Ougon Musou Kyoku/Shannon: Difference between revisions

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| width="" style="background:#f0f0f0;"| '''Promised Lightning 「契約の落雷」 ― 641236C'''
| width="" style="background:#f0f0f0;"| '''Promised Lightning 「契約の落雷」 ― 641236C'''
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''Yakusoku wo mamorimashita, Beatrice-sama!''<br>
Shannon throws down a mirror and calls for lightning, which launches the opponent.
4 hits, 840 damage. May stun the enemy. There is a small window on the enemy's descent where Shannon can whack them with 5A or f.5B. Has startup invincibility, and comes out in only 2-3 frames.<br>
::*Invincible during startup.
::*Can link a 5B afterwards if timed correctly.





Revision as of 19:18, 26 June 2013

Shannon

Background

One of the two servants present at Rokkenjima at the time of the serial killings, the other being her "younger brother" Kanon. Due to her constant breaking of mirrors she has 1000 years of bad luck.

Introduction

Shannon is a character that is reasonably good at zoning, with barriers and seagulls covering a lot of space in addition to having good anti-airs. Shannon's greatest strength comes from her oki pressure, especially in the corner. Shannon's throw causes a particularly long knockdown, and is easy to setup in the middle of her blockstrings. However, Shannon suffers from her poor movement options, as well as limited damage at midscreen.

Health = 1550.

Ability

Auto-Guard - You will automatically guard for a long period of time. This allows you to autoblock in the middle of dashes.

Move List

Normal Moves


Shannon-f5A.png
【5A】

Shannon slaps attack twice. Hits mid.

  • Can be special/super canceled from the first slap.
Shannon-2A.png
【2A】

A floor-scrubbing attack. Hits low.

Shannon-c5B.png
【c.5B】

Shannon shoves the opponent. Hits mid.

Shannon-f5B.png
【f.5B】

Shannon attacks with a carpet beater. Hits mid.

Shannon-6B 1.png
Shannon-6B 2.png
【6B】

Shannon does a bow, which hits twice. Overhead.

Shannon-3B.png
【3B】

Shannon moves forward in a floor scrubbing motion. Hits low.

  • Can be held to extend the length.
Shannon-c5C.png
【5C】

Shannon attacks by opening an umbrella. Hits mid.

  • Launches if it hits an airborne opponent.


Shannon-f5C.png
【f.5C】

Attacks with a serving cart which hits twice. Hits mid.

  • Can only be special canceled from the first hit.
  • Shannon can act during the second hit.


Shannon-temp.png
【3C/6C】

6C - A clumsy trip that spills cutlery in front of Shannon.
3C - Shannon while crouchimg, throws cutlery upwards.


Shannon-2C.png
【2C】

Shannon lifts a rug and puts it back down. Two-part attack. Hits low.

  • If first part of the attack hits, it trips the opponent, causing the 2nd part to whiff.
  • If second part of the attack hits, it knocks down the opponent.
  • If the first part of the attack hits an airborne opponent, it launches them.


Shannon-JA.png
【j.A】

An aerial poke as Shannon struggles to keep her skirts down. Hits high.


Shannon-JB.png
【j.B】

A downwards smack with a serving tray. Hits high.


Shannon-J8C.png
【j.8C】

Shannon does a small twirl with the hitbox around her skirt. Hits high.

  • Can cross-up.


Shannon-J79C.png
【j.79C】

Shannon does a forwards flip, slamming her shoes down. Hits high.


Shannon-J2C.png
【j.2C】

A downwards bodyslam. Hits high.

  • Can be used as a crossup.
  • Active frames last the whole time Shannon is in the air.



Frame data


                          |          Frames             |  Frame Advantage | 
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |   ?   |  0-1   |    ?    |    ?     |   KD  |          |50 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  | 42,42 |    5   |  2(6)2  |   12     |   ?   |    ?     |
                f.5A  |   54  |    5   |    4    |   10     |   ?   |    ?     |
                  2A  |   69  |    6   |    4    |    5     |   ?   |    ?     |
                c.5B  |  150  |    5   |    4    |   17     |   ?   |    ?     |
                f.5B  |  150  |    8   |    4    |   17     |   ?   |    ?     |
                  2B  |  171  |    9   |    4    |    9     |   ?   |    ?     |
                c.5C  |  270  |   11   |   12    |   18     |   ?   |    ?     |
                f.5C  | 120,? |   14   |    3    |   33     |   ?   |    ?     |Missing data for 2nd (projectile) hit
                  2C  |210-150|   10   |3,4,4,4,2|   30     |   ?   |    ?     |Hits Only Once, See Note B
                j.5A  |   60  |    4   |    9    |    6     |   ?   |    ?     |
                j.5B  |  150  |   11   |    8    |    4     |   ?   |    ?     |
               j8.5C  |  252  |   11   |   24    |    3     |   ?   |    ?     |
           j(7/9).5C  |  252  |   15   |    7    |    8     |   ?   |    ?     |
     Command Normals  ------------------------------------------------------------------
                  6B  |   90  |   22   |    8    |   17     |   ?   |    ?     |
                  6C  |    ?  |    ?   |    ?    |    ?     |   ?   |    ?     |46 Duration
                  3B  |  180  |   14   |   28    |   20     |   ?   |    ?     |
                  3C  |    ?  |    ?   |    ?    |    ?     |   ?   |    ?     |46 Duration
                j.2C  |  270  |   16   |   12    |    3     |   ?   |    ?     |

Note B: Hits only once; Each hit has different damage (210, 180, 180, 150, 150) and different properties.

