Ougon Musou Kyoku/Shannon: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(107 intermediate revisions by 8 users not shown)
Line 1: Line 1:
[[image:Shannon-Framed.png|<center><font size="2"><b>Shannon</b></font></center>|frame|right]]
[[image:Shannon-Framed.png|<center><font size="2"><b>Shannon</b></font></center>|frame|right]]
==Story==
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==
==Introduction==
One of the two servants present at Rokkenjima at the time of the serial killings, the other being her "younger brother" Kanon. Shannon does not play much of a role in Ougon Musou Kyoku, with her most significant story route being her ascension from furniture to human along with Kanon. However, due to her constant breaking of mirrors she has 1000 years bad luck.


Shannon is a character that is reasonably good at zoning, with barriers and seagulls covering a lot of space in addition to some good anti-airs. Shannon's greatest strength, however, comes from her knockdown pressure, especially in the corner. Shannon's throw causes a particularly long knockdown, and is easy to setup in the middle of her blockstrings. Shannon suffers from her poor movement options, as well as limited damage at midscreen.
The  big-hearted but sometimes clumsy maid of Ushiromiya mansion, she uses her clumsiness to her advantage in peculiar ways: Tripping to make plates fly, out of control food cart and clearing the floor make for unorthodox normals. Alongside that she does offers magic too, which she used for zoning and protective barrier which acts as great antiair and reversal. She can also summon seagull, which is a great oki- and neutral control tool. Her clumsiness sadly gives her almost no neutral presence with buttons, but if you can accept's Shannon quirks, she does as good job as expected from magical maid.  


'''Pros'''<br>
{{ProConTable
+ Strong throw game<br>
+ Decent knockdown pressure<br>
+ Good corner mixups<br>
+ Higher than average health<br>
+ Plenty of zoning and anti-zoning techniques<br>
+ Seagulls are good tools for okizeme and combos<br>


'''Cons'''<br>
|pros=
- Poor movement options<br>
*'''Unorthodox normals:''' Shannon has alot unusual normals with weird properties which can be used in weird places to confuse opponent.
- Midscreen damage isn't very impressive<br>
*'''Great meterless reversal and antiair:''' Her Barrier is a both great antiair, which is rate treat in Ougon, and a great reversal which doesn't need any meter.
- Advanced combos require a high level of execution<br>
*'''Seagull controls neutral and pressure:''' Seagull is good to control neutral for it's boomerang ark, and as oki tool to force opponent to block on wakeup.
- Poor range on most of her normals and special moves<br>
*'''Decent pressure and mixups:''' Shannon's pressure string cannot be optimally tagged off and pushbacks in a way that Shannon can summon Seagull back without it being punisheable. Seagull itself gives Shannon ways to use comboable overhead, emptyjumps and sideswitches.
- Very corner reliant<br>
*''' Huge potential damage in corner:''' If Shannon player can do metaloops, opponent can be stunned quickly.
- Corner damage is mediocre at best<br>


|cons=
*'''Lackluster normals:''' Shannon has no range or speed on almost any of her normals, so she cannot use them on neutral at all
*'''Zoning is committal:''' She has to be careful with barrier spacing or opponent can punish Shannon for using them, and fast characters can negate her using seagull.
*'''Hard time getting pressure started on her own:''' She doesn't get oki from almost any of her normal conversions or zoning, so she cannot start her main strength easily.
*'''Hard to fit in on many teams:''' Her unorthodox quirks and ability makes her little hard to fit on a team in a way both parties get something out.


Health - 1550. <br>
}}


==Ability==
==Ability==
''Auto-Guard''<br> You will automatically block for a period of time. This can help you defend while inputting reversals and even while dashing.<br>
''Auto-Guard'' - You will automatically guard for 15 seconds. This allows you to autoblock in the middle of dashes.
When in effect, a pink magic circle will appear below the player character.
 
==Gameplan==


==Move List==
==Move List==
===Normal Moves===
===Normal Moves===
----
====Standing====
 
{{MoveData
{| border="0" cellspacing="2" width="100%"
|image=Shannon-5A-Raw.png
| width="180" | [[image:Shannon-f5A.png|center]]
|hitbox=Shannon-5A.png
| width="" style="background:#f0f0f0;"| '''【5A】'''
|caption=Why
----
|name=f5A
A girlish slap attack. 2 hits, 86 damage. Can be cancelled halfway through, though most combos require the 2nd hit's superior hitstun. Hits mid.<br>
|input=
Combos into: 2A, 5A, 2B, 5B, 2C, 5C<br>
|data=
{{AttackData-Ougon
|damage=54
|recdamage= x
|startup=4
|active=4
|recovery=12
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=-4
|adv block=-4
|invul= x
|description=It exists yet it will never land since proximity will make c5A come out instead, when Shannon is one body away from the opponent!


}}
}}
{{MoveData
|image=Shannon-c5A-Raw.png
|hitbox=Shannon-f5A.png
|hitbox2=Shannon-c5A2.png
|caption=
|name=c.5A
|input=
|data=
{{AttackData-Ougon
|damage=42,42
|recdamage= x
|startup=4
|active=2(6)2
|recovery=12
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=-4
|adv block=-4
|invul= x
|description=*Shannon slaps attack twice.
*Can be special/super canceled from the first slap.
*It's Shannon fastest attack that isn't a proximity normal, but it tends to whiff on crouchers however.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-2A.png|center]]
|image=Shannon-c5B-Raw.png
| width="" | '''【2A】'''
|hitbox=Shannon-c5B.png
----
|caption=
A floor-scrubbing attack. Hits low. ordinary 2a.<br>
|name=c.5B
Combos into: 2A, 5A, 2B, 5B, 2C, 5C<br>
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=4
|active=4
|recovery=17
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=-5
|adv block=-7
|invul= x
|description=*Shannon shoves the opponent.
*At 4f and hitting all crouchers, this is a very good punish for a lot of -4 ob moves.
}}
}}


{{MoveData
|image=Shannon-5B-Raw.png
|hitbox=Shannon-f5B.png
|caption=
|name=f.5B
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=7
|active=4
|recovery=17
|guard=HL
|cancel=(J), Special, SP, Meta
|adv hit=-5
|adv block=-7
|invul= x
|description=*Shannon attacks with a carpet beater.
*Used a lot in her combos. Can work as an anti-air.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-c5B.png|center]]
|image=Shannon-6B-Raw.png
| width="" style="background:#f0f0f0;"| '''【5B】'''
|hitbox=Shannon-6B_1.png
----
|hitbox2=Shannon-6B_2.png
A shove attack. Pushes Shannon backwards slightly. Hits mid.<br>
|caption=
Combos into: 2B, 2C, 5C, f.5C<br>
|name=6B
 
|input=
|data=
{{AttackData-Ougon
|damage=90,90
|recdamage=x
|startup=21
|active=8
|recovery=17
|guard=H
|cancel=Special, SP, Meta
|adv hit=-6
|adv block=-8
|invul= x
|description=*Shannon does a bow, which hits twice. Overhead.
*Very good mix-up option to have when you have meter to declare and go into her meta loops if you are on corner.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-f5B.png|center]]
|image=Shannon-c5C-Raw.png
| width="" | '''【f.5B】'''
|hitbox=Shannon-c5C.png
----
|caption=
Attacks with a carpet beater, used whenever Shannon isn't in range for 5B. decent range. Hits mid.<br>
|name=c.5C
Combos into: 2B, f.5C<br>
|input=
|data=
{{AttackData-Ougon
|damage=270
|recdamage= x
|startup=10
|active=12
|recovery=18
|guard=HL
|cancel=(J), Special, SP, Meta, Dash
|adv hit=-5
|adv block=-8
|invul= x
|description=*Shannon attacks by opening an umbrella.
*Launches if it hits an airborne opponent.
*Not very useful. If you are looking for a big anti-air, 22X should be your main option.
}}
}}


{{MoveData
|image=Shannon-5C-Raw.png
|hitbox=Shannon-f5C.png
|caption=
|name=f.5C
|input=
|data=
{{AttackData-Ougon
|damage=120,150
|recdamage= x
|startup=13
|active=3
|recovery=33
|guard=HL
|cancel=(J), Special, SP, Meta, Dash
|adv hit=-3/+6
|adv block=-6/+3
|invul= x
|description=*Attacks with a serving cart which hits twice.
*Can only be special canceled from the first hit.
*Shannon can act during the second hit.
*2nd hit is considered a projectile. If opponents try to Guard Parry the 1st hit, their partner will get hit by it. Lambda can also make it disappear with 22X.
*At some ranges, the 2nd hit can whiff after the 1st one.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-6B_1.png|center]]
|image=Shannon-6C.png
[[image:Shannon-6B_2.png|center]]
|caption=
| width="" style="background:#f0f0f0;"| '''【6B】'''
|name=6C
----
|input=
Gomenasai! A two-hit bow, 180 damage. Both hit high. Cannot chain into other melee attacks. an overhead that is similar to jessica's 6b. rather hard to telegraph.<br>
|data=
Combos into: 22ABC.<br>
{{AttackData-Ougon
|damage=264
|recdamage= x
|startup=13
|active=?
|recovery=30
|guard=HL
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*6C - A clumsy trip that spills cutlery in front of Shannon.
*Corner staple in her juggles. Also works as projectile that moves you forward which is nice.
}}
}}


