No rest for the iced-one in this match...
Shang has the ability to throw fireball spam of course, but doing it relentlessly will result in getting frozen and comboed. Single fireballs work best here as they leave enough time for Shang to recover and block the potential ice counter. Getting in close of course is where Shang can do some bigtime damage. Jumping in against Sub is usually a bad bet, but with Shang's high priority JK you may want to risk it on occasion. Apply kara-jabs and try to push Subby into the corner for the clinch. If you want to be a chump about it, morph into Jax and have your way with him.
Sub, as usual, needs to stay on offense here; especially if Shang morphs into Jax. Counter all skull spamming with a freeze and combo. If Shang is walking toward you for some reason, apply a ground freeze then uppercut. Always counter jump-ins with an aaRH.
Sub is at a real disadvantage here for many reasons. He can win some matches if Shang is dumb about skull spamming, but more often than not Shang will win by about 7-3, maybe even 8-2.
- What can Subby do from up close to make this more fair?
- How often should Shang spam fireballs?
- Should Shang jump in?