skull(above) and jp before most of these combos for a good bit of extra damage, I'm not including them for these combos but definitely try it!
2, 2, 1 starter - Easy, high damage starter...
[7 hits, 31% damage] 2, 2, 1, DU4, DB4, soul steal Video
[6 hits, 31% damage] 2, 2, 1, DB4, DF4, DF4
(This is the go to combo for Shang! make it a habit to use this combo. the last far ground skull can be tricky, but without it the combo is only 26% so go for it.)
one bar[8 hits, 33% damage] 2, 2, 1, DB4, DF4, XDF4
(this is where the real combos start! after the enhanced ground skull you can begin another combo. you can either end with an uppercut for an extra 4% damage, or soul steal for an extra 5% damage)
one bar[10 hits, 35% damage] 2, 2, 1, DB4, DF4, XDF4, *F+3, 4
*(had some trouble with this so here's a tip, begin the F+3, 4 combo as the victim begins their last downward arc towards you)
one bar[12 hits, 38% damage] 2, 2, 1, DB4, DF4, XDF4, DU4, 1, 2, 1
one bar[12 hits 38% damage] 2, 2, 1, DB4, DF4, XDF4, 1, 2, soul steal
For the above combos: 2, 2, 1 combo starters can be replaced with a F+3, 4 starter for low mix-ups.
B+1, 2, 1 starter - difficult starter and doesn't scale well, but good against down blockers...
one bar[10 hits, 31% damage] B+1, 2, 1, 4, DF4, XDF4, soul steal
one bar[10 hits, 32% damage] B+1, 2, 1, DU4, DB4, XDB4, BB, soul steal
two bars[16 hits 36% damage] B+1, 2, 1, 4, DF4, XDF4, F+4, 3, 4, XDF4, soul steal
F+4, 3, 4 starter - A bit harder than (2, 2, 1) for stringing longer combos(for me at least) I prefer to use this as a keep away combo.
[5 hits, 25% damage]F+4, 3, 4, DB4, DF4
one bar[9 hits, 34% damage] F+4, 3, 4, DB4, DF4, XDF4, soul steal
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
For every combo above a soul steal can be used instead of a juggle. This adds 5%-7% damage to the basic combo and allows for immediate character specific tactics, and in some cases more meter to use for the longer combos.
Corner combos:
(combo into corner) [14 hits, 41% damage] 2, 2, 1, DB4, *F+4, 3, 4, DU4, B+1, 2, 1, 4, soul steal. Props to poptdp for the combo. * should be in the corner
X-RAY Combos:
[7 hits, 42% danage] 1, 1, 2, DB4, XRAY
[8 hits, 44% damage] 1, 1, 2, DB4, DF4, DASH, XRAY Video
VS Spam, Zoners, and Keepaways: Countering with Ex ground skull will work majority of the time, and it opens up a good amount of high damage combos. A good Shang Tsung is a master of projectiles and zoning, VS another zoner, or spammer/keepaway shouldn't be difficult.
VS Teleports: stand block and punish with soul steal. Almost all teleports have a move set which allows them to be setup for repeated Soul Steals, once this is done, they will rarely teleport again. Afterward, it's back to zoning as usual.
Anti-Air: DB2 works well, followed by BB1 nets good damage, and keeps them at a distance for ground skulls. Soul Steal works as well as long as they're not too close.
Mix-up Game: summoning up skulls and fire skulls is good way to make opponents feel trapped(before I started using Shang, I got the same treatment from sektor. I started using skulls like his rockets.) B+1, 2, 1 is a good combo starter for low mix-up and leads to juggling or finish the combo with 4 to keep them at a distance. Soul Steal will obviously unbalance your opponent since they're facing a new character altogether.
Fire skull: BB1 - I'll occasionally add this after a basic combo to up the damage, but I generally try to stick with the ground skulls. The EX version can be used in some combos before an EX Ground skull for extra damage.