====Crouching====


{{MoveData
|image=Shannon-2A-Raw.png
|hitbox=Shannon-2A.png
|caption=
|name=2A
|input=
|data=
{{AttackData-Ougon
|damage=69
|recdamage= x
|startup=5
|active=4
|recovery=5
|guard=L
|cancel=Special, SP, Meta
|adv hit=+1
|adv block=+1
|invul= x
|description=*A floor-scrubbing attack.
*Low of choice.
}}
}}


|-
| width="180" | [[image:Shannon-3B.png|center]]
| width=""| '''【3B】'''
----
Another floor-scrubbing attack that scoots Shannon forward roughly 3 character lengths. Given her short crouching hitbox, this lets Shannon safely crawl under most projectiles. Forces knockdown on hit. Hits low. sliding move. you can attack touch after this move to expand on the damage.<br>
Combos into: Nothing<br>


{{MoveData
|image=Shannon-2B-Raw.png
|hitbox=Shannon-2B.png
|caption=
|name=2B
|input=
|data=
{{AttackData-Ougon
|damage=171
|recdamage= x
|startup=8
|active=4
|recovery=9
|guard=L
|cancel=Special, SP, Meta
|adv hit=+3
|adv block=+1
|invul= x
|description=*Shannon pokes her opponent in the shins
*Mostly combo fodder, can work as way to low profile some jump-ins, or as a staggered low after a 5B against opponents trying to jump.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-c5C.png|center]]
|image=Shannon-3B-Raw.png
| width="" style="background:#f0f0f0;"| '''【5C】'''
|hitbox=Shannon-3B.png
----
|caption=
Attack by opening an umbrella. Hits mid. Very short-range with strange combo eccentricities, but it does fair damage. launches the opponent high up if it hits as an anti air. not used very often.<br>
|name=3B
Combos into: 2C, Specials<br>
|input=
|data=
{{AttackData-Ougon
|damage=180
|recdamage= x
|startup=13
|active=28+
|recovery=20
|guard=L
|cancel=Meta
|adv hit=KD
|adv block=+1
|invul= x
|description=*Shannon moves forward in a floor scrubbing motion.
*Can be held to extend the length.
*It allows her to move under pokes and projectiles.  
*It launches on hit and can be cancelled into Meta, so she has access to juggles from it.
}}
}}




{{MoveData
|image=Shannon-2C-Raw.png
|hitbox=Shannon-2C.png
|hitbox2=Shannon-2C2.png
|hitbox3=Shannon-2C3.png
|hitbox4=Shannon-2C4.png
|hitbox5=Shannon-2C5.png
|caption=
|name=2C
|input=
|data=
{{AttackData-Ougon
|damage=210-150
|recdamage= x
|startup=9
|active=3,4,4,4,2
|recovery=30
|guard=L
|cancel=Special, SP, Meta
|adv hit=KD
|adv block=-25/-9
|invul= x
|description=*Shannon lifts a rug and puts it back down. Two-part attack.
*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.
*Launcher of choice. Cancel into MetaSuper during Meta if you already were in MetaWorld before using it.
}}
}}


|-
| width="180" | [[image:Shannon-f5C.png|center]]
| width="" | '''【f.5C】'''
----
Attacks with a serving cart. 2 hits, 270 damage. Hits mid. fairly good move. one of Shannon's better move and will be used very often in combos.. this normal can be cancelled, but it can only be cancelled on the first hit - regardless of what you cancel into, Shannon lets go of the cart and it continues to chain into its second attack independently, which opens up a variety of situations:<br>


*An enemy that attempts to Defense Touch the first hit will fail, consuming meter and being struck by the cart's second attack while allowing Shannon and her ally to continue their assault.<br>
{{MoveData
*An enemy that starts a Barrier Touch on the first hit (as of 1.02) will succeed in swapping out unless Shannon immediately cancels into a 214 seagull bait, her only move that doesn't immediately hit and trigger the barrier swap.<br>
|image=Shannon-3C.png
*An enemy that simply blocks the first cart hit allows Shannon to let go and use her 214 move, continuing her pressure.
|caption=
|name=3C
|input=
|data=
{{AttackData-Ougon
|damage=264
|recdamage= x
|startup=13
|active=?
|recovery=30
|guard=HL
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*3C - Shannon while crouchimg, throws cutlery upwards.
*Niche anti-jumping approach. Works as a substitute for 6C in her loops if really close to the corner against some characters.
}}
}}


Combos into: 236, 214AB (range dependent), Promised Lightning, Attack Touch<br>
====Jumping====
{{MoveData
|image=Shannon-J8A-Raw.png
|hitbox=Shannon-JA.png
|caption=
|name=j.A
|input=
|data=
{{AttackData-Ougon
|damage=60
|recdamage= x
|startup=3
|active=9
|recovery=6
|guard=H
|cancel=x
|adv hit=?
|adv block=?
|invul= x
|description=*An aerial poke as Shannon struggles to keep her skirts down.
*Mostly used as an air-to-air.
}}
}}




{{MoveData
|image=Shannon-J8B-Raw.png
|hitbox=Shannon-JB.png
|caption=
|name=j.B
|input=
|data=
{{AttackData-Ougon
|damage=150
|recdamage= x
|startup=10
|active=8
|recovery=4
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*A downwards smack with a serving tray.
*Jump-in of choice
*Can sometimes cross-up.
}}
}}


|-
| width="180" | [[image:Shannon-temp.png|center]]
| width="" style="background:#f0f0f0;"| '''【6C】'''
----
A clumsy trip that spills cutlery in front of Shannon. Doesn't combo anything, but since the hitbox is in the cutlery, it has a very long range, though poor recovery. Whiffs on crouchers at certain ranges you can combo it into a 2a but its very hard. odd sort of loop can be done from this as it launches rather high if the opponent is caught by it while they are in the air and it can be comboed into 5b and than another 6c.<br>
Combos into: Nothing.<br>


{{MoveData
|image=Shannon-J8C-Raw.png
|hitbox=Shannon-J8C.png
|caption=
|name=j.8C
|input=
|data=
{{AttackData-Ougon
|damage=252
|recdamage= x
|startup=10
|active=24
|recovery=3
|guard=H
|cancel=Special, SP
|adv hit=?
|adv block=?
|invul= x
|description=*Shannon does a small twirl with the hitbox around her skirt.
*Can cross-up, works in her mix-up game with Seagull.
}}
}}


{{MoveData
|image=Shannon-J79C-Raw.png
|hitbox=Shannon-J79C.png
|caption=
|name=j.7/9C
|input=
|data=
{{AttackData-Ougon
|damage=252
|recdamage= x
|startup=14
|active=7
|recovery=8
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*Shannon does a forwards flip, slamming her shoes down.
*Pretty big hitbox but it's very slow  at 14f. Sometimes it's used as your jump-in however.
}}
}}


|-
| width="180" | [[image:Shannon-2C.png|center]]
| width="" | '''【2C】'''
----
A low-hitting rug attack. It has two hits, one on the carpet's ascent and one on the descent, but if the ascent scores a hit the descent won't hit. Second hit forces knockdown. if it hits later on in the move's ascent it will lauch the opponent high into the air (similar to C.5c). if it hits just as it starts the descent it will hit but leave the opponent standing. rather odd move as the damage also varies on the stages.<br>
Combos into: Specials<br>
Notes: You must cancel into a special immediately after the first hit is landed, or else the attack will go on to whiff the second hit. It's also important to note that if your enemy is struck by the first hit in the air, you will be unable to combo into anything and may actually be left vulnerable as the hitframes continue into the second attack.<br>


{{MoveData
|image=Shannon-J2C-Raw.png
|hitbox=Shannon-J2C.png
|caption=
|name=j.2C
|input=
|data=
{{AttackData-Ougon
|damage=270
|recdamage= x
|startup=15
|active=12
|recovery=3
|guard=H
|cancel= x
|adv hit=?
|adv block=?
|invul= x
|description=*A downwards bodyslam.
*Can be used as a crossup.
}}
}}


