Ougon Musou Kyoku/Shannon: Difference between revisions
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| width="" style="background:#f0f0f0;"| '''You should say "No" in bad situations. 「嫌な時は嫌と言いますね」 ― 236236C''' | | width="" style="background:#f0f0f0;"| '''You should say "No" in bad situations. 「嫌な時は嫌と言いますね」 ― 236236C''' | ||
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A rush towards the enemy, | A rush towards the enemy which if hits, subjects the enemy to a long slapdown. | ||
Revision as of 19:17, 26 June 2013
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
【5A】
Shannon slaps attack twice. Hits mid.
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【2A】
A floor-scrubbing attack. Hits low. | |
【c.5B】
Shannon shoves the opponent. Hits mid. | |
【f.5B】
Shannon attacks with a carpet beater. Hits mid. | |
【6B】
Shannon does a bow, which hits twice. Overhead. | |
【3B】
Shannon moves forward in a floor scrubbing motion. Hits low.
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【5C】
Shannon attacks by opening an umbrella. Hits mid.
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【f.5C】
Attacks with a serving cart which hits twice. Hits mid.
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【3C/6C】
6C - A clumsy trip that spills cutlery in front of Shannon.
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【2C】
Shannon lifts a rug and puts it back down. Two-part attack. Hits low.
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【j.A】
An aerial poke as Shannon struggles to keep her skirts down. Hits high.
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【j.B】
A downwards smack with a serving tray. Hits high.
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【j.8C】
Shannon does a small twirl with the hitbox around her skirt. Hits high.
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【j.79C】
Shannon does a forwards flip, slamming her shoes down. Hits high.
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【j.2C】
A downwards bodyslam. Hits high.
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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
Magic Barrier 「魔法障壁」 ― 236ABC
Conjures a pink octagonal barrier in front of Shannon for a period of time.
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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.
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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.
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Protective Barrier 「守護障壁」 ― 22ABC
Swiftly conjures a protective barrier which launches the enemy into the air.
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SP Supers
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.
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Enhanced Capture Barrier 「強化捕縛障壁」 ― 623A+B
A stronger version of the original capture barrier. Wall slams.
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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.
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Absolute Protection Barrier 「絶対守護障壁」 ― 22A+B
A larger, more powerful version of the Protective Barrier. Knocks up.
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Level 2 Super
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.
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Meta Super
Promised Lightning 「契約の落雷」 ― 641236C
Yakusoku wo mamorimashita, Beatrice-sama!
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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. | ||||||||||||
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. | ||||||||||||
[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.
Pressure Strings and Mixups
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