2014-06-02



 

I am no friend of yours. I am Rain, prince of Edenia."

 

In the games

Rain is a playable character in the Mortal Kombat Fighting Game Series. He made his debut in Ultimate Mortal Kombat 3, 1995.
Being the half-god he is, Rain wields immense power. He can control two things that involve weather: water and lightning. His powers being related to such, he is able to pressurize jet streams of water to either propel himself or attack opponents. He is most noted for his ability to trap opponents in a spherical prison of water that gives him limited control over their body. In addition, he is able to conjure up lightning blasts from the sky to blast his opponents into the air. He also possesses the ability to liquefy himself, turning himself into water and reconstituting behind them in a swift manner akin to teleporting. Through mysterious means, he enchants the strength in his legs, distorting space to strike them so hard that they would reappear opposite to his direction.

 

In Royale Rain fights using Ninja Arts as well as water and lightning-based moves, and he likes Stage Control just as much as he likes controlling his opponent with the help of his B-moves. Despite his muscular body, he doesn't weigh that much due to his lightning-element, but what the electricity takes away in weight, it gives back in speed and agility.

Specials
O Water Sphere or control ball or frozen rain orb.
Rain projects a light-blue Water Sphere the size of a Soccer Ball at his opponent, up to the range of 1/2 practice arena which shatters as it hits. A successful hit does 6% damage, locks Rain into a stationary Control Mode which allows him to move his opponent's body in any direction at the speed of Samus' from smash bros homing missiles for 2 seconds, by moving his hands - however, when moving the foe away from you, the Travel Speed is a bit slower.
While beeing controlled, the opponent is in a stun animation and has a watery-looking effect to them, but will regain control as soon as the effect wores off.
Start-up is about the same as Falco's grounded laser, but the sphere moves at Falcon Kick-speed, and the cooldown is about the same as Dedede's Waddle Dee-toss.
If the opponent is close enough when the effect wores off, a skilled Rain can almost garantuee a follow-up, or read/mindgame him, and if Rain is hit while controlling an opponent, he'll lose control of the opponent immediately.


 

 



 

 

side circle Lightning Bolt or shocking bolt
Rain raises his arm and summons a dark-grey thundercloud the size of a crouching Dedede infront of him,   It moves forward at a slightly slow rate and quickly unloads a blue Lightning Bolt straight down when you release o.
At a very slow rate, you can steer the cloud up and down to a very small extent but it does no harm on its own.
The cloud grows bigger and the bolt grows stronger the longer you let it travel, but it'll automaticly unload at max range, which is the practice stage
With a hard thrusting Input the cloud moves at a slightly faster rate and its max range is 2/3 of the practice stage.
It does 8 - 14% damage before Max Range depending on the distance traveled, and if you manage to hit it at max range, which is hard, you'll dish out 23%!
Start-up is around the same as Samus's missiles in super smash bros. and Rain keeps standing there, posing, with is arm raised until the cloud unloads.
When hit, foes fly straight up with low/med to med knockback denpending on how far the cloud has traveled, and at absolute max range they are hit with very high knockback. If Rain is hit during the move, the cloud will travel to its max range and unload, which allows for fun 2on2-usage.

 

 

down circle Super Roundhouse
Rain roundhouses his opponent with such force that even the Home-run Bat would drop its jaw.
It does 10% damage, and while the range is average at best, the start-up is pretty fast and the cooldown moderate, and it sends ppl into the horizontal Blast Zones at 0%.
Broken? No, because the opponent will reappear in the opposite direction (still in Launch Animation) with a semi-set knockback.
At 0% the foe will almost reach Rain (A bit outside of ZSS' side+b Range), and at around 200% the foe goes so far past Rain that he might get KO'd in the Blast Zone that he was initially kicked into.
The Lauch Procedure doesn't take up as much time as you might think - think of it as if Ganon Ftilt'ed someone at a very high % towards you from afar.
Combos are possible at higher %'s and a skilled Rain can even link Roundhouse Kicks together, but be aware, the opponent can DI it.

 

 

up circle Geyser Kick
Rain goes into a handstand position and propels himself into the air using a geyser, kicking anyone who is near for 10% with medium knockback up and away, , and anyone further away for 7% with low/med knockback.
The default angle is 55', but you can also go 45' or 65' if you tilt the Control Stick.
Moderate start-up and range for an up+b, ending in a helpless state.
It's an effective OoS-move.