===Throw===
{{MoveData
|image=Shannon-BCwhiff.png
|image2=Shannon-BC.png
|image3=Shannon-BC2.png
|caption=
|name=Throw
|input=B+C
|data=
{{AttackData-Ougon
|damage=360
|recdamage= x
|startup=0-1
|active=?
|recovery=50 (whiff)
|guard=UNB
|cancel= x
|adv hit=KD
|adv block=?
|invul= x
|description=*Shannon grabs the enemy, pushes them away, them slams them down with a floating plate.
*Can do an OTG route after
}}
}}


|-
===Special Moves===
| width="180" | [[image:Shannon-JA.png|center]]
{{MoveData
| width="" style="background:#f0f0f0;"| '''【j.A】'''
|image=Shannon-236A.png
----
|image2=Shannon-236B.png
An aerial poke as Shannon struggles to keep her skirts down. Long hitframes but negligible hitstun, almost impossible to combo from. Hits high.
|image3=Shannon-236C.png
|caption=236A version
|caption2=236B version
|caption3=236C version
|name='''Magic Barrier 「魔法障壁」'''
|input=236A/B/C
|data=
{{AttackData-Ougon
|version=236A
|damage=?
|recdamage= x
|startup=23
|active=?
|recovery=51 total
|guard=HL
|cancel=
|adv hit=Launches
|adv block=?
|invul= x
|description=*Conjures a pink octagonal barrier in front of Shannon for a period of time.
*A: Summons a barrier one character length away from Shannon.
*Lasts about 3 seconds before disappearing.
*Can be destroyed by other projectiles or melee attacks.
}}
{{AttackData-Ougon
|version=236B
|damage=?
|recdamage= x
|startup=23
|active=?
|recovery=51 total
|guard=HL
|cancel=
|adv hit=Launches
|adv block=?
|invul= x
|description=*Summons a barrier four character lengths away from Shannon
}}
{{AttackData-Ougon
|version=236C
|damage=?
|recdamage= x
|startup=23
|active=?
|recovery=51 total
|guard=HL
|cancel=
|adv hit=Launches
|adv block=?
|invul= x
|description=*Summons a barrier eight character lengths away from Shannon
}}
}}




{{MoveData
|image=Shannon-623ABC.png
|caption=
|name='''Capture Barrier 「捕縛障壁」'''
|input=623A/B/C
|data=
{{AttackData-Ougon
|version=623A
|damage=300
|recdamage= x
|startup=9
|active=6
|recovery=?
|guard=HL
|cancel=x
|adv hit=x
|adv block=x
|invul= x
|description=*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.
}}
{{AttackData-Ougon
|version=623B
|damage=315
|recdamage= x
|startup=9
|active=6
|recovery=?
|guard=HL
|cancel=x
|adv hit=x
|adv block=x
|invul= x
|description=*B: Middling recovery.
}}
{{AttackData-Ougon
|version=623C
|damage=330
|recdamage= x
|startup=9
|active=6
|recovery=?
|guard=HL
|cancel=x
|adv hit=x
|adv block=x
|invul= x
|description=*C: Slowest recovery.
}}
}}


|-
| width="180" | [[image:Shannon-JB.png|center]]
| width=""| '''【j.B】'''
----
A downwards smack with a serving tray. Hits high. good to start up air combos with.


{{MoveData
|image=Shannon-214X.png
|image2=Shannon-214X2.png
|caption=
|name='''To Feed (the seagulls)「エサやり'''
|input=214A/B/C
|data=
{{AttackData-Ougon
|version=214A
|damage=?
|recdamage= x
|startup=?
|active=?
|recovery=38 total
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*
}}
{{AttackData-Ougon
|version=214B
|damage=?
|recdamage= x
|startup=?
|active=?
|recovery=38 total
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*
}}
{{AttackData-Ougon
|version=214C
|damage=?
|recdamage= x
|startup=?
|active=?
|recovery=38 total
|guard=HL
|cancel=
|adv hit=?
|adv block=?
|invul= x
|description=*
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-J8C.png|center]]
|image=Shannon-22X.png
| width="" style="background:#f0f0f0;"| '''【j.8C】'''
|caption=
----
|name='''Protective Barrier 「守護障壁」'''
Shannon does a small twirl with the hitbox around her skirt. Hits high. rather odd move. very similar to Lucifer's J8.B.
|input=22A/B/C
|data=
{{AttackData-Ougon
|version=22A
|damage=300
|recdamage= x
|startup=6
|active=?
|recovery=?
|guard=HL
|cancel=x
|adv hit=KD
|adv block=?
|invul=?
|description=*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
}}
{{AttackData-Ougon
|version=22B
|damage=315
|recdamage= x
|startup=6
|active=?
|recovery=?
|guard=HL
|cancel=x
|adv hit=KD
|adv block=?
|invul=?
|description=*
}}
{{AttackData-Ougon
|version=22C
|damage=330
|recdamage= x
|startup=6
|active=?
|recovery=?
|guard=HL
|cancel=x
|adv hit=KD
|adv block=?
|invul=?
|description=*
}}
}}


===SP Supers===
{{MoveData
|image=Shannon-236SP.png
|caption=
|name='''Absolute Barrier 「絶対障壁」'''
|input=236A+B
|data=
{{AttackData-Ougon
|damage=600
|recdamage= x
|startup=53
|active=?
|recovery=73 total
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*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.
}}
}}




|-
{{MoveData
| width="180" | [[image:Shannon-J79C.png|center]]
|image=Shannon-623ABC.png
| width="" | '''【j.79C】'''
|caption=
----
|name='''Enhanced Capture Barrier 「強化捕縛障壁」'''
Shannon does a forwards flip, slamming her shoes down. The hitbox is around her shoes, but the startup frames are lengthy. great for combos as it combos quite easily from jB and has good hitstun allowing you to easily carry on with a ground string. Hits high.
|input=623A+B
|data=
{{AttackData-Ougon
|damage=576
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Shannon performs a magic grab with a bigger hitbox than the meterless version. It is quite active although this usually won't matter, [https://streamable.com/up2ngx unless you are madman or something ]
}}
}}




{{MoveData
|image=Shannon-214SP.png
|caption=
|name='''It's Not A Hat?! 「帽子じゃなかった?!」'''
|input=214A+B
|data=
{{AttackData-Ougon
|damage=585
|recdamage= x
|startup=?
|active=?
|recovery=?
|guard=KD
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*A larger seagull nabs Shannon's hat and charges head-on at an enemy. Knocks back.
*Hits 5 times.
Does 40% guard break.
}}
}}


|-
| width="180" | [[image:Shannon-J2C.png|center]]
| width="" style="background:#f0f0f0;"| '''【j.2C】'''
----
A downwards bodyslam. Hitbox lasts until Shannon lands and has a decent, comboable hitstun. does not combo from J.B however this move is great for crossups as the active frames last for a very very long time and the hitbox has a wide range making it rather easy to use as a crossup attack.


|}
{{MoveData
|image=Shannon-22SP.png
|image2=Shannon-22SP2.png
|caption=
|name='''Absolute Protection Barrier 「絶対守護障壁」'''
|input=22A+B
|data=
{{AttackData-Ougon
|damage=660
|recdamage= x
|startup=49
|active=?
|recovery=?
|guard=L, HL
|cancel=
|adv hit=KD
|adv block=?
|invul=?
|description=*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===
{{MoveData
|image=Shannon-236236C.png
|name='''You should say "No" in bad situations. 「嫌な時は嫌と言いますね」'''
|input=236236C
|data=
{{AttackData-Ougon
|damage=645
|recdamage x
|startup=7
|active=6
|recovery=25
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*A rush towards the enemy which if hits, subjects the enemy to a long slapdown.
*The Oki on corner is actually really good, 214 mix-ups are really hard to blow up now.
*You can also Meta Declare after it and begin your loops from there.
}}
}}


 
===Meta Super===
----
{{MoveData
|image=Shannon-MetaSuper.png
|image2=Shannon-MetaSuper2.png
|name='''Promised Lightning 「契約の落雷」'''
|input=641236C during MetaWorld
|data=
{{AttackData-Ougon
|damage=840
|recdamage x
|startup=64
|active=?
|recovery=?
|guard=HL
|cancel=
|adv hit=KD
|adv block=?
|invul= x
|description=*Shannon throws down a mirror and calls for lightning, which launches the opponent.
*Invincible during startup.
*Has a ''lot'' of hitstop and lags the game on hit, but not on block or whiff. This is probably intentional to give the move more impact, but who knows.
*Can link a 5B afterwards if timed correctly.
}}
}}


