Them's Fightin' Herds/Shanty: Difference between revisions
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|caption= Does whatever a spider-goat does. | |caption= Does whatever a spider-goat does. | ||
|name=Wallcling | |name=Wallcling | ||
|input=22B/C | |input={{clr|13|22B}}/{{clr|14|C}} | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay= | |First Hit Juggle Decay= | ||
|Base Juggle Decay= | |Base Juggle Decay= | ||
|description=Grounded startup is 11f, airborne travel time varies between 17 and 22f. Enters Wallcling by spending 1 magic and jumping to the wall. 22B jumps to the wall behind her, 22C jumps to the one in front of her. If midscreen, a wall is created at the camera's bounds. Can run up and down the wall and gives access to a different set of moves. Can act on the 2nd frame after reaching the wall. 15 frames of recovery if you walk to the floor. Magic drains continuously on the wall, Shanty automatically enters Helm if magic runs out. Cannot block in Wallcling. | |description=Grounded startup is 11f, airborne travel time varies between 17 and 22f. Enters Wallcling by spending 1 magic and jumping to the wall. {{clr|13|22B}} jumps to the wall behind her, {{clr|14|22C}} jumps to the one in front of her. If midscreen, a wall is created at the camera's bounds. Can run up and down the wall and gives access to a different set of moves. Can act on the 2nd frame after reaching the wall. 15 frames of recovery if you walk to the floor. Magic drains continuously on the wall, Shanty automatically enters Helm if magic runs out. Cannot block in Wallcling. | ||
Pressing C while in wallcling will cause Shanty to enter "Helm". | Pressing {{clr|14|C}} while in wallcling will cause Shanty to enter "Helm". | ||
}} | }} | ||
}} | }} | ||
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|caption3=w.2A (the bong) | |caption3=w.2A (the bong) | ||
|name=Wallcling Attack | |name=Wallcling Attack | ||
|input=Wallcling 8/5/2A | |input=Wallcling {{clr|12|8}}/{{clr|12|5}}/{{clr|12|2A}} | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|caption= | |caption= | ||
|name=Harpoon | |name=Harpoon | ||
|input=Wallcling B | |input=Wallcling {{clr|13|B}} | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|caption= NYOOM | |caption= NYOOM | ||
|name=Change Walls | |name=Change Walls | ||
|input=Wallcling D | |input=Wallcling {{clr|15|D}} | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH |
Revision as of 12:15, 8 October 2022
Shanty | |
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Species: | Goat |
Playstyle: | Stance, Rushdown |
HP: | 4800 |
Meter Size: | 360 |
Movement Options: | Short Hop, Wall-Cling, Run |
Voice Actor: | Afi Ekulona |
Stage(s): | The Capricorn |
Profile
It is well known among the creatures of Foenum that when a goat sets her eye on something, it’s only a matter of time before she gets it.
Shanty, named after a song with no title, was taken in by notorious pirate captain Bravura after being orphaned at a very young age. She studied the ways of salt and sail, instilled with the belief that the only ones who make it in life are those brave enough to fight to the last.
For Shanty to earn a place as a true member of her pirate crew, she has to prove her worth. And it isn’t enough to meet the bar, Shanty aims to blow it out of the water. That means stealing the most valuable treasure in the world: which just so happens to be the Prophet’s Key! Only one who’s worthy? It’s gonna be Shanty![1]
Gameplay
Shanty is a rushdown/stance character. She has incredibly strong pressure and mix, and can utilize grab baits very well. She has a very fast dash speed, and multiple projectile invulnerable moves, allowing her to deal with zoning attempts well. Her already good pressure is made much stronger with magic, as that gives her access to stance cancels (stancels), which can give you + frames on certain moves. Being a stance character, it is incredibly important to keep magic stocks high, and with her passive magic gain being incredibly slow, she is heavily reliant on using Parlay (22A) to gain magic.
Strengths | Weaknesses |
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Movement Options
Jump: Shanty can perform both regular jumps and shorthops.
Forward and Backdash: Shanty can dash both forwards and backwards, like any other character.
Run: Shanty can run forward or backward, but only after entering her run stance (1 magic).
