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
Strong Mixups: With fast short hop options, looping fuzzies, and near-unreactable crossups, Shanty has extremely strong ways to overload your opponents' mental stack
Fast Movement: Having an extremely fast dash and run stance, Shanty can make up for lackluster pokes with incredible speed
High Damage: With good meterless options such as TK Cutlass B, Gangway!, and Broadside, Shanty has an incredibly high damage ceiling with the right routes
Meter Denial: Shanty has the ability to do high damage with few hits, and with only one meterless multihit, she is very good at denying the opponent meter while not needing it herself
Magic Gain & Usage: Shanty has very safe ways of gaining magic, 22[A] enders being the most common. This is important as magic makes her better in almost every way, with higher damage, good neutral pokes, and plus-on-block stancels
Sticky Pressure: With 2B sliding forward as much as it does, as well as having numerous safe pressure resets and a strong microdash, it can be extremely difficult to get Shanty off of you, even with strong system mechanics such as pushblock and instant block
Low Health: Shanty is tied with Tianhuo and Pom for the lowest health in the game, meaning she can die very quickly
Bad Defense: With a short jab and only a -71 metered reversal, Shanty's defense is very lacking
Weak Neutral: Few safe approaches and fewer meaningful disjoints makes Shanty's neutral incredibly weak
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
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
HL
-
5
8
11
vs. Grounded
1
-2
vs. Airborne
Has the most active frames of any 5A in the game. Your fastest normal, useful for quick punishes or abare.
6A
6A
Talk to the hoof
Talk to the hoof
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
HL
-
8
6
22
vs. Grounded
-9
-6
vs. Airborne
Universal anti-air. Shanty's has poor vertical range, but good horizontal range and forward movement, making it very useful in rebeat blockstrings.
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
HL
-
9
5
17
vs. Grounded
1
-2
vs. Airborne
Possible counterpoke that moves forward slightly and is disjointed during the active frames.
5C
5C
Bonk!
Bonk!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
175
HL
-
12
6
21
vs. Grounded
-2
-6
vs. Airborne
Similar to 5B, moving forward with a notable disjoint during the active frames. Does massive first-hit damage, especially on counterhit.
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
L
-
6
5
13
vs. Grounded
1
-1
vs. Airborne
Hits further than the animation implies. Does more damage and hits much further than 5A, while also being a low. The tradeoff? Less active frames and slightly longer startup.
2B
2B
Skrrrt
Skrrrt
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
L
-
9
9
15
vs. Grounded
-3
-6
vs. Airborne
Sliding low with extreme low profile during the active frames. Hits further than the animation implies. Hits surprisingly far in neutral, keeps Shanty in during pressure, rebeats into 6A, can anti air, is +2 if perfectly spaced, this button does it all!
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
145
L
-
12
8
24
vs. Grounded
HKD +25
-9
vs. Airborne
As with all of Shanty's lows, hits farther than the animation implies. Has massive disjoint during active frames, and can cancel into 5C if 5C has not been used in your chain yet.
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
150
HL
-
15
4
27
vs. Grounded
Launch
-15
vs. Airborne
Universal launcher. Fast and moves forward quite a bit, but will still fall out at max-range confirms. Useful for many of Shanty's known combos.
5C
Bulkhead 4/6C
Throw out a low, I dare you.
Throw out a low, I dare you.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155
H
-
29
14
12
vs. Grounded
Stagger 55
-12
vs. Airborne
Overhead that staggers on hit. Can hold button to feint the attack (31f). Extreme high profile from frames 5-26. Can whiff-cancel to Run Stance from frames 1-23.
j.A
j.A
"An affront to nature."
"An affront to nature."
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
45
H
-
6
5
9
vs. Grounded
≤+21
≤+16
vs. Airborne
Extremely quick air normal with surprising range. Her fastest overhead when used during a shorthop, leading to ground confirms if chained into j.B. Can hit crossup.
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
H
-
10
9
10
vs. Grounded
≤+28
≤+18
vs. Airborne
Hits above Shanty. Vacuums the opponent on hit or block, allowing for very tricky pressure and mixups. Combos from j.A, even during a shorthop, and links back into j.A during high-altitude air combos.