===Frame data===
===Frame data===
----
----
 
  KD = Knockdown
                          |          Frames            |  Frame Advantage |  
                              |          Frames            |  Frame Advantage |
               Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
                 Throw  ------------------------------------------------------------------
                 Throw  ------------------------------------------------------------------
                   B+C  |   ?  |  0-1  |    ?    |    ?    |   KD |          |50 Duration on Whiff
                   B+C  | 360  |  0-1  |    ?    |    ?    | UKD |          |50 Duration on Whiff
               Normals  ------------------------------------------------------------------
               Normals  ------------------------------------------------------------------
                 c.5A  | 42,42 |    5   |  2(6)2  |  12    |  ?   |    ?     |
                 c.5A  | 42,42 |    4   |  2(6)2  |  12    | -4   |   -4     |Frame Advantage is for 2nd hit
                 f.5A  |  54  |    5   |    4    |  10    |  ?   |    ?     |
                 f.5A  |  54  |    4   |    4    |  10    | -4   |   -4     |
                   2A  |  69  |    6   |    4    |    5    |  ?   |    ?     |
                   2A  |  69  |    5   |    4    |    5    | +1   |   +1     |
                 c.5B  |  150  |    5   |    4    |  17    |  ?   |    ?     |
                 c.5B  |  150  |    4   |    4    |  17    | -5   |   -7     |
                 f.5B  |  150  |    8   |    4    |  17    |  ?   |    ?     |
                 f.5B  |  150  |    7   |    4    |  17    | -5   |   -7     |
                   2B  |  171  |    9   |    4    |    9    |  ?   |    ?     |
                   2B  |  171  |    8   |    4    |    9    | +3   |   +1     |
                 c.5C  |  270  |  11   |  12    |  18    |  ?   |    ?     |
                 c.5C  |  270  |  10   |  12    |  18    | -5   |   -8     |
                 f.5C  | 120,? 14   |    3    |  33    |  ?  |    ?    |Missing data for 2nd (projectile) hit
                 f.5C  |120,15013   |    3    |  33    | -3/+6 |  -6/+3   |Missing data for 2nd (projectile) hit
                   2C  |210-150|   10   |3,4,4,4,2|  30    |  ?  |    ?    |Hits Only Once, See Note B
                   2C  |210-150|   9   |3,4,4,4,2|  30    | UKD  | -25/-9   |Hits only once; See Note C
                 j.5A  |  60  |    4   |    9    |    6    |   ?  |   ?    |
                 j.5A  |  60  |    3   |    9    |    6    |       |         |
                 j.5B  |  150  |  11   |    8    |    4    |   ?  |   ?    |
                 j.5B  |  150  |  10   |    8    |    4    |       |         |
                 j8.5C  |  252  |  11   |  24    |    3    |   ?  |   ?    |
                 j8.5C  |  252  |  10   |  24    |    3    |       |         |
             j(7/9).5C  |  252  |  15   |    7    |    8    |   ?  |   ?    |
             j(7/9).5C  |  252  |  14   |    7    |    8    |       |         |
       Command Normals  ------------------------------------------------------------------
       Command Normals  ------------------------------------------------------------------
                   6B  |   90 22   |    8    |  17    |  ?   |    ?     |
                   6B  | 90,90 21   |    8    |  17    | -6   |   -8     |
                   6C  |   ? |   ?   |    ?   |   ?     |   ?  |   ?    |46 Duration
                   6C  | 264 |   13   |    -   |   30     |       |         |See Note D
                   3B  |  180  |  14   |  28   |  20    |  ?  |    ?     |
                   3B  |  180  |  13   |  28|  20    |  TKD  +1     |Increases duration/distance if held
                   3C  |   ? |   ?   |    ?   |   ?     |   ?  |   ?    |46 Duration
                   3C  | 264 |   14   |    -   |   32     |       |         |See Note D
                 j.2C  |  270  |  16   |  12    |    3    |  ?  |   ?    |
                 j.2C  |  270  |  15   |  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.
   Note C: 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.
  Note D: China Projectiles are independant from Shannon.
  They are active until they either hit the ground or exit the screen.


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===
----


{| border="0" cellspacing="2" width="100%"
==Strategy==
| width="180" | [[image:Shannon-temp.png|center]]
| width="" style="background:#f0f0f0;"| '''Magic Barrier 「魔法障壁」 ― 236ABC'''
----
Conjures a pink octagonal barrier in front of Shannon. Barriers can be shattered by projectiles (consuming them in the process) or by melee hits. The shield will float slowly forwards for roughly 3 seconds before vanishing on its own. Input determines barrier distance. be very careful as if you whiff this move you will be a sitting duck for a rather long time and the opponent might even be able to get a CH started combo. it is good to learn the distances. all versions deal 375 damage. deals rather high damage and has rather quick startup. good zoning and decent punishing tool.<br>
*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.


==Team Building==
''Feel free to edit this part of the wiki with your tips/strats what partners are best for Shannon to use. Remember I'm watching you.''


|-
The information displayed here is from the 2022 [https://docs.google.com/spreadsheets/d/1XDgSDY3CVSySpuVgcf4qTxLy-mXrv1hdEZVWqmDchKs/edit?usp=sharing Team Tier List from the Ougon Discord] Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
| width="180" | [[image:Shannon-623ABC.png|center]]
| width="" | '''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. Though it appears to be a throw at first glance, it can be blocked. an odd command grab. unsafe on block. good for catching an attack.<br>
*A: 230 damage, fastest recovery.
*B: 270 damage, middling recovery.
*C: 300 damage, slowest recovery.


'''<big>Reasons to choose Shannon for your team</big>'''
*Having an anti air that leads into Oki and it's unable to be crossed up with 22X is extremely potent in a game like Ougon, where grounded anti airs are scarce. Shannon also has extremely high damage during MetaWorld if the player knows her loops, and they are unable to be bursted, while costing no more than the cost of the MetaDeclare itself. Her mix-up midscreen and in the corner is also fantastic, and combining it with good specials to guard break, she is really scary to face against if they find themselves in the corner. Sadly, pushing this side of her is very difficult. She is the easiest character in the game to both zone and outpoke, as her buttons are pressure oriented and her movement is very slow. Her damage is also really low outside of Meta, so if opponents have gotten the meter advantage on her, her reward isn't very good.
*She benefits heavily from characters that can allow her to get hits in she otherwise wouldn't be able to. Her damage alone is worth considering her inclusion as she needs no resources outside of Meta to be a scary character to face, so characters that would otherwise have low damage can solve this problem with Shannon in their team.


{| class="wikitable"
|+
|-
|-
| width="180" | [[image:Shannon-temp.png|center]]
! Image !! Team Composition !! 1 Bar of Health !! Notable information
| width="" style="background:#f0f0f0;"| '''To Feed (the seagulls)「エサやり」 ― 214ABC'''
----
Shannon baits a seagull onto the stage with some bread. The seagull causes little damage but covers a wide area, in addition to absorbing projectiles. Only one seagull can be on stage at a time, and this move cannot be input until the old one has left the stage entirely. Depending on where the camera is positioned, this can be a deceptively long time. Input determines how far in front of Shannon the seagull will fly before returning. great for pressure and setups. should always be used as even if you are hit the seagull will not disappear and will interrupt the opponent instead. good in combos as well. pushes the opponent towards shannon on hit allowing crossups to be done in the corner. deals 150 damage on hit.<br>
*A: Shortest distance.
*B: Middle distance.
*C: Longest distance.
 
 
 
|-
|-
| width="180" | [[image:Shannon-temp.png|center]]
| [[File:ANGSHAN.png|frameless]] || '''<big>Shannon/Ange</big>''' || Health ||  
| width="" | '''Protective Barrier 「守護障壁」 ― 22ABC'''
*StunBoost ruins Shannon’s corner loop which is her only way to do damage, leaving this team with no options left for that. They’re annoying to hit though.
----
Swiftly conjures a protective barrier. 5 frame startup with some invincibility frames, but a very slow recovery. The barrier guards against projectiles while it's active, and touching it will damage enemies. Higher inputs cause more damage but have a longer recovery time. good move to end combos with and a good surprise attack against incoming opponents. one of the very few moves in this game that is a reversal yet not a SP move of some sort. very good move.
A version deals 243 damage.
B version deals 288 damage.
C version deals 333 damage.
 
 
|}
 
----
 
===SP Supers===
----
 
{| border="0" cellspacing="2" width="100%"
| width="180" | [[image:Shannon-temp.png|center]]
| width="" style="background:#f0f0f0;"| '''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. As the barrier damages the enemy (or otherwise receives hits due to blocking a projectile) it will gradually lose health until it shatters. It can take 5 hits total, for 600 damage if they all land on an enemy. May stun the enemy. Melee attacks do not damage the shield. good move to use against spammers and a good zoning tool. not very good as a combo tool.
 
 
 
|-
|-
| width="180" | [[image:Shannon-623ABC.png|center]]
| [[File:BATSHAN.png|frameless]] || '''<big>Shannon/Battler</big>''' || Health ||
| width="" | '''Enhanced Capture Barrier 「強化捕縛障壁」 ― 623A+B'''
*Middling damage and no synergy. Shannon’s ability can be nice on Battler, but it’s not like he needs it to approach or win neutral.
----
*A decent defensive team, you might be able to weather out higher damage teams with it, but Bat/Rono is the superior option there. Battler gains nothing from Shannon’s mixup, leaving her to do most of your damage. Will/Shan is better for that.
A stronger version of the original capture barrier. 11 hits, 576 damage. can be looped into itself to do more damage however proration makes it do very little damage after 3 reps. high chance of stun if looped. wall slams on last hit which is where shannon wants the opponent, in the corner.
 
 
 
|-
|-
| width="180" | [[image:Shannon-temp.png|center]]
| [[File:SHANBBAT.png|frameless]] || '''<big>Shannon/Black Battler</big>''' || Health ||
| width="" style="background:#f0f0f0;"| '''It's Not A Hat?! 「帽子じゃなかった?!」 ― 214A+B'''
*Fairly fragile when Shannon kind of needs some leniency for momentum drops and misreads, Bat/Shan is better and has a little more synergy. Bat/Beato is even better than that.
----
A larger seagull nabs Shannon's hat and charges head-on at an enemy. 5 hits, 540 damage.<br>
 
While it has limited combo potential, the startup is very fast and the seagull does not vanish when Shannon is hit, so it can be used to preemptively stuff an incoming combo or beat a laser attack such as battler's meta super.<br>
 
The most important feature of this skill is that it causes immense barrier damage - at the beginning of a match this amounts to 75% of the guard meter.
 
 
|-
|-
| width="180" | [[image:Shannon-temp.png|center]]
| [[File:BETSHAN.png|frameless]] || '''<big>Shannon/Beatrice</big>''' || Health ||  
| width="" | '''Absolute Protection Barrier 「絶対守護障壁」 ― 22A+B'''
*Both prefer Will. Weak neutral and bad meterless options. Hard to get into damage-dealing situations.  
----
*Shannon might just lose to the opponent if both have 5SP.
A larger, more powerful version of the original 22ABC barrier. 8 hits, 660 damage. May stun the enemy. The first few hits (prior to the barrier being raised) hit low. Multiple characters in the cast cannot punish this move. has invincibility on startup making it a decent reversal. very good to counter air opponents as this will hit them once they touch the ground.
 