Wall-Cling: Ability unique to Shanty. Activated with 22B or 22C, and requires 2 magic. Press D while in wall-cling to leap to the other side (1 magic), or press any direction away from the wall to jump off.
Normal Moves
5A
5A Why is it active for 8 frames Why is it active for 8 frames
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6A
6A Talk to the hoof Talk to the hoof
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5B
5B
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5C
5C Bonk! Bonk!
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2A
2A
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2B
2B Skrrrt Skrrrt
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2C
2C
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3C
3C
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5C
Bulkhead 4/6C Throw out a low, I dare you. Throw out a low, I dare you.
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j.A
j.A "An affront to nature." "An affront to nature."
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j.B
j.B
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j.C
j.C
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Special Moves
Special Name 1
Cutlass 236A/B/C 236A 236A 236B 236B 236C 236C
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Special Name 1
Parley
22A |
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Super
Cannonball 236XX Cannon ball/crash/splash! Cannon ball/crash/splash!
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Follow Up
Avast! 214XX That's it! Avast! That's it! Avast!
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Level 3 Super
Durian Drop
63214XX |
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Throws
Forward Throw
Forward Throw B+C / 6B+C Heave ho! Heave ho!
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Back Throw
Back Throw 4B+C Heave-Ho! Heave-Ho!
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Air Throw
Air Throw
j.B+C |
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Magic
Shanty's magic slowly builds over time, and she can obtain more with Parley, to a maximum of 6 stocks. She can spend it to enter her Wall Cling and Run stances, and use certain options within the stances.
5D
Run Stance (Enter/Exit)
5D |
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Keelhaul 5D~A Skrrrt ver. 2 Skrrrt ver. 2
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Broadside 5D~B Pray to god you didn’t mash on this. Pray to god you didn’t mash on this.
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Gangway! 5D~C Zoning? In my pony game? Zoning? In my pony game?
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WallCling
Wallcling 22B/C Does whatever a spider-goat does. Does whatever a spider-goat does.
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Wallcling Attack Wallcling 8/5/2A w.8A (the bing) w.8A (the bing) w.5A (the bang) w.5A (the bang) w.2A (the bong) w.2A (the bong)
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Harpoon
Wallcling B |
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Change Walls Wallcling D NYOOM NYOOM
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Helm Breaker
Helm Run 7/8/9, Wallcling 9/C speen mk. 2 speen mk. 2
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Breaker Helm A/B/C I dont even know what side this hit on. I dont even know what side this hit on.
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Combos
Basic Concepts
If you want a simple combo that will nearly always work, consider using:
- (starter) > 2b > 2c > 3c > jA > jB > jC > 5b > 5c > 2c > 236a
If you want a little more meat on your combos, you'll have to look into ways to preserve your groundbounce. One of the easier ways of doing this is with a jB > jA link:
- (starter) > 2b > 2c > 3c > jB > jA > jB > 6a > jB > jC > 5c > 2c > 236a
If you get juggle decay low enough, you can even do multiple loops of it:
- jC > 5b > 5c > 3c > jB > jA > jB > 5b > 5c > 3c > jB > jA > jB > 5b > 5c > 3c > jB > jC > 5b > 5c > 236a
Another way of extending combos is using by run stance. There are many ways of doing this, as shown below.
- 5b > 5c > 236a > 5d~a > 5b > 5c > 236a > 5d~a > 5b > 5c > 236a
- - A basic corner combo, using Keelhaul to keep the opponent in the air. Keep in mind that 5d~a > 5b is a link, so you will need to time your input instead of cancelling it.
- 5b > 5c > 236a > 5d~b > 5b > 5c > 236a > 5d~a > 5b > 5c > 236a
- - Getting a little more advanced, this corner combo uses Broadside to stick the opponent to the wall, giving you more time to link the next attack.
Advanced Concepts
Of course, run stance isnt your only use of magic. You also have wallcling, which can be used to combo the opponent further. This will be notated by a 'w' before the move.
- 5b > 5c > 236a > 5d~b > 22c > w5b > 5b > 5c > 236a
- - By using Broadside to stick the opponent to the wall, you have enough time to grab the wall with 22c and hit them from there.