 

either that or mystic vapors as a recovery move which is basically a teleport.

 

square combo Gut Punch
By rapidly pressing square, Rain rains a flurry of quick, alternating lefts and rights to the opponent's gut, almost as fast as Pikachu's Jab.
Each punch does 2% damage, the range is about the same as Ike's first Jab, and when you stop, the cooldown is similar to Pikachu's Jab.
It's Rain's fastest attack - If you're lucky you'll be able to land around 3 before the opponent takes action.
Also, there's a Sweet Spot at the very tip of the attack that knocks ppl away with low knockback.

 

 

Up square Spark Shot
Rain turns his back to the screen, raises one arm over his head and shoots a thin, weak, blue Thunder Bolt straight up to the range of Marth's Usmash.
Both the start-up and cooldown are pretty fast, but it does only 4% damage, sending ppl straight up with low knockback.
A good Juggling Move with great range, however, it can not hit people on the side of him.

Down square: Sweep
The classic generic sweep which all human characters can pull off in the classic games.
It's a fairly quick move with cooldown similar to Snake's Dtilt, and when you hit standing opponents at around 70%+ they trip, allowing Rain to Tech Chase.
When hitting ppl before they reach the 70'ish, they are simply sent up and away with low knockback.
The range is about the same as Wolf's Dtilt, and it does 5% damage.

side square Middle Kick
Rain turns to the screen and kicks straight forward, hitting his foe in the gut, with his toes also pointing at the screen.
Start-up and cooldown are both pretty fast, and the range is about the same as Samus' Ftilt.
It does 7% damage, and sends the opponent away but also slighty up with low/med knockback.
A good move if you quickly want to create some space between you and your opponent, or simply poke him/her.

Dash square Water Blades
Rain pressurizes Water Molecules to summon a blade in each hand which are then used in a Cross Chop-motion infront of him.
While the start-up is fast the cooldown is moderate, and the range is about the same as Link's Dash Attack.
It does 8% damage and sends ppl straight up with medium knockback
A nice tool to start strings with, or to simply punish.

 

Up triangle Dual Thunderclouds
Rain turns to the screen, stretches out his arms, and summons a dark-grey thundercloud the size Kirby in each hand, and then he unloads them towards one onother creating a powerful clap above his head.
The range is about the same as Zelda's Usmash, but it doesn't last very long.
Neither the start-up or cooldown are great, but it does 18% damage, and sends ppl straight up.

 

Side triangle Stream Saber
Rain pressurizes Water Molecules to summon a saber only to slash his foe diagonally.
With range similar to Marth's Ftilt and start-up almost as fast as Samus' Fsmash, this attack can be quite surprising - however, the damage and knockback aren't amazing by any means.
It does 12% damage, , and has cooldown similar to Marth's Fsmash.Down triangle

 

Down triangle Sprinkler
Rain spins around 1080' while sprinkling High Pressure Water all around himself, hitting ppl multiple times.
Each hit does 2% damage, and if all connect, it does 11% with the last hit sending the for up and slightly away.
The start-up is fast, the cooldown moderate, and the range is about the same as Pikachu's Dsmash, making it a good **bleep**-move.

Aerials

Nair: Electrify
Rain pulls his legs in slighty and strikes a Ninja Pose with his hands while unloading a weak electric field around him.
Start-up is fast and the cooldown is moderate, and the range is about the same as Mewtwo's Nair.
Foes are hit multiple times for a max of 10% damage, and are sent up and away by the last hit with low/med knockback.
Auto Cancels when it comes in contact with the ground.

Dair: Jet Shower
Rain broadens his legs, sticks down one arm, and shoots a fairly slim stream of water straight down, at high velocity, that has almost the range of Dedede's Ftilt.
It multihits opponents for a maximum of 8% damage, and each hit has a very weak spike-effect to it.
Both the start-up and cooldown are moderate, and the landing-lag isn't too much of a problem for Rain.
Since it temporarily lowers Rain's Fall Speed a tad, it can somewhat help him recover horizontally a bit, but not to an amazing extent.
The stream is active for almost one second.

Uair: Triple Kick
Rain turns upsidedown and kicks to the sky three times - left, right, left, about the range of Falco's Uair.
The start-up is fast but the cooldown is moderate at best, and the landing-lag is also moderate.
The first two kicks do 3% damage each, stunning the opponent, while the last kick does 6% damage and sends to opponent straight up with medium knockback.

