Duels of Fortune/Shiverskull

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Overview
Overview

Shiverskull is a revived pirate captain and the eternal rival of Rattlebone. Making use of his powerful assists and summoned swords super, Shiverskull creates openings better than anyone else to go into powerful mixups.

With his health leaning on the lower end, Shiverskull has quite the toolset to make up for it. The defining part of his moveset is 2S (Give No Quarter), a special that calls one of 3 assist characters to come and perform an attack. 2S is low committment to use and all 3 assists are very good, ignoring projectiles and being strong for both neutral and pressure. Shiverskull's fast run lets him really capitalize on this, being able to run behind an assist and start a blockstring or do a mixup. Furthermore, his sword normals are disjointed and long ranged, giving him an excellent poking game. Once he finds a full hit, he can convert into a combo and use 5S (Barrel O' Pain) for strong setplay as it doesn't disappear even if he's hit. This all leads into his mixup game, where he can mix between 66H and j.4S for overheads and 2L and 2M for lows. Perhaps his strongest move though is 2SP (MORE SWORDS!!), a move that is definitely not Vergil's Summoned Swords. While it's one of the slowest supers in the game, once it's out neutral is over and Shiverskull can immediately start threatening a high/low mixup.

On the weaknesses side, Shiverskull's damage is consistently on the lower end. His conversions can be finnicky and figuring out what's optimal at what part of the screen and on what character can be difficult. Furthermore, even if you are optimizing, his only reliable OTG extender being 2L inherently limits his damage more than other characters. However, he can still make it hurt when it counts. Additionally, his specials are unsafe on block for the most part, with his only safe special being 2S but it can be interrupted reliably.

Playstyle
Shiverskull uses his assists and super to create openings for his mixups.
Pros Cons
  • Team Fighter - Shiverskull's 2S gives him access to 3 different assists, all of which are very strong and help him control the neutral.
  • Summoned Swords - Shiverskull took a page out of Vergil's mvoeset and has access to arguably the strongest super in the game, his 2SP (MORE SWORDS!!). It ends neutral, forces mixups, and allows for combo extensions.
  • Pirate Setplay - Between his 5S Barrel and meaty assists, Shiverskull has strong setplay to create opportunities for his stronger mixups.
  • Sword Normals - Shiverskull's normals, especially his mediums, are disjoints and long ranged, and while their frame data isn't great for pressure, they're strong neutral tools.
  • Low Damage - Even with resources, Shiverskull's damage is on the lower end as a result of limited OTGs.
  • Unsafe Tools - Many of Shiverskull's longer range options, excluding assists, are unsafe, and he doesn't have many safe ways to end longer blockstrings as assists can be interrupted.

DoF Shiverskull Name.png
DoF Shiverskull profile.png

DoF Shiverskull Name.png
DoF Shiverskull profile Road Warrior.png
DoF Shiverskull Name.png
DoF Shiverskull profile Classic.png
DoF Shiverskull Name.png
DoF Shiverskull profile Mafia.png
DoF Shiverskull Name.png
DoF Shiverskull profile Santa.png


Character Properties
Health
22000
Backdash
XF
Unique Movement
Run
Fastest Attack
5L (XF)


Unique Mechanic: Give No Quarter

Give No Quarter is Shiverskull's 2S, and it summons 1 of 3 assists. The assist order is set, Shiverskull always starting with Marrow (Blue, Guns) at the beginning of a game, then cycle to Mandible (Purple, Cannon) and Fang (Red, Slice) before going back to Marrow. You can tell which character is going to be summoned next based on the order shown above Shiverskull's meter. The assists have different uses but all are good in neutral and for getting plus frames. While all assists are projectile invuln, the assists can be hit by physical attacks which immediately stops them from attacking. Additionally, if Shiverskull is hit while an assist is out, they'll also immediately stop performing their attack. Only 2 assists can be on screen at once, so once 2 are out any further 2S uses will simply cause Shiverskull to perform the animation and nothing to happen until one assist leaves the screen.

Character Summary

Move list

Command Normals
4H - Davy Bones' Locker: A slow but large overhead.
j.2H - Booty Kicker: An aerial kick launcher that air stalls a bit.
66H - Walk the Plank: A very fast overhead that can only be done from dash.
Special Moves
5S - Barrel O' Pain: Places a barrel. Attacking it will cause it to explode after a short period. Causes HKD.
4S (Air OK) - Reckless Rush: Quickly rushes towards the opponent to slice them into a wallbounce. The air version is a fast overhead divekick.
2S - Give No Quarter!: Summons a member of Shiverskull's crew to attack. Cycles between Marrow, Mandible, and Fang in that order. Marrow fires two gunshots, Mandible slams down and fires a massive cannon, and Fang does a jumping slash that tracks.
j.S - Ship Sinker: Massive blade spin that causes a hard knockdown and ground bounces.
Supers
5SP - CANNONBALL!!: Shiverskull launches himself out of a cannon. Has very long startup.
2SP - MORE SWORDS!!: Summons 8 swords that orbit Shiverskull. They can be used as projectiles with SP or 2SP while the super is active.
Quick combo reference

5L > 5M > 2H > jc j.M > j.S, 2L > 5H > delay 4S, (dash) 2L > 5S: Basic Shiverskull combo for ending in 5S oki. Harder than other chars' basic combos, particularly with the dash 2L at the end, but should be reliable no matter the screen position.

Normal Moves

5L
DoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Command Normal Name
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 High/Low - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Taunt

Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.

Taunt
5T
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Special Name
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Super Name
2SP
DoF Direction Down.pngDoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png • DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

X (Alt Costume Name)


X (Alt Costume Name)


Trivia

  • Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.


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