- 5b > 5c > 236a > 5d~b > 22c > w5a > w5d > w2a > w5b > 5b > 5c > 236a
- - Here we are using w5a to knock the opponent to the other side of the screen, then chasing after them with w5d. However this can be a little tricky depending on the opponents height.
- 5b > 5c > 236a > 5d~b > 22c > w8a > w5c > any attack button > 5b > 5c > 236a
- - In this one, after grabbing the wall we are knocking the opponent upwards with w8a, then jumping off with and stunning them for a short time.
However there is a downside to all of those, being that they cost magic. If you want a high damage way to keep launching them without magic, you'll have to look at TK's. Here, "TK" means to input a special attack during prejump. This can be done by doing the motion input for the attack before you jump, then timing your button press for right after you press up. This will be notated with '2369' before the attack.
- 5b > 5c > 3c > 2369b > 5b > 5c > 3c > 2369b > 5b > 5c > 236a
- - With a quick input, you are able to combo 3c into Cutlass B by doing a TK. This is a core concept in most of your higher damage combos.
- 5b > 5c > 3c > 2369b > 5b > 5c > 3c > 2369b > 6a > 5b > 5c > 3c > 2369a
- - If you get enough hits in after Juggle Decay is maxed out, you can even do a TK as an ender!
- 5a > 5b > 5c > 3c > 2369b > 5b > 5c > 3c > 2369b > 5b > 5c > 236a
- - Here we have a worse starter, meaning out Juggle Decay maxes out quicker. This makes it so our TK Cutlass B is a lot harder to do, however it is still possible if you practice enough.
- 5a > 5b > 5c > 3c > 2369b > 5c > 3c > 2369b > 5b > 5c > 236a
- - We can solve this issue by altering the combo slightly, however this does make the link after 2369b harder to input. It's up to you which you prefer.
Now let's throw some magic into the mix!
- 5b > 5c > 3c > 2369b > 5b > 5c > 2c > 3c > 2369b > 5d~c > 5b > 5c > 236a
- - With good spacing and timing, you can combo 2369b into Gangway! to extend your combos with magic. Keep in mind that the followup may be harder depending on how high Gangway! hits.
Remember that you are able to run in run stance, this can lead to some different conversions at the cost of some more magic. This will be notated by 6d/4d, for run forward/run backward. Keep in mind that you may have to delay the button press after to get the distance you need.
- 5b > 5c > 3c > 2369b > 5b > 5c > 2c > 3c > 2369b > 6d~b > 5d~c > 5b > 5c > 236a
- - Here is a basic demonstration of that. There are several slight delays to get used to, but with practice they will come much more naturally.
You can also combo into wallcling from a TK:
- 5b > 5c > 3c > 2369b > 22b > w2a > w5b > 6a > 5b > 236a
Examples
Here are a few examples of combo's, not all of these are optimal, and some of these can be very difficult, so feel free to mix and match various parts of different combos to find something that feels right for you!