Bair: Lightning Strike
Rain delivers a Lightning-loaded kick behind him while posing with his fists - one up, one down.
The range is about the same as Luigi's Bair, and if Sweet Spotted (although it's pretty hard) it'll send a Lightning Bolt between the sky and Rain's foot, sending the opponent straight up with very high knockback,and dealing 22% damage!
Other players that are hit by the lightning suffer 12% damage and are sent up and slighty away with medium knockback.
If Sour Spotted, the kick does 6% damage and sends ppl flying away and slightly up with low/med knockback.
The start-up is pretty fast but the cooldown is a little on the slow side, and the landing-lag is moderate.

Fair: Colliding Waters
Rain stretches out his arms to the sides and summons a water sphere slighty smaller than a Soccer Ball in each palm, only to crash them together, shattering them infront of him.
The start-up is mediocre, likewise the cooldown, and the landing-lag is fairly mediocre as well.
Having a range similar to Ness' Fair, it does 12% damage and sends ppl up and away with medium knockback.

Grab Game

Rain grabs ppl by the head, surrounding their head in a Water Sphere of fitting size. Ball-characters like Kirby gets their whole body surrounded in the sphere.
His standard Grab is a normal grab with normal speed and with about normal Grab Range.
When Dash Grabbing, small Water Jet Streams appear under his feet, making his Dash Grab travel just slightly further and faster than the average.

 

Dthrow: Water Bed
Rain clings to his foe and jumps to the sky, taking the foe with him up to the height of ZSS' Usmash, turns upside down, and drives the both into the ground with tremendous force while he himself turns into water and shatters.
It does 11% damage and sends the foe up and slighty away with low/med knockback

 

Uthrow: Moisture Rocket
With a wave of his hand, Rain surrounds the foe in moisuture which lifts him up above his head and spins him around, only to launch him in the air.
It is a multihit doing 9% damage, sending the foe straight up with medium knockback

 

 

Fthrow: Hydro Push
Rain puts his palm against the foe's torso only to blast him away with a powerful Water Stream, sending him up and away with medium knockback.
It does 9% damage

 

Bthrow: Elbow Thunder
Rain puts the foe behind himself and strikes him with an electrifying elbow.
It does 10% damage and sends the foe up and away with medium knockback

 

Level 1 super deadlly uppercut or upside down uppercut t rated version.

 

Level 2 super bubble burst anybody that touches the inflating enemy also inflates & explodes & dies

 

Level 3 when lightning strikes.

Building damage

Rain's favourite tool for building damage is the Water Sphere.
Whenever he can (and he will), he will try to control you with it and hopefully string it together with a quick attack, or try to read you and then punish with an attack, grab, or a new sphere.
His Lightning Bolt can hit foes that are far away and/or off guard, and just like his Dash Attack, it's a good tool if you want to get in under your opponent and juggle him with Utilt or Uair or Nair.
Dsmash is best used for punishing, likewise his Fsmash if he's not saving it for a kill - it depends on the player.
His Bair pays off big time %-wise when you manage to land a Sweet Spot, and his Fair can be used either for damage-racking or be semi-saved for a kill.
The Jabs can rack up damage fast if the opponent is unaware, his sweep helps racking damage via Tech Chasing at higher %'s, and Ftilt is one of his best pokes.
Uthrow is a great set-up for juggling, and Dthrow is a good throw if you want to keep the opponent close to you.
The other throws are mainly used to get your opponent where you feel you want him.

Getting the kill

Rain produce KOs by zapping his opponents with an Usmash, or by landing a Fair near the edge/off stage.
His Fsmash can kill as well, provided you didn't use it to rack damage/punish, and with a fair amount of skill, you can get an early kill with a Sweet Spotted Bair.
While it takes both timing and luck, his Lightning Bolt can result in an early kill at absolute max range. Your best chance to land it is when your opponent is recovering and there's a gap between the two of you.
His Dair shouldn't be overused when it comes to gimping opponents with a good vertical recovery, as it more or less can help them recover.
Use it occasionally as a mix-up to hopefully mess with their recovery. Characters with a poor vertical recovery, such as DK, suffers greatly from this attack, though.
His Water Sphere can string into Killing Moves if the Rain is smart, and off stage it's a great gimping-tool if your opponent isn't aware.
The Super Roundhouse can be devastating at higher %'s, as it can combo into a powerful attack. If the foe's DI is bad, a well placed Usmash should do the trick - if not, you can attempt to Sweet Spot a Bair, which obviously takes great timing.
His Sweep can allow for a kills at high %'s via Tech Chase if you're good at reading.

