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Ultimate Mortal Kombat 3 - Strategy Guide - Shang Tsung
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Shang Tsung - Rank: 21
Shang Tsung is a low tier character, near the bottom, perhaps
in the 20s, but the fact that he has an infinite at his disposal and
large easy morph combos off a single ground eruption, with some effort
means he cannot be last even though basically he is less capable than
most. Shang's lock down, keep away, and zoning pressure can be
absolutely insane if you commit to a gameplan with him. Your strategy is
going to be constant double fireball to ground eruption traps and set
ups. His ground combos are limited, no pop ups, significant recovery
time on his comboed roundhouse, etc. Remember, if you are Shang Tsung,
you are also, at limited durations, Kabal, Kung Lao, Kano, Ermac, etc.
If you mix these characters up with others like Reptile and Kitana who
have completely different strategical defense, you'll have your
opponents guessing, and adapting constantly. It is theoretically
possible to beat people without morphs just using his lock down and
basic moves, because the important ones are good. His collision boxes
are the most awkward and unique in the game. Many juggle combo simply do
not work on him, so take notice that people will have to significantly
modify combos on him, generally doing a lot less to him. This is an
advantage against some characters. Also, he has a hard time ducking
certain projectiles if you're a hair late, watch out for this.
Basic Moves:
Shang's basics are kind of
mixed. He definitely has a sluggishness about him in general, but that's
really only his ground combos. They have significant pauses in them that
result in breaks constantly. However, his uppercut, standing HK, and RH
are ideal anti air attacks, and your choice is up to you or the
situation. 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. 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. Sweep
range is a little less than to be expected. Stand LK is good, his
ducking LK is also good. A lot of his basic moves are similar to that of
the Male Ninjas. His run jab game is decent, sometimes you can try and
stick in a single fireball after a few run jabs. His JK is very good,
his JP is ok. His straight up JK is pretty nice.
The Flaming
Skulls (fireballs in the general gaming world) have existed since MK1,
but in MK3 they were changed significantly. They were originally small
and fast moving, now they are slower, and longer. You may notice certain
fireball amounts are better for different set ups and combo
opportunities. Double fireballs are a good bet, Shang seems to recover
quickly after them compared to the height they usually bounce off the
last one. 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. 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 in-between them, much like
Stryker's riot gun. For example: in corner, aaHP, HP, double fireball,
JK, aaLP, double fireball. This is not a conventional in game combo, but
it demonstrates the moves limits. 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.
The Ground
Eruption (GE) is a very interesting move, similar to his fireballs, but
sets up free juggles if they connect. 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. 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. The GE has absolutely no limitations whatsoever and can
be continually used over and over with no break in-between, setting up
difficult, but doable infinites. Remember in order to really benefit
from the juggles, the GE has to hit the characters well placed. If you
do one from full screen as Jax is about to do his missile, chances are
the third will GE will miss so you will need to watch for this and
compensate combos. Against non teleport characters sometimes it's a good
idea to do two GE's in a row, because they will often times run through
the first two and get hit by the third, as they go up on the third, RH
them into the following GE. Most characters will get juggled by all
three GE's from a full screen distance, Robots, Female Ninjas, Shang,
Sheeva, Kabal, Sindel, Sonya, Kung Lao, Liu Kang, some (Stryker and Male
ninjas) will only get hit by one, the rest get hit by 2, so set combos
up accordingly. In order to get the full juggle you have adjust the
distance slightly, but generally there is not enough time to do this so
you need to pay attention to where they get hit. This really only
applies to grounded opponents.
Morphs are probably his best tool
overall because of versatility and strategy changing at your command. If
you know how to use a lot of characters, you might like playing as Shang
just for the challenge of being him at certain times. Morphs last
approximately 16 clock seconds in 1 on 1 gameplay and have no limit of
usage. Keep your characters varied, look for free morph situations.
Generally after a RH, or especially an anti air RH, a morph is free, so
have an idea of who you would like to use in those situations. Uppercuts
have a reasonable amount of morph safety, as do juggle Fireballs, and
the GE is obviously the safest. It is possible to use morphs to cancel
corner push back and possibly continue combos, but you have to make sure
you are paying attention to morph times.