 
 
|}
----
 
===Level 2 Super===
----
 
{| border="0" cellspacing="2" width="100%"
| width="180" | [[image:Shannon-236236C.png|center]]
| width="" style="background:#f0f0f0;"| '''You should say "No" in bad situations. 「嫌な時は嫌と言いますね」 ― 236236C'''
----
A rush towards the enemy, followed by a slapdown. 15 hits, 647 damage. Blockable and can be interrupted by stray or delayed projectiles (Ange summons and seagulls in particular) typical SP2 that is just her ordinary finisher to try to stun..
 
 
 
|}
----
 
===Meta Super===
----
 
{| border="0" cellspacing="2" width="100%"
| width="180" | [[image:Shannon-temp.png|center]]
| width="" style="background:#f0f0f0;"| '''Promised Lightning 「契約の落雷」 ― 641236C'''
----
''Yakusoku wo mamorimashita, Beatrice-sama!''<br>
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>
 
 
 
|}
 
----
 
==Combos==
----
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#f0f0f0;"| '''Standing'''
 
|-
|-
| width="" |'''5B 2B f.5C''' - 570 damage<br>
| [[File:BERNSHAN.png|frameless]] || '''<big>Shannon/Bernkastel</big>''' || Health ||
Notes: Don't do this. See below.<br>
*It’s hard to fit Shannon into Bernkastel’s gameplan, but Bern does benefit from 15-second AutoGuard more than possibly any other character in the game.
 
*Shannon can also loop her MetaSuper for longer, at least until she stuns. Bern has no trouble approaching, which Shannon struggles with, but she may have relative difficulty actually Attack Touching into Shannon so this adds a bit of awkwardness to their dynamic.  
*It’s no Will/Bern, but these two make a high-damage pair without many weaknesses.
|-
|-
| width="" |'''2B 5B 5C 236B''' - 4 hits, 945 damage<br>
| [[File:CHIESHAN.png|frameless]] || '''<big>Shannon/Chiester 410</big>''' || Health ||
Notes: 5B-2B openers place Shannon in f.5C range, killing her combo potential. Use 2B-5B instead.<br>
*These two are just really hard to play together for the amount they can actually do. BreakBoost Shannon can start her corner loop from lower guard capacity by doing 22SP and 236SP at just the right bracket, but this is difficult. Having said that, if a player is good enough at recognizing when will a Shannon special move guard break at last hit can make this team very deadly to block, and having an invul reversal that can actually punish the opponent if its baited can be strong.
 
*410 benefits from AutoGuard more than some others, but she is focused on counterplay anyway. Their roles are obvious with 410 handling neutral and Shannon handling damage, but compared to a dynamic like Luci/Beato it’s hard to place these two any higher.
*Shannon can capitalise on 410’s MetaSuper to an extent though with her crossups and her own MetaSuper.
*High average health + Autoguard + Scary reversals with BreakBoost makes this team fairly bulky.
|-
|-
| width="" |'''5A 5B 5C 236B''' - 4 hits, 837 damage<br>
| [[File:DLASHAN.png|frameless]] || '''<big>Shannon/Dlanor</big>''' || Health ||
Notes: Cancel immediately out of 5A, as the second hit will push the enemy too far back.<br>
*Terrible ability to approach, both are slow with limited neutrals, Dlanor can’t corner carry consistently, damage tends to fall short compared to other teams, the double defensive abilities are overkill. Has some comeback game at least.  
 
*Use Will/Shan instead.
|-
|-
| width="" style="background:#f0f0f0;"| '''Corner'''
| [[File:ERIKSHAN.png|frameless]] || '''<big>Shannon/Erika</big>''' || Health ||
 
*Shannon is your main damage dealer which isn’t fun. Erika has bad corner carry even though her neutral is decent. Bad reaction to pressure.
*Just use Rono/Eri instead.
|-
|-
| width="" |'''5A 5B 5C 236AB''' - 5 hit, 1062 damage<br>
| [[File:EVASHAN.png|frameless]] || '''<big>Shannon/EVA-Beatrice</big>''' || Health ||
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.
*Berserk can boost Shannon’s corner loop without increasing the stun which is nice, but these two have no other synergy. No reason to pick Shannon over Beato. AutoGuard with jelly is overkill.
 
|-
|-
| width="" |'''j.5B j9.C 2A 2B 2C 641236C''' - 9 hits, 1671 damage<br>
| [[File:GEORSHAN.png|frameless]] || '''<big>Shannon/George</big>''' || Health ||
Notes: A jumpin that leads into metafield. 2B->2C may be unreliable.<br>
*Their abilities synergise perfectly, but they’re both defensive so it’s not that impressive. Their roles are clear but there’s no reason to choose Shannon over Beato (except love).
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.<br>
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.<br>
 
|-
|-
| width="" |'''2C 623AB(xN)'''<br>
| [[File:JESSSHAN.png|frameless]] || '''<big>Shannon/Jessica</big>''' || Health ||
Notes: 623AB corner loop. By the 3rd 623AB, proration really sets in, setting the combo in the 34-hit, 1600 damage range.<br>
*A poor man’s Beato/Jess. It’s hard to come up with a reason to pick this over that. Together the two do way less damage, despite ShaveBoost working kind of well with Shannon’s 22SP at the correct range, and the relatively high damage this team does overall.  
Despite its tight execution, it's one of Shannon's better, more damaging corner combos, and it builds a great deal of stun.<br>
*Jess doesn’t really need AutoGuard although it can help her if she makes a mistake; her pressure is comprised of frametraps anyway. These two don’t have the most amazing neutral either.
 
|-
|-
| width="" |'''[Air Hit 2A > c.5B > 632146C]xN'''<br>
| [[File:KANSHAN.png|frameless]] || '''<big>Shannon/Kanon</big>''' || Health ||
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.
*Similar to Kan/Jess but a bit more defensively-oriented, which Kanon honestly doesn’t appreciate.  
 
*These two definitely have complementary movesets and can come up with answers for most opponents, but their damage is low outside of Shannon’s corner loop. Kan/Jess and Kan/Will both do a better job at what this team does well.
|-
|-
| width="" style="background:#f0f0f0;"| '''SP Cancel Combos'''
| [[File:LAMSHAN.png|frameless]] || '''<big>Shannon/Lambdadelta</big>''' || Health ||
 
*Shannon is the worst partner for Lambda as she lacks good stun and corner carry. She can capitalise on comet to some extent but fails in every other area. Absolutely no practical reason to use her over Beato, although AutoGuard Lambda is kind of fun.
|-
|-
| width="" |'''5B 2C META Dash 5B 5C 214A SPCancel 641236C Gull Impact 641236C''' - 13 Hits, 2469 Damage<br>
| [[File:LUCISHAN.png|frameless]] || '''<big>Shannon/Lucifer</big>''' || Health ||
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.
*Shannon is your only source of big damage, too mixup heavy, minor misplays will create serious disadvantage.
 
|-
|-
| width="" |'''...641236C 22C SPCancel 641236C''' - 9 Hits, 1928 Damage without leadin. <br>
| [[File:RONSHAN.png|frameless]] || '''<big>Shannon/Ronove</big>''' || Health ||
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.
*On paper this team has the highest health in the game, but in practicality Bat/Rono will often end up with effectively more.  
 