 

SHANG TSUNG
A powerful, deadly sorcerer and a primary villain in the Mortal Kombat franchise, Shang Tsung is a shapeshifter who needs to consume souls in order to sustain his health and life. In the Mortal Kombat series, he is the epitome of cunning and decadence, as symbolized by his preference for lavish parties, grand palaces, and stylish clothing. Unlike the crude Shao Kahn, this bombast is a facade, disguising Tsung's true intellectual and mental sophistication. His nemesis is Liu Kang, but throughout his unnatural lifespan, he has earned the hatred of many others, including Kung Lao and Kenshi.

Shang Tsung's allegiance to Shao Kahn granted him the status of a free roaming sorcerer. As such, he is able to move between realms without detection by the Elder Gods or local deities, an ability which has granted him many opportunities to commit atrocities over the centuries. Only Delia, Shinnok, Shao Kahn, and Quan Chi can match Shang Tsung's skills as a sorcerer.

Stats
Size - 8
Weight - 8
Speed - 4
Jump - 4
Fall Speed -7
Air Speed - 3

Special Attacks

Up Special O Body Switch
Upon using the Up Special, Shang preforms a gesture with his hand, erupting in a flash of fire. At the same time, the nearest opponent also has a fiery flash surround them, A moment later, both flashes disappear, revealing a shocking development: Shang and the opponent have switched positions! If Shang was in the air when he used this move, and the opponent was on the ground, the opponent has access to all of their jumps plus their recovery, though if said opponent HAS no jumps/traditional recovery, (ala Appetizer) they will instead be transported to the edge of the stage. If the opponent was in the air, then they are granted whatever jumps or recovery they had left, while Shang is put into helpless. This DOES work on opponents who are in freefall, though not on dodging/shielding opponents. Opponents in the middle of attacks will finish the attack once transported, unless put into the air.

As a side note, this move can be double-tapped. Upon double-tapping, the beginning of the move will play out as normal, with the fiery aura surrounding both fighters. Once the aura disappears, it is revealed that Shang and the opponent have not switched positions after all! Using this technique, Shang can set up and pull of many different mind tricks on the opponent.

Down Special O Hot Escape
A fiery circle forms at Shang's feet, as he slips down below the surface, obviously meaning that this move can only be used on the ground. Once he sinks, he is quickly teleported to a position directly behind the nearest grounded opponent, or if the nearest opponent is in the air, directly underneath them, provided they are over a section of the stage (if not, he teleports to the edge). Regardless of the distance between Shang and the opponent, it will always take exactly one second for Shang to reappear. During this one second, the player can input any attack, which Shang will preform immediately after exiting his portal, regardless of the starting lag (smashes will by default always be their weakest charge). Besides this this move has very little lag on either end, though opponents DO have a full second to predict where Shang will reappear.

Forward Special O Teleport
Quite identically to his Up Special, Shang becomes engulfed in a fiery aura. This time, however, he teleports forward 2 SBBs, the aura exploding upon ending, reaching 1 Bob-omb blast in all directions and dealing 10% damage. The move has fairly long ending lag, however, making it less useful than it should be against fast-reacting opponents. Also much like the Up Special, if the move is double-tapped, Shang will NOT teleport, instead using this as a way to perhaps disguise the starting lag of some other move.

Neutral Special O Body Morph
Shang throws is head back and laughs, his arms extended. Immediately, his body bubbles into that of his nearest opponent. While copying the looks, he also copies all of their stats, minus weight, which remains the same. He has full access to his own moveset AND that of his opponent, available by holding the shield button down, meaning Shang has no shield while copying opponents. Also, any move he preforms only deals 1% damage and the move's base knockback, usually giving it away. The morph is not reversible by simply pressing the neutral special again: Shang will have to wait a full 10 seconds before he morphs back to normal, or until he is dealt 10% damage. Shang is then unable to use the attack for 25 seconds, needing to recharge due to the stress and high energy required to use it. However, this doesn't mean his neutral special is useless: in fact, he gains an entirely new one for the duration of the morph...

