Acceleration of Suguri 2/Sham: Difference between revisions
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'''Sprite Release''' | '''Sprite Release''' | ||
* Dash WA (After using Sprite Call) [ | * Dash WA (After using Sprite Call) [Direct!!!!!] | ||
** Damage: 250×n | ** Damage: 250×n | ||
** Sends out all Sprites to circle the enemy momentarily and then explode. | ** Sends out all Sprites to circle the enemy momentarily and then explode. | ||
=== | ===Weapon B=== | ||
{{MoveData-AOS2 | |||
| name = Mysterious Cube | |||
| image = Aos2_sham_wb1.png | |||
| image2 = Aos2_sham_wb2.png | |||
| icon = b | |||
<!------------------> | |||
| type = Direct (Explosion) | |||
| energy = Sub: 30% | |||
| shots = 7 | |||
<!------------------> | |||
| damage = 250x | |||
| metergain = ? | |||
| grazedgain = ? | |||
<!------------------> | |||
| startup = 13 | |||
| canceledrecovery = 21 | |||
| fullrecovery = 32 | |||
<!------------------> | |||
| description = Sham summons an arc of 7 cubes at her front. The cubes become active on frame 33 (unless they overlap with the arena's edge, in which case they disappear), pushing the opponent away from their center as they slowly travel outwards. Cubes do not interact with other attacks; they only block opponents and Star Breaker's tap wB. Once a cube reaches the edge of the map, it will explode in a small radius. | |||
}} | |||
{{MoveData-AOS2 | |||
| name = Mysterious Cube (Held) | |||
| image = Aos2_sham_hwb.png | |||
| icon = b | |||
<!------------------> | |||
| type = Direct (Explosion) | |||
| energy = Sub: % | |||
| shots = 12 | |||
<!------------------> | |||
| damage = 250x | |||
| metergain = ? | |||
| grazedgain = ? | |||
<!------------------> | |||
| startup = 16 | |||
| canceledrecovery = 26 | |||
| fullrecovery = 42 | |||
<!------------------> | |||
| description = Sham summons a circle of 12 cubes. They become active on frame 36, and behave in the exact same way as cubes from the non-held version. Due to their tight clustering, it takes about half a second after becoming active for the opponent to be able to slip between them. | |||
}} | |||
Revision as of 13:47, 16 February 2021
Introduction
(Under Construction)
Sham is AoS2's resident Summoner-type character; she's brought the robots and attacks she used in her home game along with her, and they do most of the heavy lifting. Unfortunately, they all have immense flaws in their design to the point where she functionally has no offense, and her defense leaves much to be desired. As a result, she is weaker than every character in the entire game by a large margin (barring Alte) and has no winning matchups. In fact, most of her matchup numbers go beyond 'bad' and tend to reach 'downright awful'.
Overview
Sham is a summoner type character that doesn't really do much fighting herself, and relies more on working with her drones to do that for her while backing them up with supportive fire. She is extremely defensive as a result of her non-existent offense; her attacks are all slow, inconsistent, and reliant on sluggish, destructible minions. While they do a decent job at protecting her in neutral, their aggro game is terrible. As a result, Sham struggles monumentally against characters who dont need to actually close in on her to hit her, and she tends to lose the second she reaches a significant HP disadvantage unless her opponent makes a careless mistake. Worse yet, her defense is ultimately let down by her incapability at building meter, causing most hypers to ruin her.
There's no mincing words; Sham is the worst character in the game. She has the second lowest tap-dash speed (equal to Mira's and only better than Kyoko's), the lowest meter gain, the highest meter feed, and no fast confirms. Unless you love the character or are curious as to why she is so powerless, you'd be better off not playing her. Do not expect any competitive success with her.
Difficulty: Hard
Sham's difficulty, to be blunt, just stems from her being the worst character in the game, having very little matchups in which she doesn't have a huge disadvantage. Her kit itself is relatively straightforward, or so it seems. But to actually utilize it without feeding your opponent unnecessary amounts of meter will take a lot of practice. This mixed with having to avoid getting hit more than anyone else (due to a utter lack of decent confirms) makes Sham very difficult to actually pull off.
Normal Moves
- Moves with a ★ are moves that require Sham to have a particular kind of robot summoned (either Sprites or Dwarves). They will replace their non-★ counterparts while Sham controls at least 1 of said robot.
Weapon A
Beam Ribbon
- Dash WA [Beam]
- Damage: 120×n
- Summons 4 orbs that split into 6 arcing beams each. It can be useful for destroying ballistics, but it has a long startup time. This move doesn't come out if a Sprite is out.
Sprite Release
- Dash WA (After using Sprite Call) [Direct!!!!!]
- Damage: 250×n
- Sends out all Sprites to circle the enemy momentarily and then explode.
Weapon B
SP
Resist Sphere
- Press SP + WA [Direct]
- Damage: 100
- Sends out a field of energy that keeps out the enemy. Does damage only during activation. Shoves the enemy away with high hitstun if the enemy is within the field's range during activation. The activation can also destroy ballistics. Sham can still be damaged by Direct attacks that hit the sphere while its up though.
Dwarf Call
- Press SP + WB [Ballistic]
- Damage: 135×n
- Summons two larger bots that periodically fire 7 shots each. They will idle in place until firing the shots, then they will move to Sham's position and idle again. No more Dwarf bots can be summoned even if there's only one left on the field. If you use this move while a Dwarf is out, the Dwarf Tackle move will come out instead.
Dwarf Tackle
- Press SP + WB (With a Dwarf deployed) [Direct]
- Damage: 60×n
- Any idle Dwarf bots charge at the enemy, doing up to 4 hits each. They will move to Sham's position afterwards.
Hyper Attacks
Hyper A: Poly Sprite
- Execution: Hyper
- Damage: 250×n
- Like Sprite Release, this Hyper creates and sends out 11 Sprites to explode. Unlike Sprite Release, these explode after going a certain distance and may not reach your enemy.
Hyper B: Delta Sprite
- Execution: Dash + Hyper
- Damage: 0
- Sends out 3 triangular formations of Sprites. They slowly move towards your enemy. If they make contact, the enemy will be shocked momentarily, preventing her from dashing.
Hyper C: Bounding Sprite
- Execution: WB + Hyper
- Damage: 250×n
- A beefed up version of Mysterious Cube with different colored blocks added to make the formation tighter. The different colored blocks will prevent shots from going through them.
Hyper D: Dwarf Rush
- Execution: SP + Hyper
- Damage: 40×n
- 10 Dwarf bots are summoned and immediately charge at the enemy. Like Dwarf Tackle, each one can do up to three hits.
Accel Hyper: Arachne Call
- Execution: SP + WB + Hyper
- Damage: 130×n (Explosions), 1040 (Plane explosion)
- Sham sends out a large plane in the direction of the enemy. The planes causes explosions in front of it, and the plane itself explodes when it reaches the stage boundary. The plane itself is solid, so the enemy cannot dash through it. The plane does no damage before exploding.