*This team is good at comeback game and has pretty high damage, but both characters are slow and struggle to get the opponent into the corner where they’ll shine. Similar to Lia/Rono in this way.
*CounterBoost Shannon can be funny and do a ton of damage, but Shannon’s counterhits largely come from gimmicks so the opponent will probably wise up before long. Rono/Lam and Rono/Eri are better for this.
|-
|-
| width="" |'''...641236C 623AB 22C SPCancel 641236C 623AB 22C''' - 32 Hits, 3019 Damage without leadin. <br>
| [[File:ROSSHAN.png|frameless]] || '''<big>Shannon/Rosa</big>''' || Health ||  
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.
*Struggles to approach, they share a stubby neutral, this team has a confused gameplan, Shannon makes no better use of Detachment than the rest of the cast.
 
|-
| width="" style="background:#f0f0f0;"| '''SP Cancel Links'''
 
|-
| width="" |'''...22ABC SPCancel (641236C) 623AB...''' - 12 Hits, 909 Damage without leadin. Damage varies based on version of 22.<br>
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.
 
|-
| width="" |'''...22AB SPCancel 641236C...''' - 12 hits, 1500 damage without leadin.<br>
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.
 
|-
| width="" |'''...236236C SPCancel 641236C...''' - 19 Hits, 1439 Damage without leadin.<br>
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.
 
|-
| width="" |'''214ABC SPCancel 22AB/623AB/236AB/236236C/641236C'''<br>
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.<br>
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.
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#f0f0f0;"| '''off tag'''
all off tag combos start with battler's 2c > tag
 
|-
|-
| width="" |'''2c 22 series'''<br>
| [[File:VIRSHAN.png|frameless]] || '''<big>Shannon/Virgilia</big>''' || Health ||
does 800 damage and a knockdown. good midscreen off tag combo.  
*Absolutely no ability to approach, they play similarly but have few ways to get the opponent where they want them, bullied by fast and pressure-oriented characters. Decent corner damage.
 
|-
|-
| width="" |'''meta super'''<br>
| [[File:SHANWILL.png|frameless]] || '''<big>Shannon/Willard</big>''' || Health ||
does 1000 damage. only good if you have meta world active.
*The infamous JP team, these two have an interestingly complementary neutral with Will’s big normals and ability to approach making up for Shannon’s more stubby, mixup-heavy playstyle. Shannon really likes SPCancel as it enables her to increase her damage better than almost anyone’s, meaning this team can actually compare to Beato/Will in terms of damage.  
 
*Will probably generates enough SP lead for the team by himself. He can also capitalise on Shannon’s short combos that usually end with a 2C. Shannon’s subtle crossups and high-stun corner loops pair very well with Will’s unburstable and unprorated damage, so these two make the most of each other’s strengths.  
 
*AutoGuard suits Will’s approach-focused playstyle as well. They can be a bit meter-hungry though.
 
 
 
|}
|}
----


===Pressure Strings and Mixups===
==Combos==
----
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#f0f0f0;"| '''Anywhere'''
 
|-
| width="" |'''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.<br>
 
|-
| width="" |'''Throw > 214C > Small Dash > 6B > [seagull hit]...'''


: '''Small Dash > Tick Throw:''' Do this on block. Resets pressure.<br>
{{ComboTable-MBTL
: '''623C:''' Do this on hit. If done midscreen, toss out barriers to setup long range pressure. If done in the corner, resets pressure.<br>
| data =
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > 5C > 236A/B
| cost        = 0
| metergain    = 80%
| oppmetergain =
| damage      = 938
| location    = {{P-UNI|anywhere}}
| notes        = Basic BnB combo.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 2C > 236A/B
| cost        = 0
| metergain    = 45%
| oppmetergain =
| damage      = 749
| location    = {{P-UNI|anywhere}}
| notes        = Variation of the BnB combo.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > 5C > A+B+C > 2B > 2C > 641236C
| cost        = 1SP
| metergain    = 99%
| oppmetergain =
| damage      = 1496
| location    = {{P-UNI|anywhere}}
| notes        = Basic Metaworld combo. MetaSuper might not land all hits outside the corner.
}}
{{ComboData-MBTL
| combo        = 6B > A+B+C > 2C > 641236C
| cost        = 1SP
| metergain    = 95%
| oppmetergain =
| damage      = 1230
| location    = {{P-UNI|anywhere}}
| notes        = Overhead starter leading into Promised Lightning. Both hits of overhead should hit.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > 2C > A+B+C > 66 > (5B > 3C/6C)xN > 5B > 641236C
| cost        = 1SP
| metergain    = 99%
| oppmetergain =
| damage      = 2105+
| location    = {{P-UNI|corner}}
| notes        = Can only be done near or at the corner. Loop combo leading to the meta super. 3C can replace 6C when in the corner.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > 2C > A+B+C > (641236C > 5B)xN > 641236C
| cost        = 1SP
| metergain    =
| oppmetergain =
| damage      =
| location    = {{P-UNI|corner}}
| notes        = Promised Lightning Loop. xN means can be done for as long as possible as long as opponent isn't stunned.
}}
{{ComboData-MBTL
| combo        = 2A > 2B > 5B > 5C > A+B+C > 2C > 641236C > 22A/B/C > 641236C
| cost        =
| metergain    =
| oppmetergain =
| damage      =
| location    = {{P-UNI|corner}}
| notes        = Promised Lightning Loop using Will's SP Cancel.
}}
}}


|-
| width="" |'''Throw > 214C > 9 > j.B > [seagull hit]...'''


: '''Small Dash > Tick Throw:''' Do this on block. Resets pressure.<br>
===Video Examples===
: '''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.<br>


|-
<youtube>https://youtu.be/xD5tSzw1H8w</youtube>
| width="" |'''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.<br>
: '''Combo of Choice'''<br>
 
|-
| width="" |'''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'''
 
|-
| width="" |'''j.2C...'''
 
: '''9 > j.B > j.C > Combo/Small Dash > Tick Throw:''' High mixup off a jump-in.<br>
: '''Small Dash > 2Ax2 > Combo/Small Dash > Tick Throw:''' Low mixup off a jump-in.<br>
 
|-
| width="" style="background:#f0f0f0;"| '''Corner'''
 
|-
| width="" |'''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.
==Videos==
[http://www.nicovideo.jp/watch/sm18451394 黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-double-】] - Kanon/Shannon combo video<br>
[http://www.nicovideo.jp/watch/sm18540992 黄金夢想曲†CROSS 嘉音&紗音コンボムービー【die zwillinge】] - Kanon/Shannon combo video<br>
[http://www.nicovideo.jp/watch/sm18840216 黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-Bonds-】]4 - Kanon/Shannon combo video<br>
[http://www.nicovideo.jp/watch/sm22608447 黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-resolution-】] - Kanon/Shannon combo video<br>
[http://www.nicovideo.jp/watch/sm23078170 黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-reveal the truth-】] - Kanon/Shannon combo video


[https://www.youtube.com/watch?v=4bt7nYSRGP0 OMK:Shannon Combos] - Shannon BnB video


== Pictures ==
== Pictures ==
Line 475: Line 1,074:


[[Category:Ougon Musou Kyoku]]
[[Category:Ougon Musou Kyoku]]
[[Category:Shannon]]

Revision as of 17:44, 27 July 2023

Shannon

Story

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

The big-hearted but sometimes clumsy maid of Ushiromiya mansion, she uses her clumsiness to her advantage in peculiar ways: Tripping to make plates fly, out of control food cart and clearing the floor make for unorthodox normals. Alongside that she does offers magic too, which she used for zoning and protective barrier which acts as great antiair and reversal. She can also summon seagull, which is a great oki- and neutral control tool. Her clumsiness sadly gives her almost no neutral presence with buttons, but if you can accept's Shannon quirks, she does as good job as expected from magical maid.


Strengths Weaknesses
  • Unorthodox normals: Shannon has alot unusual normals with weird properties which can be used in weird places to confuse opponent.
  • Great meterless reversal and antiair: Her Barrier is a both great antiair, which is rate treat in Ougon, and a great reversal which doesn't need any meter.
  • Seagull controls neutral and pressure: Seagull is good to control neutral for it's boomerang ark, and as oki tool to force opponent to block on wakeup.
  • Decent pressure and mixups: Shannon's pressure string cannot be optimally tagged off and pushbacks in a way that Shannon can summon Seagull back without it being punisheable. Seagull itself gives Shannon ways to use comboable overhead, emptyjumps and sideswitches.
  • Huge potential damage in corner: If Shannon player can do metaloops, opponent can be stunned quickly.
  • Lackluster normals: Shannon has no range or speed on almost any of her normals, so she cannot use them on neutral at all
  • Zoning is committal: She has to be careful with barrier spacing or opponent can punish Shannon for using them, and fast characters can negate her using seagull.
  • Hard time getting pressure started on her own: She doesn't get oki from almost any of her normal conversions or zoning, so she cannot start her main strength easily.
  • Hard to fit in on many teams: Her unorthodox quirks and ability makes her little hard to fit on a team in a way both parties get something out.

Ability

Auto-Guard - You will automatically guard for 15 seconds. This allows you to autoblock in the middle of dashes.

Gameplan

Move List

Normal Moves

Standing

f5A
Shannon-5A-Raw.png
Shannon-5A.png
Why
Why
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 4 4 12 HL (J), Special, SP, Meta -4 -4 x

It exists yet it will never land since proximity will make c5A come out instead, when Shannon is one body away from the opponent!