Neutral Special O Mimic
Upon input, Shang laglessly mimics what the opponent is doing (meaning, the animation) at that very moment. The mimic, regardless of where it was input, will always last 3 seconds. During this three seconds, Shang is able to use any move in either of his arsenals, which are preformed without fear of lag, though it will cancel out the animation, unless it's a move like your Up Special which can be done during ANY animation. Shang obviously loses this attack when he morphs back to normal.

 

Standard Attacks

Jab square Hellfire
Shang flows his arms as though conducting music, making a small eruption of fire burst from the ground 1/2 SBBs in front of him. The fire is small, dealing 3% damage and just a bit of knockback to the foe, sending them the direction it hit them from (directly below will send opponents upward, foes hit between the fire and Shang will be sent towards Shang, and so on). The more this Jab is pressed, the further the fire erupts from, traveling forward 1 SBB each time, until the 4th time, when it will start traveling back to Shang. This is great for both sending opponents away AND sucking them in, though it stales after the 3rd hit to 1% and flinching.

Forward square  Fiery Punch
Shang's fist erupts in fire as he swipes forward, dealing 5% damage and decent forward knockback. This has very little lag on either end and is great for leading into kombos, especially in tandem with the Jab. Also relevant is it's effect on projectiles: it's a cape-esque move, which turns incoming projectiles around and sends them back to whence they came. This obviously isn't as good as Mario's actual cape, though: the range of this move is absolutely pathetic in comparison.

Upward square Fiery Uppercut
Shang's fist once again bursts into flame as he delivers an uppercut in true classic Mortal Kombat fashion, with the infamous "TOASTY!" sound-byte playing when it connects. The uppercut deals a fairly decent amount of upwards knockback, on top of the also fairly decent 7% damage it deals. This has better range than your forward tilt, though it doesn't come out as quickly due to Shang ducking right before he delivers the punch. This is a great **bleep** move in close kombat situations, as well as a great way to just launch foes into the air.

Dash square Mysterious Magic
Shang slides forward, glowing with a new (to you) aura, green. He slides for 1 SBB or until he reaches the opponent, at which point he'll disappear. After .25 seconds, he appears either .5 SBBs ahead or directly behind the opponent he almost hit, delivering a kick that deals 5% damage by default, though any tilt can be pressed in the shot time between his disappearence and reappearence to use that move instead.

Down Tilt O Hammer
Shang brings his hands above his head, holding them together and jutting fire. With a grunt, he slams them downward, dealing any opponent caught by them 5% damage and bouncing them off of the ground. This puts opponents into the air, even if only for a bit, allowing for launching attacks and combos.

 

Side triangle Flaming Skulls
With a strong battle cry, Shang Tsung launches forward a fiery projectile, in the shape of a skull. The skull travels at the speed of Falco's laser, and has infinite range, able to reach one end of the screen from the opposite end. The skull DOES explode on contact, dealing 13% damage and great knockback. Charging the attack simply has Shang throw more fiery skulls at the opponent, up to 3 at full charge, launching at about the rate of Wolf's laser.

Up triangle Flaming Skull Storm
Shang throws his hands in the air, palms upwards, launching a skull straight up into the air. The skull has the exact same properties as those that were in the forward smash, dealing the same damage and launching at the same speed, and again having up to three be the max when charged. However, these skulls do NOT fly straight up forever, actually falling back down after reaching 4 SBUs, keeping the same properties and damage but knocking back in a different direction, before crashing to the ground. The skulls still explode on impact.

Down  triangle Flaming Skull Eruption or volcanic eruption
Shang Tsung throws his hands to his sides, causing two flaming skulls to burst out of the ground and fly up just above his head. These skulls are about twice as fast as the other skulls Shang launches normally, and deal 15% damage uncharged, and unlike the other smashes, increase in damage to 22% when fully charged.

Aerial Attacks

Neutral Aeriall O Straight Kick
Shang kicks his right foot out, extending it as far as it can go, delivering a kick that deals 5% damage and minimal knockback. As with your other aerials, this mostly has it's purpose in comboing: it deals very little knockback, making it a perfect start or middle to any combo you may have to set up for the next attack.

