Ninja Mixups & Pressure

In Shang Tsung’s Soul Eater variation, he has the ability to morph into various ninjas. This gives him access to Ermac’s Force Lift, Smoke’s Shake, Rain’s Superkick and Reptile’s Slide.


On block, Superkick is -9. However, this can be difficult to punish for many characters due to its pushback. Some characters will need to block the Superkick either standing or crouching to reduce the pushback and punish. Superkick can also be Flawless Blocked, which is a much more consistent punish.

At the cost of 1 bar of Defensive Meter, Superkick can be cancelled out of. If Superkick is cancelled after B1, Shang Tsung will be at -7. This is a safe cancel that cannot be punished. If your opponent starts to attack after the cancel, they will be susceptible to being hit by the Superkick.

This will allow Shang Tsung to pressure with Superkick. You will want to mix up B1 Superkick and B1 Superkick Cancel so that your opponent won’t know when you will release the Superkick or cancel out of it.

The following lists the block advantage for Shang Tsung’s Superkick Cancel:

1 -16
11 -19
B1 -7
B11 -15
D1 -23
2 -17
21 -8
B2 -10
F2 -9
F24 -12
3 -8
3U2 -13
B3 -13
B3U4 -14
D3 -21
4 -10
D4 -18

Up-close, B1 can be hit confirmed into Superkick. In order to hit confirm B1, you must slightly delay the Superkick. If you see that B1 is blocked, immediately cancel out of the Superkick. Otherwise, release the Superkick to combo off of B1. This works because Superkick still combos even if it is delayed, which gives you enough time to hit confirm any single hit with it.

Superkick can also be used within other strings for pressure. For example, after F2 your opponent will want to block low because of F24. If your opponent is not ready, then you will be able to use Superkick after F2. Although Superkick cancels are punishable outside of when it’s used after B1, they can be difficult to react to when mixed well enough. If your opponent reacts too late and tries to interrupt the cancel, they can be hit by the Superkick.


Another option to counter opponents trying to interrupt Superkick is to use Shake. When Amplified, Shake will parry any attack that isn’t a low. If your opponent thinks that you will use Superkick after F2, then using Amplified Shake after F2 will parry their attack. While risky, this can be a good option if Shake becomes a Krushing Blow.


After B1, Shang Tsung has a 50/50 mixup between B1D2 and B1 Slide. Since the overhead in B1D2 has a start-up of 18 frames, and Slide has a start-up of 20 frames, this can be very difficult to defend against. Your opponent must guess whether to block high or low after B1. This is especially strong because B1D2 becomes a Krushing Blow if the overhead chop hits by itself.

B1D2 will also counter opponents attempting to Flawless Block after B1 if they think you will use Superkick.

Force Lift

Other forms of pressure include Shang Tsung’s 112 and F242. On block, 112 leaves Shang Tsung at +6. After 112, you can use Force Lift to catch opponents trying to move. This will stop everything besides backward jumps, backdashes, and armored attacks. Against characters with little range on their attacks, this can be pretty safe due to the pushback on 112. Once your opponent respects the Force Lift, you can then approach with F2.

Shang Tsung’s F242 is +4 on block, but can be Flawless Blocked on the last hit. Although you can use F243 to counter Flawless Block attempts, it does not yield much damage. For a bigger punish, you can opt to use Force Lift. Not only will this punish your opponent for a full combo, it will also become a Krushing Blow because the timing to Flawless Block Shang Tsung’s F242 occurs after the Force Lift. Your opponent will automatically block late causing the Krushing Blow requirement to be met.

Between Superkick cancels and Slide mixups, as well as using Shake and Force Lift to counter your opponent’s attempts at defending, you will want to mix up all of these options in order to successfully pressure opponents with Shang Tsung.

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Can you show us how to calculate block adv of cancelling out of super kick from the various basic moves using frame data numbers


How do you calculate the b.a for cancelling out of super kick using frame date, using b1 as the example


you don’t need to, training mode has a frame data calculator


Thanks, I would just like to know the formula of how it is arrived, I like frame data calculations, do you know how to calculate it on paper, thanks scott