Acceleration of Suguri 2/Sham: Difference between revisions
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| icon2 = a | | icon2 = a | ||
<!------------------> | <!------------------> | ||
| type = Direct | | type = Direct (Explosion) | ||
| energy = Primary: 50-100% | | energy = Primary: 50-100% | ||
| shots = - | | shots = - | ||
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| fullrecovery = 32 | | fullrecovery = 32 | ||
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| 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. | | 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. | ||
}} | }} | ||
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| fullrecovery = 42 | | fullrecovery = 42 | ||
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| 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. | | 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. | ||
}} | }} | ||
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| fullrecovery = 37 | | fullrecovery = 37 | ||
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| description = Sham summons a pair of Dwarves 5 frames apart. Each dwarf has 800HP. After being summoned, Dwarves remain stationary for about 3 seconds (175 frames) before firing a volley of shots ('Disc Volley'), each at a random direction within a cone aimed at the opponent. The shots are made of two seperate hitboxes; a ballistic-type disc and a beam-type ring that surrounds it, each smaller in size than their visuals suggest. The ring will continue to exist even if its disc is destroyed. After 37 frames of recovery (following the first shot), Dwarves will spend about 1.6 seconds (101 frames) positioning themselves at each side of Sham and slowly following her around, before pausing again for about 2.6 seconds (164 frames) until they fire the next volley. This cycle repeats infinitely until the dwarves are destroyed. You cannot resummon Dwarves until both are destroyed. | | description =Sham summons a pair of Dwarves 5 frames apart. Each dwarf has 800HP. After being summoned, Dwarves remain stationary for about 3 seconds (175 frames) before firing a volley of shots ('Disc Volley'), each at a random direction within a cone aimed at the opponent. The shots are made of two seperate hitboxes; a ballistic-type disc and a beam-type ring that surrounds it, each smaller in size than their visuals suggest. The ring will continue to exist even if its disc is destroyed. After 37 frames of recovery (following the first shot), Dwarves will spend about 1.6 seconds (101 frames) positioning themselves at each side of Sham and slowly following her around, before pausing again for about 2.6 seconds (164 frames) until they fire the next volley. This cycle repeats infinitely until the dwarves are destroyed. You cannot resummon Dwarves until both are destroyed. | ||
}} | }} | ||
{{MoveData-AOS2 | {{MoveData-AOS2 | ||
| name = Dwarf Tackle | | name = Dwarf Tackle ★ | ||
| image = Aos2_sham_sprspwb.png | | image = Aos2_sham_sprspwb.png | ||
| icon = s | | icon = s | ||
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| fullrecovery = 37 | | fullrecovery = 37 | ||
<!------------------> | <!------------------> | ||
| description = Sham commands the Dwarves to stop their current action on Frame 11, then sends them lunging forward at the opponent. The lunge consists of 9 hitboxes spaced 4 frames apart. 101 frames after lunge startup, Dwarves will enter a 'cooldown period' during which they follow Sham in the same manner that they normally do between disc volleys. This recovery period lasts for 100 frames (about 1.6 seconds); after it ends, Dwarves will prepare another disc volley in the typical manner, at which point Sham can command them to tackle again. Due to the 20-frame gap between each Dwarf's lunge, the first Dwarf will exit its recovery period sooner than the other one does; issuing the command to tackle again during this gap will only cause '''one''' Dwarf to lunge, since the other is still on cooldown. This allows you to stagger the length between each Dwarf's volleys and/or lunges. | | description =Sham commands the Dwarves to stop their current action on Frame 11, then sends them lunging forward at the opponent. The lunge consists of 9 hitboxes spaced 4 frames apart. 101 frames after lunge startup, Dwarves will enter a 'cooldown period' during which they follow Sham in the same manner that they normally do between disc volleys. This recovery period lasts for 100 frames (about 1.6 seconds); after it ends, Dwarves will prepare another disc volley in the typical manner, at which point Sham can command them to tackle again. Due to the 20-frame gap between each Dwarf's lunge, the first Dwarf will exit its recovery period sooner than the other one does; issuing the command to tackle again during this gap will only cause '''one''' Dwarf to lunge, since the other is still on cooldown. This allows you to stagger the length between each Dwarf's volleys and/or lunges. | ||
