A high that is +2 on block and is mainly used at close-range for pressure and to punish unsafe moves.
A God's WhimsyF+3Overhead
Requires Young Form. A 23 frame overhead attack that is safe at -4 on block and can be thrown out occasionally to catch opponents off-guard for blocking low.
Spin KickF+4,3,4Mid, Mid, Mid
Requires Young Form. A mid attack that can be hit confirmed into a combo.
Knee Reverser2,4High, Low
Requires Old Form. A high into low attack that is +1 on block. It's mainly used at close-range for pressure.
Nerve EndingsF+4,1,2Mid, Mid, High
Requires Old Form. A mid attack that can be hit confirmed into a combo.
Special Moves
Quick Age MorphD+SS
Changes form between Young and Old.
Form StealerFDB4
Changes form from Shang Tsung to the opponent. When enhanced, Shang Tsung deals increased damage while morphed.
Perfect FormFB4
Changes form from the opponent back to Shang Tsung
Straight SkullDF1High
Requires Young Form. A high projectile that is used in zoning to keep opponents away. When enhanced, an additional mid projectile is fired.
Double SkullDB1High, High
Requires Young Form. A series of 2 high projectiles that is used in zoning to keep opponents away. When enhanced, an additional mid projectile is fired.
Triple SkullDBF1High, High, High
Requires Young Form. A series of 3 high projectiles that is used in zoning to keep opponents away. When enhanced, an additional mid projectile is fired.
Spinning SpikesDF2Mid, Mid, Mid
Requires Young Form. A multi-hitting mid attack. When enhanced, it grants armor.
Bed Of SpikesDB3Low
Requires Young Form. A low attack that moves Shang Tsung backwards. When enhanced, it becomes more difficult to punish on block. It can be useful at close-range to create distance from the opponent.
(Air) Down SkullDF1Mid
Requires Old Form. An aerial mid projectile that is fired downwards and appears beneath the opponent. It can be directed Close, Mid, or Far.
Ground SkullDF1Mid
Requires Old Form. A mid projectile that appears from the ground. It can be directed Close, Mid, or Far. When enhanced, 3 Ground Skulls appear from the ground that launch for a combo.
Vicinity SlashDF2Mid
Requires Old Form. A mid attack. When enhanced, it grants armor and becomes unbreakable.
InjectionDB3Mid
Requires Old Form. A mid attack. When enhanced, it becomes unbreakable and increases Shang Tsung's damage while morphed. It's mostly used as a combo ender.
Shang Tsung's combos vary depending on which form he's in. Although his Young Form provides multiple different combo starters, most of his combo damage stems from his Old Form. In Shang Tsung's Old Form, his Ground Skull (DF1) is key for use in combos as it's not only a great combo starter, but it can be used several times to keep opponents afloat while extending combos. Typically, this is done by using 4 or F+4 in between each Ground Skull. Combos are usually ended with Injection (DB3) for maximum damage and to send the opponent fullscreen where Shang Tsung can begin zoning with projectiles.
F+4,1,2,1 DF1 4 DF1 4 DF1 F+4 DF1 F+4 DB3
MEDIUM
388.15
In order to keep opponents nearby, switching to Shang Tsung's Young Form just before the end of the combo will allow him to use Bed Of Spikes (DB3). Switching forms during combos is done by using Quick Age Morph (D+SS) in between inputs.
In Shang Tsung's Young Form, he's able to launch from his B+1,2. Quickly switching to his Old Form will allow for combos using Ground Skull.