Down Aerial O Fireball
Tsung stalls for a moment, looks and points both palms straight down. He throws a fireball the size of a Party Ball straight down. The fireball travels at the speed of a fastfalling Fox, dealing 8% damage and high downwards knockback. This is yet another move in your arsenal for combos, as well as being a great gimping tool for offstage aerial battles. Luckily, the ending lag on this is large enough to prevent it from being an infinite.

Backward Aerial O Roundhouse
Shang spins in the air, delivering a kick behind him, putting all of his strength into it. The kick deals 8% damage and decent knockback. Follow it up with a Body Switch and another attack and you've got a great combo tool!

Forward Aerial O Forward Fireshot
Shang points one of his palms forward, launching a small fireball forward. The fireball travels straight, at about the rate of one of Mario's fireballs. This deals 3% damage and okay knockback, though unlike many other fireballs won't simply disappear after hitting an opponent, and if you can line it up, you can continue hitting opponents against it for great damage racking.

Up Aerial O Flipkick
A true fighting game veteran, Shang knows when it's time to bust out the move everyone knows and loves. He does a backflip, kicking high as is legs reach the top, then in an added display of fighting prowess, sharply kicks downwards, dealing 6% damage.

Grab Game

Grab O Soul Theft
Shang makes a pulling motion towards himself, causing any opponent within 1 SBB in front of him to be sucked towards him as if by DDDs inhale. From here, he places his hand squarely where their heart should be. This grab, besides the initial pull, is very weak, so very quick input is needed to execute a throw. Shang has no pummel.

Backward Throw O Soul Steal

Shang brings his hands off of his opponent, sucking a green, liquid-like substance from them. This is their soul, and Shang is using it to pay back some of the opponent's damage. After sucking the soul out, he is healed 1/2 of the total damage dealt by the opponent's last 3 attacks, while simultaneously dealing them the same amount of damage. The opponent is then dizzied for a few moments before they're able to move again.

Down Throw O Back Breaker
A "safe" alternative to soul steal, Shang Tsung tears the soul out of the opponent's body, healing himself 7% damage. He then slams the opponent into the ground, jumps up, and crashes into their backs, cracking it. This deals 10% damage and leaves the foe helpless for 1 second, laying on the ground. While this is a bit more conventional of a throw than Soul Steal, both have their advantages and disadvantages, and should be used alternately depending on the situation. This move deals definite damage, and heals definite health, while Soul Steal deals and heals based on what the opponent has done.

Against hard-hitting opponents, Soul Steal is probably the better option, as damage adds quickly. Against weaker opponents, this is probably the way to go, as while it isn't as much of a wild card that can be a huge turning point, it's much safer and consistent. In a less conventional matter, Soul Steal keeps opponents down for a bit longer, giving Shang more time to set up combos and other such things. Essentially, both are two sides to the same coin.

Up Throw O Pits of Hell
Shang's Up Throw is the most offensive of the lot, as rips his hands into the opponent's body and lifts them above his head and holds them high. Afte a moment, he lets out an audible grunt, shooting fire from his hands directly into the opponent's chest, dealing 10% damage and high upwards knockback.

Forward Throw O Your Soul is MINE!
Shang rips his hands into the opponent's body, draining a small portion of their soul (healing himself 4%). He then knees the opponent in the face as hard as he can, an audible *crunch* being heard, dealing opponents 13% damage and high forwards knockback. This is a far more offensive move than your other throws (minus Up) due to how little the heal to damage ratio is, but it's great for knocking opponents out of your face.

 

level 1 super bed of spikes Shang grabs for the opponent, this time firmly grabbing their rib cage should he be successful. If he is, he levitates the opponent with one hand, the other lifting from his side, summoning the titled Bed of Nails. Once it's been summoned, Shang gives a creepy evil laugh, slamming the opponents down into the spikes. This deals 50% damage, and is an almost guaranteed KO because of the insane amount of Upwards knockback it does. However, it is hindered by poor range. Should the opponent be KOed by this attack, Shang will cock his head up and yell the now famous line: "FATALITY". multiple foes can be impaled and killed on the spikes as they don't disappear until 5 seconds pass.

 

Level 2 super inner ear Shang Tsung enters his opponent's body. The body violently shakes until it explodes as Shang appears in the opponent's place anybody that touches the shaking foe will also shake and explode and die.

 

Level 3 super soul stealing orbs he summons a huge swarm of souls to suck the opponents souls out and transfer them to Shang

 

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