Acceleration of Suguri 2/Sham: Difference between revisions
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| fullrecovery = 37 | | fullrecovery = 37 | ||
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| 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, each knocking the opponent back a small distance. 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. | ||
}} | }} | ||
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| fullrecovery = 82 | | fullrecovery = 82 | ||
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| 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). | | description =Sham sequentially 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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| icon2 = h | | icon2 = h | ||
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| type = | | type = Direct | ||
| energy = - | | energy = - | ||
| shots = | | shots = 10 | ||
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| damage = | | damage = 40x | ||
| metergain = - | | metergain = - | ||
| grazedgain = - | | grazedgain = - | ||
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| startup = | | startup = 31 | ||
| canceledrecovery = | | canceledrecovery = 51 | ||
| fullrecovery = | | fullrecovery = 82 | ||
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| description = | | description =Sham sequentially summons 10 dwarves in random locations around her, 3 frames between each. Each dwarf lunges forward 20 frames after being summoned, travelling in a straight line until it reaches the end of the map; during this period, it has a hitbox surrounding it every 5 frames that knocks the opponent back slightly. Like the SPwB ones, these dwarves have 800HP. | ||
}} | }} | ||
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| icon3 = h | | icon3 = h | ||
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| type = | | type = Direct | ||
| energy = - | | energy = - | ||
| shots = | | shots = - | ||
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| damage = | | damage = 130 (Mini Explosions), 260x4 (Final Explosion) | ||
| metergain = - | | metergain = - | ||
| grazedgain = - | | grazedgain = - | ||
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| startup = | | startup = 14 (Arachne Summon), 37 (First Mini-Explosion) | ||
| canceledrecovery = | | canceledrecovery = 44 | ||
| fullrecovery = | | fullrecovery = 105 | ||
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| description = | | description = Sham summons Arachne behind her, an enormous robot that travels in a straight line towards the opponent's current location. As it moves, it pushes back opponents in contact with it, much like cubes do. It also creates random mini-explosions within a large area at its front; each mini-explosion has a hitbox 10 frames after it is spawned. Once Arachne reaches the edge of the map, it explodes in a large area, 5 frames between each hitbox. Much to the move's misfortune, opponents can dash between Arachne's body and wings (assuming they don't just dash around it outright); it is even possible for an opponent to clip straight through the body due to how it calculates their position when pushing them back. Worse yet, the opponent is able to use shields before Arachne explodes. | ||
}} | }} | ||
=== | ==Combos== | ||
Mainly here for reference. All of Sham's moves are depressingly slow; this results in a combo game that only has the slightest semblance of viability when an opponent is debuffed by Dash Hyper and does not have meter to shield with (or meterless reversal/movement options, or fast walkspeed, etc, etc). | |||
* | * Tap wA > (x6) | ||
: Sham's extended combo that can lead to huge amounts of damage. Sprites can combo into each other when repeatedly summoned and dash-cancelled between (provided you stay directly on top of your opponent), allowing you to loop until your wA ammo has run dry. You can also combo this into Dash Hyper, or disc volley/Dwarf Tackle if your Dwarves are close enough. This will allow you to potentially chain a few more Sprites, as long as RNG is on your side. Generally, this combo is only landed from a punish on a reckless opponent, or on an opponent debuffed by Dash Hyper. | |||
{{AOS2}} | {{AOS2}} | ||
[[Category:Acceleration of Suguri 2]] | [[Category:Acceleration of Suguri 2]] |
Revision as of 08:10, 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
Combos
Mainly here for reference. All of Sham's moves are depressingly slow; this results in a combo game that only has the slightest semblance of viability when an opponent is debuffed by Dash Hyper and does not have meter to shield with (or meterless reversal/movement options, or fast walkspeed, etc, etc).
- Tap wA > (x6)
- Sham's extended combo that can lead to huge amounts of damage. Sprites can combo into each other when repeatedly summoned and dash-cancelled between (provided you stay directly on top of your opponent), allowing you to loop until your wA ammo has run dry. You can also combo this into Dash Hyper, or disc volley/Dwarf Tackle if your Dwarves are close enough. This will allow you to potentially chain a few more Sprites, as long as RNG is on your side. Generally, this combo is only landed from a punish on a reckless opponent, or on an opponent debuffed by Dash Hyper.