The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H.
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
46H has to be done right afterwards if you want to keep shotgun stance.
Normal SG-H
3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.
You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.
Powered SG-H
Only one word is necessary to describe this move: Ridiculous.
Ridiculous speed, damage, hitstun and hitbox.
Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button.
Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox.
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.
Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.