       Still need to test properties, but different hits seem to have different amounts of launch?
       Seems to also differ if the opponent is airborn, grounded, or already knocked-down.

Special Moves


Shannon-temp.png
Magic Barrier 「魔法障壁」 ― 236ABC

Conjures a pink octagonal barrier in front of Shannon for a period of time.

  • A: Summons a barrier one character length away from Shannon.
  • B: Summons a barrier four character lengths away from Shannon.
  • C: Summons a barrier eight character lengths away from Shannon.
  • Lasts about 3 seconds before disappearing.
  • Can be destroyed by other projectiles or melee attacks.


Shannon-623ABC.png
Capture Barrier 「捕縛障壁」 ― 623ABC

Shannon conjures a small burst of magic in front of herself. Enemies that step into the range are grappled in a capture barrier and receive damage as it shatters. Not a grab.

  • A: Fastest recovery.
  • B: Middling recovery.
  • C: Slowest recovery.


Shannon-temp.png
To Feed (the seagulls)「エサやり」 ― 214ABC

Shannon baits a seagull onto the stage with some bread, which flies around the stage in an arc back towards Shannon.

  • A: Shortest distance.
  • B: Middle distance.
  • C: Longest distance.
  • Hitting Shannon does not cancel the projectile.


Shannon-temp.png
Protective Barrier 「守護障壁」 ― 22ABC

Swiftly conjures a protective barrier which launches the enemy into the air.

  • Invincible on startup.
  • Active as long as the barrier is up.
  • Can block some projectiles.



SP Supers


Shannon-temp.png
Absolute Barrier 「絶対障壁」 ― 236A+B

Summons a stronger octagon barrier in front of of Shannon. The barrier is larger, lasts longer and moves a larger distance before it vanishes. Knocks back.

  • Cannot be destroyed by melee attacks.
  • Can take 5 hits before being destroyed.


Shannon-623ABC.png
Enhanced Capture Barrier 「強化捕縛障壁」 ― 623A+B

A stronger version of the original capture barrier. Wall slams.

  • Hits 11 times.
  • Can be looped in the corner.


Shannon-temp.png
It's Not A Hat?! 「帽子じゃなかった?!」 ― 214A+B

A larger seagull nabs Shannon's hat and charges head-on at an enemy. Knocks back.

  • Hits 5 times.
  • Does 60% guard break.
Shannon-temp.png
Absolute Protection Barrier 「絶対守護障壁」 ― 22A+B

A larger, more powerful version of the Protective Barrier. Knocks up.

  • Hits 8 times.
  • First few hits hit low before launching the opponent.
  • Has invincibility frames on startup.



Level 2 Super


Shannon-236236C.png
You should say "No" in bad situations. 「嫌な時は嫌と言いますね」 ― 236236C

A rush towards the enemy which if hits, subjects the enemy to a long slapdown.



Meta Super


Shannon-temp.png
Promised Lightning 「契約の落雷」 ― 641236C

Shannon throws down a mirror and calls for lightning, which launches the opponent.

  • Invincible during startup.
  • Can link a 5B afterwards if timed correctly.



Combos


Standing
5B 2B f.5C - 570 damage

Notes: Don't do this. See below.

2B 5B 5C 236B - 4 hits, 945 damage

Notes: 5B-2B openers place Shannon in f.5C range, killing her combo potential. Use 2B-5B instead.

5A 5B 5C 236B - 4 hits, 837 damage

Notes: Cancel immediately out of 5A, as the second hit will push the enemy too far back.

Corner
5A 5B 5C 236AB - 5 hit, 1062 damage

Notes: A simple corner combo. If they're stunned during one of the barrier's hits, you can safely input 9 j.9B/C for additional damage on the way down without breaking it.

j.5B j9.C 2A 2B 2C 641236C - 9 hits, 1671 damage

Notes: A jumpin that leads into metafield. 2B->2C may be unreliable.
If you stun, you can repeat the combo to bump the damage into the 2000-2300 range, but this is hard to due to the 2B-2C execution.
If your partner has decent pressure setups (Ange summons, Beato towers, Virgilia circles/goats) you may wish to switch to them rather than end the combo yourself.

2C 623AB(xN)

Notes: 623AB corner loop. By the 3rd 623AB, proration really sets in, setting the combo in the 34-hit, 1600 damage range.
Despite its tight execution, it's one of Shannon's better, more damaging corner combos, and it builds a great deal of stun.

[Air Hit 2A > c.5B > 632146C]xN

Notes: Shannon's theoretical Meta loop. Her Meta-Super starts up fast enough for it to juggle off of all of her ground normals, even 5A, and it's possible to link back into 2A after the Meta-Super. I haven't been able to pull this off yet (it's without a doubt her hardest combo), but there's no reason as to why it shouldn't work.