Toggle Hitboxes
Toggle Hitboxes
c.5A
Shannon-c5A-Raw.png
Shannon-f5A.png
Shannon-c5A2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
42,42 x 4 2(6)2 12 HL (J), Special, SP, Meta -4 -4 x
  • Shannon slaps attack twice.
  • Can be special/super canceled from the first slap.
  • It's Shannon fastest attack that isn't a proximity normal, but it tends to whiff on crouchers however.
Toggle Hitboxes
Toggle Hitboxes


c.5B
Shannon-c5B-Raw.png
Shannon-c5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 4 4 17 HL (J), Special, SP, Meta -5 -7 x
  • Shannon shoves the opponent.
  • At 4f and hitting all crouchers, this is a very good punish for a lot of -4 ob moves.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Shannon-5B-Raw.png
Shannon-f5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 7 4 17 HL (J), Special, SP, Meta -5 -7 x
  • Shannon attacks with a carpet beater.
  • Used a lot in her combos. Can work as an anti-air.
Toggle Hitboxes
Toggle Hitboxes


6B
Shannon-6B-Raw.png
Shannon-6B 1.png
Shannon-6B 2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90,90 x 21 8 17 H Special, SP, Meta -6 -8 x
  • Shannon does a bow, which hits twice. Overhead.
  • Very good mix-up option to have when you have meter to declare and go into her meta loops if you are on corner.
Toggle Hitboxes
Toggle Hitboxes


c.5C
Shannon-c5C-Raw.png
Shannon-c5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 10 12 18 HL (J), Special, SP, Meta, Dash -5 -8 x
  • Shannon attacks by opening an umbrella.
  • Launches if it hits an airborne opponent.
  • Not very useful. If you are looking for a big anti-air, 22X should be your main option.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Shannon-5C-Raw.png
Shannon-f5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
120,150 x 13 3 33 HL (J), Special, SP, Meta, Dash -3/+6 -6/+3 x
  • Attacks with a serving cart which hits twice.
  • Can only be special canceled from the first hit.
  • Shannon can act during the second hit.
  • 2nd hit is considered a projectile. If opponents try to Guard Parry the 1st hit, their partner will get hit by it. Lambda can also make it disappear with 22X.
  • At some ranges, the 2nd hit can whiff after the 1st one.
Toggle Hitboxes
Toggle Hitboxes


6C
Shannon-6C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
264 x 13 ? 30 HL x ? ? x
  • 6C - A clumsy trip that spills cutlery in front of Shannon.
  • Corner staple in her juggles. Also works as projectile that moves you forward which is nice.

Crouching

2A
Shannon-2A-Raw.png
Shannon-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
69 x 5 4 5 L Special, SP, Meta +1 +1 x
  • A floor-scrubbing attack.
  • Low of choice.
Toggle Hitboxes
Toggle Hitboxes


2B
Shannon-2B-Raw.png
Shannon-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
171 x 8 4 9 L Special, SP, Meta +3 +1 x
  • Shannon pokes her opponent in the shins
  • Mostly combo fodder, can work as way to low profile some jump-ins, or as a staggered low after a 5B against opponents trying to jump.
Toggle Hitboxes
Toggle Hitboxes


3B
Shannon-3B-Raw.png
Shannon-3B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
180 x 13 28+ 20 L Meta KD +1 x
  • Shannon moves forward in a floor scrubbing motion.
  • Can be held to extend the length.
  • It allows her to move under pokes and projectiles.
  • It launches on hit and can be cancelled into Meta, so she has access to juggles from it.
Toggle Hitboxes
Toggle Hitboxes


2C
Shannon-2C-Raw.png
Shannon-2C.png
Shannon-2C2.png
Shannon-2C3.png
Shannon-2C4.png
Shannon-2C5.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
210-150 x 9 3,4,4,4,2 30 L Special, SP, Meta KD -25/-9 x
  • Shannon lifts a rug and puts it back down. Two-part attack.
  • 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.
  • Launcher of choice. Cancel into MetaSuper during Meta if you already were in MetaWorld before using it.
Toggle Hitboxes
Toggle Hitboxes


3C
Shannon-3C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
264 x 13 ? 30 HL x ? ? x
  • 3C - Shannon while crouchimg, throws cutlery upwards.
  • Niche anti-jumping approach. Works as a substitute for 6C in her loops if really close to the corner against some characters.

Jumping

j.A
Shannon-J8A-Raw.png
Shannon-JA.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 3 9 6 H x ? ? x
  • An aerial poke as Shannon struggles to keep her skirts down.
  • Mostly used as an air-to-air.
Toggle Hitboxes
Toggle Hitboxes


j.B
Shannon-J8B-Raw.png
Shannon-JB.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 10 8 4 H x ? ? x
  • A downwards smack with a serving tray.
  • Jump-in of choice
  • Can sometimes cross-up.
Toggle Hitboxes
Toggle Hitboxes


j.8C
Shannon-J8C-Raw.png
Shannon-J8C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 x 10 24 3 H Special, SP ? ? x
  • Shannon does a small twirl with the hitbox around her skirt.
  • Can cross-up, works in her mix-up game with Seagull.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Shannon-J79C-Raw.png
Shannon-J79C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 x 14 7 8 H x ? ? x
  • Shannon does a forwards flip, slamming her shoes down.
  • Pretty big hitbox but it's very slow at 14f. Sometimes it's used as your jump-in however.
Toggle Hitboxes
Toggle Hitboxes


j.2C
Shannon-J2C-Raw.png
Shannon-J2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 15 12 3 H x ? ? x
  • A downwards bodyslam.
  • Can be used as a crossup.
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
B+C
Shannon-BCwhiff.png
Shannon-BC.png
Shannon-BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
360 x 0-1 ? 50 (whiff) UNB x KD ? x
  • Shannon grabs the enemy, pushes them away, them slams them down with a floating plate.
  • Can do an OTG route after

Special Moves

Magic Barrier 「魔法障壁」
236A/B/C
Shannon-236A.png
236A version
236A version
Shannon-236B.png
236B version
236B version
Shannon-236C.png
236C version
236C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A ? x 23 ? 51 total HL - Launches ? x
  • Conjures a pink octagonal barrier in front of Shannon for a period of time.
  • A: Summons a barrier one character length away from Shannon.
  • Lasts about 3 seconds before disappearing.
  • Can be destroyed by other projectiles or melee attacks.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236B ? x 23 ? 51 total HL - Launches ? x
  • Summons a barrier four character lengths away from Shannon
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236C ? x 23 ? 51 total HL - Launches ? x
  • Summons a barrier eight character lengths away from Shannon


Capture Barrier 「捕縛障壁」
623A/B/C
Shannon-623ABC.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623A 300 x 9 6 ? HL x x x x
  • 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.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623B 315 x 9 6 ? HL x x x x
  • B: Middling recovery.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623C 330 x 9 6 ? HL x x x x
  • C: Slowest recovery.


To Feed (the seagulls)「エサやり
214A/B/C
Shannon-214X.png
Shannon-214X2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214A ? x ? ? 38 total HL - ? ? x
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214B ? x ? ? 38 total HL - ? ? x
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214C ? x ? ? 38 total HL - ? ? x


Protective Barrier 「守護障壁」
22A/B/C
Shannon-22X.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22A 300 x 6 ? ? HL x KD ? ?
  • 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
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22B 315 x 6 ? ? HL x KD ? ?
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22C 330 x 6 ? ? HL x KD ? ?

SP Supers

Absolute Barrier 「絶対障壁」
236A+B
Shannon-236SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
600 x 53 ? 73 total HL - KD ? x
  • 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.


Enhanced Capture Barrier 「強化捕縛障壁」
623A+B
Shannon-623ABC.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
576 x ? ? ? HL - KD ? x


It's Not A Hat?! 「帽子じゃなかった?!」
214A+B
Shannon-214SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
585 x ? ? ? KD - KD ? x
  • A larger seagull nabs Shannon's hat and charges head-on at an enemy. Knocks back.
  • Hits 5 times.

Does 40% guard break.


Absolute Protection Barrier 「絶対守護障壁」
22A+B
Shannon-22SP.png
Shannon-22SP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
660 x 49 ? ? L, HL - KD ? ?
  • 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

You should say "No" in bad situations. 「嫌な時は嫌と言いますね」
236236C
Shannon-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
645 - 7 6 25 HL - KD ? x
  • A rush towards the enemy which if hits, subjects the enemy to a long slapdown.
  • The Oki on corner is actually really good, 214 mix-ups are really hard to blow up now.
  • You can also Meta Declare after it and begin your loops from there.

Meta Super

Promised Lightning 「契約の落雷」
641236C during MetaWorld
Shannon-MetaSuper.png
Shannon-MetaSuper2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
840 - 64 ? ? HL - KD ? x
  • Shannon throws down a mirror and calls for lightning, which launches the opponent.
  • Invincible during startup.
  • Has a lot of hitstop and lags the game on hit, but not on block or whiff. This is probably intentional to give the move more impact, but who knows.
  • Can link a 5B afterwards if timed correctly.