5a starters
- 5a > 5b > 5c > 2c > 236a (638 damage, hard knockdown)
- 5a > 5b > 5c > 3c > jB > jC > 5b > 5c > 2c (832 damage, hard knockdown)
- 5a > 5b > 5c > 3c > jA > jB > jC > 5a > 5b > 5c > 236a (857 damage)
- 5a > 5b > 5c > 3c > jB > jA > jB > 5b > 5c > 2c > 3c > jB > jC > 5b > 5c > 2c > 236a (1106 damage)
- 5a > 5b > 5c > 3c > jB > jA > jB > dash > 5c > 3c > jB > jA > jB > dash > 5c > 2c > 3c > jB > jC > 5c > 2c > 236a (1212 damage)
- 5a > 5c > 3c > jB > jB > jA > jB > dash > 5c > 2c > 3c > jB > jA > jB > dash > 5c > 2c > 3c > jB > jC > 5c > 2c > 236a (1256 damage)
- 5a > 5b > 5c > 3c > 2369b > 5c > 3c > 2369b > 5c > 2c > 3c > jB > jC > 5c > 3c > 2369a (1416 damage)
5b starters
- 5b > 5c > 2c > 236a (814 damage, hard knockdown)
- 5b > 5c > 3c > jB > jA > jB > 5c > 2c (981 damage, hard knockdown)
- 5b > 5c > 236b > 5a > 5b > 5c > 3c > jB > jC > 5b > 5c > 2c > 236a (1347 damage, crossup)
- 5b > 5c > 3c > jB > jA > jB > dash > 5c > 2c > 3c > jB > jA > jB > dash > 5c > 2c > 3c > jB > jC > 5c > 2c > 236a (1476 damage, full corner carry)
- 5b > 5c > 236b > 5b > 5c > 2c > 3c > jB > jA > jB > 5c > 2c > 3c > jB > jC > 5c > 2c > 236a (1589 damage, crossup)
- CH 5b > 236b > 5b > 5c > 3c > jB > jA > jB > 5c > 2c > 3c > jB > jC > 5c > 2c > 3c > 2369a (1612 damage, crossup)
- 5b > 5c > 3c > 2369b > 5c > 3c > 2369b > 5c > 2c > 3c > jB > jA > jB > 5c > 2c > 3c > 2369a (1713 damage, full corner carry)
- 5b > 5c > 3c > 2369b > 5c > 2c > 3c > 2369b > 5c > 2c > 3c > jB > jC > 5c > 2c > 3c > 2369a (1746 damage, crossup)
Techniques
Meaty Parlay
You are able to charge parlay to be plus on block by timing it with the opponents wakeup. An easy way to practice this is by setting the training mode ai to 'Block after first hit', then in the corner do 2c > 22[a]. Your goal is to make it so the second charge of parlay hits late into its active frames, when done correctly this leaves you +12 at best.
Safejumps
When the opponent is in hard knockdown, you're able to consistently time a shorthop jC input so that you land in time to block if the opponent uses an invulnerable reversal, or hit them if they dont.
Fuzzy Guard Breaks
After the opponent blocks a shjC, they might fuzzy guard your next attack. Fuzzy guarding is the act of timing your block inputs so that way you can successfully defend against a high and a low attack with the same input. However, as Shanty, you are able to perform a fuzzy guard break. This is timing your high and low so they would come out on the same frame. The easiest way to do this is with shjC > shjA/2a. Keep in mind that the opponent is able to pushblock your shjC, giving them absolute guard for a time. There are 4 frames at the end of a pushblock where the opponent does not have absolute guard, so by timing your fuzzy guard break accordingly you're able to beat pushblock.
Empty Cancels
Shanty has a few neat empty cancels that can help in various situations. Empty cancels will be notated by 'xx'.
- 236A/B/C xx 236AB
- - By empty cancelling Cutlass into Super you can give yourself a slight momentum boost before your super comes out. This is most effective with 236C, as it carries you the furthest, and has projectile invulnerability.
- 4/6C xx 236AB
- - You can use Bulkheads high profile to move your hurtbox over some attacks, then empty cancel into super to whiff punish. This can be safer than a raw super, due to you having time to react to if the opponent does a move or not.
- 4/6C xx 5D
- - By empty cancelling Bulkhead into Run Stance, you're able to very quickly shift your hurtbox from very high to very low, letting you escape from some situations easier.
TK Parlay
By inputting 3C > 228A you are able to cancel 3C into parlay. By properly charging parlay, you are able to time it so that if they buffer air tech, they will be forced to block or get hit by it. This gives you a very safe max JD combo ender, while also giving you +2 magic stocks, and time to setup oki if they dont air tech.
TK Cutlass
By inputting 3C > 2369A/B/C you are able to cancel 3c into cutlass. You can only combo into cutlass b pre-max JD, and can only combo into cutlass a if JDG is high enough. TK Cutlass is important due to it making up most of Shanty's optimal combo's. TK Cutlass B is a 3 frame link at pre-max JD, and a 1 frame link at max JD, however as gravity increases it'll eventually become impossible. By having your stick end on 6, you are able to negative edge the B input, which can give you 1 extra frame of leniency.
Colors