SP Cancel Combos
5B 2C META Dash 5B 5C 214A SPCancel 641236C Gull Impact 641236C - 13 Hits, 2469 Damage

Notes: Extremely strict timing as it relies on the seagull perfectly knocking the enemy into the second meta super, but tremendous damage for just 1SP. Builds enormous amounts of stun and allows the meta super followup of your choice.

...641236C 22C SPCancel 641236C - 9 Hits, 1928 Damage without leadin.

Notes: A simple and important link to learn when using Willard with Shannon, he always lets you double up on your meta super so take advantage of it.

...641236C 623AB 22C SPCancel 641236C 623AB 22C - 32 Hits, 3019 Damage without leadin.

Notes: A variation of the above link that uses 2 additional SP. If you only have 1 SP, omit the 623AB 22C between the meta supers. The 623AB 22C meta super finisher can be used with any meta super, not just ones with SPCancel active. This combo generates immense stun and can deal even more amazing damage with a proper set up from Will.

SP Cancel Links
...22ABC SPCancel (641236C) 623AB... - 12 Hits, 909 Damage without leadin. Damage varies based on version of 22.

Notes: An extremely important link to learn that lets you launch into your 623AB corner loop at any time, you can even combo 623AB into 22ABC if you want to tack some bonus damage to a 623AB loop in progress. You can optionally cancel the 22 into your meta super before resuming the 623AB loop, but that does require you to already be in meta.

...22AB SPCancel 641236C... - 12 hits, 1500 damage without leadin.

Notes: This may seem like a useless link, but 22AB is usable in almost any situation 2C can be used to launch your enemy for significantly more damage and is fantastic damage for 1SP. This link can also be used when using 22AB for guard breaking and the barrier expansion happens to launch the enemy.

...236236C SPCancel 641236C... - 19 Hits, 1439 Damage without leadin.

Notes: Rather situational, but useful in those situations where you use 236236C for punishing or bonus combo damage. Has rather strict timing too, if used too early it will whiff, if used too late, the enemy may escape OTG status. This link does still seem rather useless, but it's normally quite impossible to combo anything from 236236C and this cancel allows you to use any followups you may usually use after a meta super like a 623AB loop. Her 236236C also generates a large amount of stun.

214ABC SPCancel 22AB/623AB/236AB/236236C/641236C

Notes: These links are just wise to learn. When setting up seagulls in the meta world or with just SPCancel ready, the opponent may attempt to counterattack during the gull startup and any of these skills can be used to counter their advance, 22AB or 641236C probably being the best choice against jumpins because of their invulnerability and high vertical reach and 22AB, 623AB and 236236C best used against ground attackers to counter their dash in.
Some of these can also be used in extended blockstrings. 22AB already builds enormous amounts of guard damage and hits both high and low to catch opponents unawares. 236AB also does decent block damage and keeps the enemy trapped for a great deal of time, the gull impact can allow this blockstring to be continued further.

off tag

all off tag combos start with battler's 2c > tag

2c 22 series

does 800 damage and a knockdown. good midscreen off tag combo.

meta super

does 1000 damage. only good if you have meta world active.




Pressure Strings and Mixups


Anywhere
Throw > 214C: Quick, simple, and sets up everything. Do this nearly every time you land a throw. Keep in mind that the seagull can be crouched under by some characters.
Throw > 214C > Small Dash > 6B > [seagull hit]...
Small Dash > Tick Throw: Do this on block. Resets pressure.
623C: Do this on hit. If done midscreen, toss out barriers to setup long range pressure. If done in the corner, resets pressure.
Throw > 214C > 9 > j.B > [seagull hit]...
Small Dash > Tick Throw: Do this on block. Resets pressure.
Combo of Choice: Do this on hit. The seagull pushes the opponent right into Shannon, putting her at a great range to start nearly any combo.
Throw > 214C > Dash > 2A > 2B > [seagull hit]...
Small Dash > Tick Throw: Practice the timing on this string until the seagull consistently hits the opponent while crouching. It's a little tricky, but possible.
Combo of Choice
Throw > 214C > 9 > j.2C/j.2C (Whiff)...
Small Dash > 2A > [seagull hit] > 2B > Combo/Small Dash > Tick Throw
9 > j.B > [seagull hit] > j.C > Combo/Small Dash > Tick Throw
j.2C...
9 > j.B > j.C > Combo/Small Dash > Tick Throw: High mixup off a jump-in.
Small Dash > 2Ax2 > Combo/Small Dash > Tick Throw: Low mixup off a jump-in.
Corner
Throw > 214C > Dash > Dashing High Jump > j.2C > [seagull hit] > Crossup...
9 > Crossup j.2C > Small Dash > 2A > 2B > Combo/Small Dash > Tick Throw: Oh man, two crossups and a high low mixup in one string? This is just one of the many setups you can go for involving the weird corner crossup j.2C. It may also help to know that doing j.2C during the high jump will cause it to whiff on the descent, and will not cause the crossup; this can be used to fake out the opponent when they get used to the corner crossup.


Pictures

Early concept art of Shannon.
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