Frame data


  KD = Knockdown
                              |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  360  |  0-1   |    ?    |    ?     |  UKD  |          |50 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  | 42,42 |    4   |  2(6)2  |   12     |  -4   |   -4     |Frame Advantage is for 2nd hit
                f.5A  |   54  |    4   |    4    |   10     |  -4   |   -4     |
                  2A  |   69  |    5   |    4    |    5     |  +1   |   +1     |
                c.5B  |  150  |    4   |    4    |   17     |  -5   |   -7     |
                f.5B  |  150  |    7   |    4    |   17     |  -5   |   -7     |
                  2B  |  171  |    8   |    4    |    9     |  +3   |   +1     |
                c.5C  |  270  |   10   |   12    |   18     |  -5   |   -8     |
                f.5C  |120,150|   13   |    3    |   33     | -3/+6 |  -6/+3   |Missing data for 2nd (projectile) hit
                  2C  |210-150|    9   |3,4,4,4,2|   30     |  UKD  | -25/-9   |Hits only once; See Note C
                j.5A  |   60  |    3   |    9    |    6     |       |          |
                j.5B  |  150  |   10   |    8    |    4     |       |          |
               j8.5C  |  252  |   10   |   24    |    3     |       |          |
           j(7/9).5C  |  252  |   14   |    7    |    8     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6B  | 90,90 |   21   |    8    |   17     |  -6   |   -8     |
                  6C  |  264  |   13   |    -    |   30     |       |          |See Note D
                  3B  |  180  |   13   |   28+   |   20     |  TKD  |   +1     |Increases duration/distance if held
                  3C  |  264  |   14   |    -    |   32     |       |          |See Note D
                j.2C  |  270  |   15   |   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.
 Note C: 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. 
 Note D: China Projectiles are independant from Shannon.
  They are active until they either hit the ground or exit the screen.


Strategy

Team Building

Feel free to edit this part of the wiki with your tips/strats what partners are best for Shannon to use. Remember I'm watching you.

The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.

Reasons to choose Shannon for your team

  • Having an anti air that leads into Oki and it's unable to be crossed up with 22X is extremely potent in a game like Ougon, where grounded anti airs are scarce. Shannon also has extremely high damage during MetaWorld if the player knows her loops, and they are unable to be bursted, while costing no more than the cost of the MetaDeclare itself. Her mix-up midscreen and in the corner is also fantastic, and combining it with good specials to guard break, she is really scary to face against if they find themselves in the corner. Sadly, pushing this side of her is very difficult. She is the easiest character in the game to both zone and outpoke, as her buttons are pressure oriented and her movement is very slow. Her damage is also really low outside of Meta, so if opponents have gotten the meter advantage on her, her reward isn't very good.
  • She benefits heavily from characters that can allow her to get hits in she otherwise wouldn't be able to. Her damage alone is worth considering her inclusion as she needs no resources outside of Meta to be a scary character to face, so characters that would otherwise have low damage can solve this problem with Shannon in their team.
Image Team Composition 1 Bar of Health Notable information
ANGSHAN.png Shannon/Ange Health
  • StunBoost ruins Shannon’s corner loop which is her only way to do damage, leaving this team with no options left for that. They’re annoying to hit though.
BATSHAN.png Shannon/Battler Health
  • Middling damage and no synergy. Shannon’s ability can be nice on Battler, but it’s not like he needs it to approach or win neutral.
  • A decent defensive team, you might be able to weather out higher damage teams with it, but Bat/Rono is the superior option there. Battler gains nothing from Shannon’s mixup, leaving her to do most of your damage. Will/Shan is better for that.
SHANBBAT.png Shannon/Black Battler Health
  • Fairly fragile when Shannon kind of needs some leniency for momentum drops and misreads, Bat/Shan is better and has a little more synergy. Bat/Beato is even better than that.
BETSHAN.png Shannon/Beatrice Health
  • Both prefer Will. Weak neutral and bad meterless options. Hard to get into damage-dealing situations.
  • Shannon might just lose to the opponent if both have 5SP.
BERNSHAN.png Shannon/Bernkastel Health
  • It’s hard to fit Shannon into Bernkastel’s gameplan, but Bern does benefit from 15-second AutoGuard more than possibly any other character in the game.
  • Shannon can also loop her MetaSuper for longer, at least until she stuns. Bern has no trouble approaching, which Shannon struggles with, but she may have relative difficulty actually Attack Touching into Shannon so this adds a bit of awkwardness to their dynamic.
  • It’s no Will/Bern, but these two make a high-damage pair without many weaknesses.
CHIESHAN.png Shannon/Chiester 410 Health
  • These two are just really hard to play together for the amount they can actually do. BreakBoost Shannon can start her corner loop from lower guard capacity by doing 22SP and 236SP at just the right bracket, but this is difficult. Having said that, if a player is good enough at recognizing when will a Shannon special move guard break at last hit can make this team very deadly to block, and having an invul reversal that can actually punish the opponent if its baited can be strong.
  • 410 benefits from AutoGuard more than some others, but she is focused on counterplay anyway. Their roles are obvious with 410 handling neutral and Shannon handling damage, but compared to a dynamic like Luci/Beato it’s hard to place these two any higher.
  • Shannon can capitalise on 410’s MetaSuper to an extent though with her crossups and her own MetaSuper.
  • High average health + Autoguard + Scary reversals with BreakBoost makes this team fairly bulky.
DLASHAN.png Shannon/Dlanor Health
  • Terrible ability to approach, both are slow with limited neutrals, Dlanor can’t corner carry consistently, damage tends to fall short compared to other teams, the double defensive abilities are overkill. Has some comeback game at least.
  • Use Will/Shan instead.
ERIKSHAN.png Shannon/Erika Health
  • Shannon is your main damage dealer which isn’t fun. Erika has bad corner carry even though her neutral is decent. Bad reaction to pressure.
  • Just use Rono/Eri instead.
EVASHAN.png Shannon/EVA-Beatrice Health
  • Berserk can boost Shannon’s corner loop without increasing the stun which is nice, but these two have no other synergy. No reason to pick Shannon over Beato. AutoGuard with jelly is overkill.
GEORSHAN.png Shannon/George Health
  • Their abilities synergise perfectly, but they’re both defensive so it’s not that impressive. Their roles are clear but there’s no reason to choose Shannon over Beato (except love).
JESSSHAN.png Shannon/Jessica Health
  • A poor man’s Beato/Jess. It’s hard to come up with a reason to pick this over that. Together the two do way less damage, despite ShaveBoost working kind of well with Shannon’s 22SP at the correct range, and the relatively high damage this team does overall.
  • Jess doesn’t really need AutoGuard although it can help her if she makes a mistake; her pressure is comprised of frametraps anyway. These two don’t have the most amazing neutral either.
KANSHAN.png Shannon/Kanon Health
  • Similar to Kan/Jess but a bit more defensively-oriented, which Kanon honestly doesn’t appreciate.
  • These two definitely have complementary movesets and can come up with answers for most opponents, but their damage is low outside of Shannon’s corner loop. Kan/Jess and Kan/Will both do a better job at what this team does well.
LAMSHAN.png Shannon/Lambdadelta Health
  • Shannon is the worst partner for Lambda as she lacks good stun and corner carry. She can capitalise on comet to some extent but fails in every other area. Absolutely no practical reason to use her over Beato, although AutoGuard Lambda is kind of fun.
LUCISHAN.png Shannon/Lucifer Health
  • Shannon is your only source of big damage, too mixup heavy, minor misplays will create serious disadvantage.
RONSHAN.png Shannon/Ronove Health
  • On paper this team has the highest health in the game, but in practicality Bat/Rono will often end up with effectively more.
  • This team is good at comeback game and has pretty high damage, but both characters are slow and struggle to get the opponent into the corner where they’ll shine. Similar to Lia/Rono in this way.
  • CounterBoost Shannon can be funny and do a ton of damage, but Shannon’s counterhits largely come from gimmicks so the opponent will probably wise up before long. Rono/Lam and Rono/Eri are better for this.
ROSSHAN.png Shannon/Rosa Health
  • Struggles to approach, they share a stubby neutral, this team has a confused gameplan, Shannon makes no better use of Detachment than the rest of the cast.
VIRSHAN.png Shannon/Virgilia Health
  • Absolutely no ability to approach, they play similarly but have few ways to get the opponent where they want them, bullied by fast and pressure-oriented characters. Decent corner damage.
SHANWILL.png Shannon/Willard Health
  • The infamous JP team, these two have an interestingly complementary neutral with Will’s big normals and ability to approach making up for Shannon’s more stubby, mixup-heavy playstyle. Shannon really likes SPCancel as it enables her to increase her damage better than almost anyone’s, meaning this team can actually compare to Beato/Will in terms of damage.
  • Will probably generates enough SP lead for the team by himself. He can also capitalise on Shannon’s short combos that usually end with a 2C. Shannon’s subtle crossups and high-stun corner loops pair very well with Will’s unburstable and unprorated damage, so these two make the most of each other’s strengths.
  • AutoGuard suits Will’s approach-focused playstyle as well. They can be a bit meter-hungry though.

Combos

Combo Damage Cost Meter Gain Location

Basic BnB combo.

Variation of the BnB combo.

Basic Metaworld combo. MetaSuper might not land all hits outside the corner.

Overhead starter leading into Promised Lightning. Both hits of overhead should hit.

Can only be done near or at the corner. Loop combo leading to the meta super. 3C can replace 6C when in the corner.

Promised Lightning Loop. xN means can be done for as long as possible as long as opponent isn't stunned.

Promised Lightning Loop using Will's SP Cancel.


Video Examples

Videos

黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-double-】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【die zwillinge】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-Bonds-】4 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-resolution-】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-reveal the truth-】 - Kanon/Shannon combo video

OMK:Shannon Combos - Shannon BnB video

Pictures

Early concept art of Shannon.
General
FAQ
Menus
HUD
Links
Mods
Mechanics
Touch
Characters