Acceleration of Suguri 2/Sham: Difference between revisions
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| fullrecovery = 37 | | fullrecovery = 37 | ||
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| description =Can only be used when you control no Sprites. Sham fires out 4 wisps (2 frames | | description =Can only be used when you control no Sprites. Sham fires out 4 wisps (2 frames between each) which place themselves in random locations around her. About 1.6 seconds after being summoned, each wisp detonates into a 'flower' pattern made of 6 beams that curve inwards (the pattern is tilted based on the wisp's relative location to the opponent). They stick around until they hit the edge of the map, making them a decent delayed cover option. Harder for the opponent to graze than Sprite Call. | ||
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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 | | 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). Once they are active, they travel outwards at a slowly accelerating pace, pushing opponents in contact away from their center as they do. 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 = 82 | | fullrecovery = 82 | ||
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| 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). | | description =Sham summons 11 sprites in random locations around her, 4 frames between each. 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). | ||
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| type = Direct (Explosion) | | type = Direct (Explosion) | ||
| energy = - | | energy = - | ||
| shots = | | shots = 20 | ||
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| damage = | | damage = 250x | ||
| metergain = - | | metergain = - | ||
| grazedgain = - | | grazedgain = - | ||
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| startup = | | startup = 11 | ||
| canceledrecovery = | | canceledrecovery = 31 | ||
| fullrecovery = | | fullrecovery = 62 | ||
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| description = | | description =Sham summons a circle of 20 cubes. They become active on frame 31. The cubes behave in the exact same way as the non-hyper counterparts; in addition, Blue cubes also block all of the opponent's beams and ballistics on contact. It takes a little over a second after they are active for the opponent to be able to dash between them. | ||
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| shots = 3x3 | | shots = 3x3 | ||
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| damage = (Released Sprites) | | damage = 250x (Released Sprites) | ||
| metergain = - | | metergain = - | ||
| grazedgain = - | | grazedgain = - | ||
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| startup = | | startup = 11 | ||
| canceledrecovery = | | canceledrecovery = 36 | ||
| fullrecovery = | | fullrecovery = 52 | ||
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| description = | | description ='Delta Field'. Sham summons 3 trios of sprites. One trio travels out behind her, while the other two travel out slightly in front of her sides. Each trio of sprites carries a paralysing field between them that will remove the opponent's ability to dash if they come into contact with it (even if they have a shield up). About 2 seconds after their initial summon, they will slowly travel in a straight line towards the opponent's current location; then, once they hit the arena's edge, they will disappear after about 1.6 seconds. Each sprite has 100HP; if it is destroyed, then the paralysing field it carried will disappear, and the other sprites that carried the field will fire out at the opponent in the exact same way as dwA. | ||
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| description = | | description = | ||
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===Hyper B: Delta Sprite=== | ===Hyper B: Delta Sprite=== |
Revision as of 07:20, 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
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 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.