Up Skull: (Above) DU2 - this can be added before a jump punch to start a combo, and it's also good for wake-up pressure.
(Behind) DF2 - If an opponent is playing keep away this is useful, however I've found most players try to rush Shang because his strength lies in distance.
(In Front) DB2 - front skull is a good tool against opponents that jump often. I tend to throw one out after a combo, and follow it up with a fire skull. Another flashy tactic is to send one out right after an EX ground skull, this extends the combo for a bit but there are some easier alternatives.
EX Up Skull - I have never used it but I believe it can be done after EX Ground Skull for more juggling, still testing it out...
Ground Skull: (Close) DU4 - I've started using this much more often. It works very well against rushers and teleporters. what's nice about close skull is that when it's summoned it will appear on whatever side the opponent is, so if you have a player that's trying to jump over you it will catch them majority of the time. Adding it right after an EX ground skull is a great way to extend long combos!
(Medium) DB4 - It catches jumpers from far away and if you can get one off clean you can guarantee yourself a nice little combo. It's probably the best ground skull to use after a combo.
(Far) DF4 - good tool for corner campers, I've won matches by spamming it against these types of players since you can get two of them to connect before they hit the ground. The golden rule is use after you connect with a medium skull always.
EX Ground Skull - A must for extended juggle combos. connected after a medium or far ground skull will send the victim back to Shang for more combos.
Soul Steal: FDB3 - This is an amazing tool. Steals opponents move set, and gains a small damage boost. I'll be adding another section dedicated to this special.
When Tsung committed the atrocity of taking a soul, Shang Tsung was cursed by the Elder Gods not only to kill his enemies, but to take their souls as well. Only in this way would he hold off his grim fate: to age rapidly and die prematurely. As a side effect of his consuming the souls of others, Tsung was able to access their memories and knowledge, a happenstance which would greatly benefit him years later...
Spoiler:
Bad Omen: 1, 2, 1
Soul Stain: 1, 2, 2
Soul Torment: 1, 3
Reserved Pain: B+1, 2, 1, 4
Death Walker: 2, 2, 1
Restored Youth: 2, 2, B+4
Play Time: F+3, 4
Deadly Truth: F+4, 3, 4
Spoiler:
I'll be posting the longest combos I can get, since you can shorten the longer ones to be easier or more practical for you. An important thing to remember is that you can throw out an up skull(above) and jp before most of these combos for a good bit of extra damage, I'm not including them for these combos but definitely try it!
2, 2, 1 starter - Easy, high damage starter...
[7 hits, 31% damage] 2, 2, 1, DU4, DB4, soul steal Video
[6 hits, 31% damage] 2, 2, 1, DB4, DF4, DF4
(This is the go to combo for Shang! make it a habit to use this combo. the last far ground skull can be tricky, but without it the combo is only 26% so go for it.)
one bar[8 hits, 33% damage] 2, 2, 1, DB4, DF4, XDF4
(this is where the real combos start! after the enhanced ground skull you can begin another combo. you can either end with an uppercut for an extra 4% damage, or soul steal for an extra 5% damage)
one bar[10 hits, 35% damage] 2, 2, 1, DB4, DF4, XDF4, *F+3, 4
*(had some trouble with this so here's a tip, begin the F+3, 4 combo as the victim begins their last downward arc towards you)
one bar[12 hits, 38% damage] 2, 2, 1, DB4, DF4, XDF4, DU4, 1, 2, 1
one bar[12 hits 38% damage] 2, 2, 1, DB4, DF4, XDF4, 1, 2, soul steal
For the above combos: 2, 2, 1 combo starters can be replaced with a F+3, 4 starter for low mix-ups.