Shang has a few
variations of the same infinite using his GE. The easiest way is to
start with one hitting all 3 fireballs, then run Shang to the middle and
do another, as the character hits the last fireball which goes up just
behind Shang, he will be hit into the second fireball from the second
ground eruption, getting knocked back over in front of Shang. Repeat
this as much as you like til you get to a wall. It's also possible to
knock them the other way into fireballs coming up from behind in a
similar manner, but doing the GE a bit late. Another way to do it, is if
the person jumps onto the first GE, run almost to the other side of the
screen and GE as they are landing. You have to make sure the last hit
knocks them behind you, so walk into the middle, let it hit them over,
then run and buffer the next GE to hit as they fall.
Something
that is another Shang Tsung weakness is his morph back juggle. What's
that? In the frame where you morph back you cant block, and any hit that
you will take will juggle you. That leads actually into universal
infinite for every single character vs Shang Tsung in corner for example
(LK, Repeat, LK, Repeat), or many individual infinites (like
Spear/Harpoon LP x LP, Repeat). So watch out with the time morph.
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Basic Juggles:
1. aaHP, HP,
double fireball 4 hits 28% (sets up GE lock down or if they jump
as soon as they land they will get hit and it sets up juggles,
morphs, and infinite combos) 2. GE, aaHP, HP, double
fireball 7 hits 43% 3. (near corner) aaHPHP, double
fireball, uppercut 5 hits 50%
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Advanced Juggles:
1. aaDouble Fireball, GE, aaHP, HP, aaHP, double fireball, 10 hits 65%
2. (near corner) aaHPHP,
double fireball, JK, HK, 6 hits, 59%in
the net, timing is crucial
Morph and GE related Combos of various degrees of difficulty:
1. aaDouble Fireball,
[Ermac], teleport punch, aaHP, Lift, aaHPHP, aaHP, fireball 8 hits
about 47% 2. aaLP,(BL,HK for Kabal morph) spin, aaHP, HP, JK,
air fireball (JK on some) (and now you are safe as Kabal to
terrorize for about 12 clock seconds) 6 hits 47%-48% 3. GE, [Kabal] aaHPHP,
JK, air fireball 7 hits 57% 4. GE, [Jax] aaHPHP, JK, air throw,
7 hits 59% 5. GE, [Nightwolf] Axe X4, aaHP, Axe, aaHP, Shoulder
Tackle 11 hits 60%(varies on the characters, for example against
Kabal, Sub Stryker or Jax, the full combo isn't that difficult, but
against Shang it would be impossible) 6. GE(2 hit), [Sindel]
scream, aaHP, scream, aaHP, scream, HK, HP, HP, D+HP, aaHPHP, JK,
air fireball 12 hits 69% 7. GE, [Ermac] JK, Lift, aaHPHP, aaHP,
fireball (JK on some) 8 hits 67-71% 8. GE, [Liu Kang] aaHPHP,
JK, Air Fireball, Dragon Kick 8 hits 70% 9. GE, [Reptile] - as
many aaHPHP whiff elbow dashes, as possible on whatever character
you're against, for example, GE, [Reptile] aaHPHP, whiff dash X3,
uppercut, 10 hits 75% 10. GE(2 hit), [Ermac] aaHP, JK, lift,
aaHPHP, aaHP fireball or JK 8 hits 68-73% 11. GE, [Kung Lao]
into various spin, or aaHP, JK, whiff dive kick infinite combos
12. [when aware of being Sub for a while] aaHP, freeze, or aaFreeze,
aaHP, freeze (kill whatever time is necessary) [Shang][Kung Lao] to
infinite variations or Ermac and anyone of his various ridiculous
combos.
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Ultimate Mortal Kombat 3 - Strategy Guide Shang Tsung Morph (Kabal) Punisher 1
File Size: 1,48 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Shang Tsung Morph (Ermac) Punisher 2
File Size: 1,72 MB |
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Last Update
10.22.2009
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