}} | }} | ||
== | ==Hypers== | ||
{{MoveData-AOS2 | |||
| name = Poly Sprite | |||
| image = Aos2_sham_nhyper1.png | |||
| image2 = Aos2_sham_nhyper2.png | |||
| icon = h | |||
<!------------------> | |||
| type = Direct | |||
| energy = - | |||
| shots = 11 | |||
<!------------------> | |||
| damage = 250x | |||
| metergain = - | |||
| grazedgain = - | |||
<!------------------> | |||
| startup = 5 | |||
| canceledrecovery = 46 | |||
| fullrecovery = 82 | |||
<!------------------> | |||
| description =Sham summons 11 sprites in random locations around her. Each sprite is launched 10 frames after summon, curving inward or outward before homing in on the opponent. These sprites are slower than the ones fired out by dwA, but they do not loop away from the opponent if they get too close. They explode either on contact or 110 frames after being summoned (a little under 2 seconds). | |||
}} | |||
{{MoveData-AOS2 | |||
| name = Bounding Cube | |||
| image = Aos2_sham_bhyper.png | |||
| icon = b | |||
| icon2 = h | |||
<!------------------> | |||
| type = Direct (Explosion) | |||
| energy = - | |||
| shots = | |||
<!------------------> | |||
| damage = | |||
| metergain = - | |||
| grazedgain = - | |||
<!------------------> | |||
| startup = | |||
| canceledrecovery = | |||
| fullrecovery = | |||
<!------------------> | |||
| description = | |||
}} | |||
{{MoveData-AOS2 | |||
| name = Delta Sprite | |||
| image = Aos2_sham_dhyper.png | |||
| icon = d | |||
| icon2 = h | |||
<!------------------> | |||
| type = Direct (Released Sprites) | |||
| energy = - | |||
| shots = 3x3 | |||
<!------------------> | |||
| damage = (Released Sprites) | |||
| metergain = - | |||
| grazedgain = - | |||
<!------------------> | |||
| startup = | |||
| canceledrecovery = | |||
| fullrecovery = | |||
<!------------------> | |||
| description = | |||
}} | |||
{{MoveData-AOS2 | |||
| name = Dwarf Rush | |||
| image = Aos2_sham_sphyper.png | |||
| icon = s | |||
| icon2 = h | |||
<!------------------> | |||
| type = | |||
| energy = - | |||
| shots = | |||
<!------------------> | |||
| damage = | |||
| metergain = - | |||
| grazedgain = - | |||
<!------------------> | |||
| startup = | |||
| canceledrecovery = | |||
| fullrecovery = | |||
<!------------------> | |||
| description = | |||
}} | |||
{{MoveData-AOS2 | |||
| name = Arachne Call | |||
| image = Aos2_sham_accel1.png | |||
| image2 = Aos2_sham_accel2.png | |||
| image3 = Aos2_sham_accel3.png | |||
| icon = s | |||
| icon2 = b | |||
| icon3 = h | |||
<!------------------> | |||
| type = | |||
| energy = - | |||
| shots = | |||
<!------------------> | |||
| damage = | |||
| metergain = - | |||
| grazedgain = - | |||
<!------------------> | |||
| startup = | |||
| canceledrecovery = | |||
| fullrecovery = | |||
<!------------------> | |||
| description = | |||
}} | |||
===Hyper A: Poly Sprite=== | ===Hyper A: Poly Sprite=== |
Revision as of 06:52, 17 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
Weapon B
Hypers
Bounding Cube
| ||
---|---|---|
Type | Energy | Shots |
Direct (Explosion) | - | |
Damage | Meter Gain | Grazed Meter Gain |
- | - | |
Startup | Canceled Recovery | Full Recovery |
Delta Sprite
| ||
---|---|---|
Type | Energy | Shots |
Direct (Released Sprites) | - | 3x3 |
Damage | Meter Gain | Grazed Meter Gain |
(Released Sprites) | - | - |
Startup | Canceled Recovery | Full Recovery |
Dwarf Rush
| ||
---|---|---|
Type | Energy | Shots |
- | ||
Damage | Meter Gain | Grazed Meter Gain |
- | - | |
Startup | Canceled Recovery | Full Recovery |
Arachne Call
| ||
---|---|---|
Type | Energy | Shots |
- | ||
Damage | Meter Gain | Grazed Meter Gain |
- | - | |
Startup | Canceled Recovery | Full Recovery |
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.