B+1, 2, 1 starter - difficult starter and doesn't scale well, but good against down blockers...
one bar[10 hits, 31% damage] B+1, 2, 1, 4, DF4, XDF4, soul steal
one bar[10 hits, 32% damage] B+1, 2, 1, DU4, DB4, XDB4, BB, soul steal
two bars[16 hits 36% damage] B+1, 2, 1, 4, DF4, XDF4, F+4, 3, 4, XDF4, soul steal
F+4, 3, 4 starter - A bit harder than (2, 2, 1) for stringing longer combos(for me at least) I prefer to use this as a keep away combo.
[5 hits, 25% damage]F+4, 3, 4, DB4, DF4
one bar[9 hits, 34% damage] F+4, 3, 4, DB4, DF4, XDF4, soul steal
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
For every combo above a soul steal can be used instead of a juggle. This adds 5%-7% damage to the basic combo and allows for immediate character specific tactics, and in some cases more meter to use for the longer combos.
Corner combos:
(combo into corner) [14 hits, 41% damage] 2, 2, 1, DB4, *F+4, 3, 4, DU4, B+1, 2, 1, 4, soul steal. Props to poptdp for the combo. * should be in the corner
X-RAY Combos:
[7 hits, 42% danage] 1, 1, 2, DB4, XRAY
[8 hits, 44% damage] 1, 1, 2, DB4, DF4, DASH, XRAY Video
Spoiler:
VS Spam, Zoners, and Keepaways: Countering with Ex ground skull will work majority of the time, and it opens up a good amount of high damage combos. A good Shang Tsung is a master of projectiles and zoning, VS another zoner, or spammer/keepaway shouldn't be difficult.
VS Teleports: stand block and punish with soul steal. Almost all teleports have a move set which allows them to be setup for repeated Soul Steals, once this is done, they will rarely teleport again. Afterward, it's back to zoning as usual.
Anti-Air: DB2 works well, followed by BB1 nets good damage, and keeps them at a distance for ground skulls. Soul Steal works as well as long as they're not too close.
Mix-up Game: summoning up skulls and fire skulls is good way to make opponents feel trapped(before I started using Shang, I got the same treatment from sektor. I started using skulls like his rockets.) B+1, 2, 1 is a good combo starter for low mix-up and leads to juggling or finish the combo with 4 to keep them at a distance. Soul Steal will obviously unbalance your opponent since they're facing a new character altogether.
Spoiler:
Fire skull: BB1 - I'll occasionally add this after a basic combo to up the damage, but I generally try to stick with the ground skulls. The EX version can be used in some combos before an EX Ground skull for extra damage.
Up Skull: (Above) DU2 - this can be added before a jump punch to start a combo, and it's also good for wake-up pressure.
(Behind) DF2 - If an opponent is playing keep away this is useful, however I've found most players try to rush Shang because his strength lies in distance.
(In Front) DB2 - front skull is a good tool against opponents that jump often. I tend to throw one out after a combo, and follow it up with a fire skull. Another flashy tactic is to send one out right after an EX ground skull, this extends the combo for a bit but there are some easier alternatives.
EX Up Skull - I have never used it but I believe it can be done after EX Ground Skull for more juggling, still testing it out...
Ground Skull: (Close) DU4 - I've started using this much more often. It works very well against rushers and teleporters. what's nice about close skull is that when it's summoned it will appear on whatever side the opponent is, so if you have a player that's trying to jump over you it will catch them majority of the time. Adding it right after an EX ground skull is a great way to extend long combos!
(Medium) DB4 - It catches jumpers from far away and if you can get one off clean you can guarantee yourself a nice little combo. It's probably the best ground skull to use after a combo.
(Far) DF4 - good tool for corner campers, I've won matches by spamming it against these types of players since you can get two of them to connect before they hit the ground. The golden rule is use after you connect with a medium skull always.
EX Ground Skull - A must for extended juggle combos. connected after a medium or far ground skull will send the victim back to Shang for more combos.
Soul Steal: FDB3 - This is an amazing tool. Steals opponents move set, and gains a small damage boost. I'll be adding another section dedicated to this special.
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