[Scroll Guide] Shaolin Tiger

Discussion in 'Game Guides' started by Tengu, Nov 7, 2017.

  1. Tengu

    Tengu Creator of Savate

    Joined:
    Mar 5, 2016
    Messages:
    1,608
    Likes Received:
    1,934
    Shaolin Tiger
    Nickname: Slayer Persona
    Description: "All over with blood!!"
    Price: 176a//980cc
    Opinion: At first glance it appears to be a newer, stronger Persona but each scroll has it's strengths and weaknesses all across. Despite anything else ALL should fear the scroll's savage punch combo. Unfortunately (for Persona) this dodge is better as it advances while offering mini-BU + ground hit options and the scroll has more generous angling in certain key places making it easier to use than it's predecessor but it lacks Persona's fierce KP & kG P traveling launchers as well as the heavy stun from Persona's punch combo. Overall it's quite a metal scroll for certain.

    Difficulty to use: Hard-
    Difficulty to master: Hard+
    Potential: High
    Tier: A-

    Combo Chart
    PPPPP - [470]
    KKPP - [460]
    KK(G+K) - [330]
    KP - [250]
    K{P} - [290]/{330}
    kG P - [180]
    kG K - [200](120)
    (P+G) - [235]

    Crow
    PPPPP
    80, 90, 90, 100, 110 (110) [470]
    A fierce pressure combo that can spam defenders in a way D-tier scrolls could only dream of as well as a heavy hitting juggle damage combo dealing a hefty 348 in the air while ending in an aerial attack excellent for drop combos.
    First punch is nearly identical to Black Mist Ninjitsu's; fear it. Second hit is fast with a decent swiping arc but it doesn't angle well and can be countered if the enemy blocked the first punch. Third hit is very fast, has above average delay, and has decent recovery. The fourth hit comes out comparably slower than the rest but is still quite fast thou it must be delayed during a juggle or it will miss. Final punch can angle any direction and hits a second time after it's knockback in the air. Has considerable forward movement. Attacking from behind improves angling on most attacks but may disrupt others so you'll have to personally learn the feel of these on your own.

    Phobia
    KKPP
    110, 100, 110, 140 [460]
    Considering how fierce the punch combo can pressure this should be reserved for mixing up your punch assaults with a single kick or guaranteed punish launch and edging with it's above average angling.
    First kick is similar to Persona's second kick but in exchange for a lowered hitbox it is overall a much faster attack with some snazzy priority and way above average damage. Second kick has a very high vertical hitbox that angles perfectly but certainly isn't the safest kick on the block due to it's sluggish recovery so never end on this. Third hit uses the same animation as the punch combo's fourth punch but does 10 additional damage and it's decreased forward movement allows for a guardanteed angle if lined up. Final hit has more delay than the punch combos finsiher despite using the same prior attack and has a very high arcing hitbox that only angles left unless hitting them from behind.

    Gorefest
    KK(G+K)
    110, 100, 120 [330]
    Does more damage than the average three hit launcher. Has considerable invisible reach thou not as good as you would think. Decent forward movement and doesn't angle well. Should be used any chance you can to lay on the damage.

    Visions of Death
    KP
    110, 140 [250]
    It may be fast and angle decently well but past that it's on the weak end of KP two hits. Use only when it would guarantee a kill or to break out of a bad situation.

    Visions of Death
    (Semi-charge)
    KP (Semi-hold)
    110, 180 [290]
    Angles noticeably better than the uncharged version in terms of angling and damage but can miss if over-charged while attempting to angle it.

    Full Blast
    K{P}
    110, 220 [330]
    Greatly improved reach and knockback distance in addition to guard breaking but has nearly a 3 second charge timer.

    Morbid Angel
    kG P
    [180]
    A forward dodge with generous delay and invulnerability. The punch input bounce-up launcher is very fast and angles very well with a sizable hitbox but as one could expect it's not that safe at all.

    Creeping Death
    kG K
    [200](120)
    A low right arcing swipe across the floor dealing incredible damage for a ground hit. Has a decent arcing hitbox but it's movement reduces it's angling somewhat. You can follow-up with a kG K after...

    PPPPP - facing their back
    KKPP
    KK(G+K)
    KP
    K{P}
    kG P
    (P+G)
    Wake-up Sweep Kicks
    Situational dropped juggles and failed drops

    It should be noted that this attack can be used to travel down certain edges if the dodge is delayed to the end of the edge and the fall isn't too far, i.e. the mini-platform at the top of Moonlight.

    Sadist
    (P+G)
    [235]
    Same grab as Persona's. Can be ground hit with a forward step and some good timing.

    Best Juggle
    KK(G+K) P~ P~ PPPPP kG K
    110, 100, 120, 46, 46, 46, 54, 54, 60, 66, 66, 120 (888)

    Advanced Nanmu(s)
    KK(G+K) P P PP Nanmu (Requires back or a wall)
    KK(G+K) P P PPP Nanmu (Requires wall)
    KK(G+K) P P PPPP Nanmu
    KK(G+K) P P PPPPP Nanmu (Requires wall)
    Credit: Draygashi

    Strategy:
    Stay in their face with unrelenting pressure and trickery! Be especially careful of your own forward movement or you might edge yourself if you are on an edge stage as drifting your punch combo is always mandatory. And just like with Persona don't let yourself become predictable or it's all over as the scroll is riddled with counter break points. Focus on your first two punches to contain them and your dodge combos to drift in and out of spots as you need until you see an opportunity to launch them to stack on serious damage!
     
    Last edited: Nov 7, 2017
    NeoStrayFox and tamirtov like this.
  2. Draygashi

    Draygashi World Record (Al Hata), CUC

    Joined:
    Mar 3, 2016
    Messages:
    2,143
    Likes Received:
    3,363

Share This Page