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
H
-
20
7
11
vs. Grounded
≤+30
≤+14
vs. Airborne
Big damage air normal. Can hit crossup, and causes a ground bounce on airborne opponents.
Special Moves
Special Name 1
Cutlass 236A/B/C
236A
236A
236B
236B
236C
236C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
140
HL
-
13
7
20
vs. Grounded
Launch/HKD +37
-5
vs. Airborne
Forward-moving and slightly disjointed. This move becomes -2 if the opponent crouch-blocks it. Can lead to a HKD on hit.
240
HL
-
24
6
27
vs. Grounded
Launch/HKD +45
-11
vs. Airborne
Very useful high-damage combo special. Combos easily from 5C, and can combo from 3C if TK'd into. Up close, it will cross through opponents who are crouching.
250
HL
-
34
9
24
vs. Grounded
Launch/HKD +53
-11
vs. Airborne
Projectile invincible move that can cross up opponents if close enough. Does not steal the corner. Massive first-hit damage, but very hard to combo into.
Special Name 1
Parley 22A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100
HL
-
25
14
10
vs. Grounded
1
-12
vs. Airborne
Charges 1 magic stock. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
125
HL
-
41
20
4
vs. Grounded
Launch
-7
vs. Airborne
Charges 2 magic stocks. This version has the highest damage, most active frames, the least recovery frames, and is the safest on block. Can be done meaty after certain HKDs to be plus on block. Requires 27-38 frames of charging. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
110
HL
-
52
14
20
vs. Grounded
Stagger 36
-12
vs. Airborne
Charges 3 magic stocks. Staggers the opponent if it hits. Requires 39+ frames of charging. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
Super
Cannonball 236XX
Cannon ball/crash/splash!
Cannon ball/crash/splash!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
270, 410
HL, H
-
2+3
12(15)8
83
vs. Grounded
HKD +14
-71
vs. Airborne
Fully invincible for the first 25 frames. The second hit must be blocked high.
Follow Up
Avast! 214XX
That's it! Avast!
That's it! Avast!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
15[x3], 90
-
-
60
1(7)1(8)1(27)1
47
vs. Grounded
Stagger +81/+54
vs. Airborne
Must be cancelled BEFORE the second hit of Cannonball. Install that regenerates three magic stocks on hit, and increases magic regeneration for a period of time. Causes a stagger.
Level 3 Super
Durian Drop 63214XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
175[x8], 1350
Grab
-
9+4
16
67
vs. Grounded
0
vs. Airborne
An advancing invincible grab. Has invincibility for the first 30 frames.
Throws
Forward Throw
Forward Throw B+C / 6B+C
Heave ho!
Heave ho!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
-
6
3
23
vs. Grounded
Tumble +17
vs. Airborne
Can combo dash 5A or 2B in the corner. Can 22A after and still get oki.
Back Throw
Back Throw 4B+C
Heave-Ho!
Heave-Ho!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
-
6
3
23
vs. Grounded
HKD +47
vs. Airborne
Can combo if throwing into the corner. Otherwise leads to a very advantageous HKD.
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
-
8
3
18
vs. Grounded
Bounce
vs. Airborne
Uses your groundbounce immediately. Like Paprika's airthrow, followups depend on your height. From a high connect, falling with j.B seems most consistent. If closer to the ground, landing and using 5A or 5B works.
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
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
8
4-46
8
vs. Grounded
vs. Airborne
Enters Run Stance, which has an evasive low profile hurtbox on frame 1, and gives her access to different movement and moves on frame 8 after pressing 5D. Shanty can manually exit the stance by holding down or pressing D again, which, when done as fast as possible, makes the stance last 20f at minimum. Shanty can run forwards and backwards, which drains magic, and she cannot block.
Keelhaul 5D~A
Skrrrt ver. 2
Skrrrt ver. 2
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
L
-
13
12
13
vs. Grounded
Launch/HKD +46
-5
vs. Airborne
Advancing low that sucks opponents in on grounded hit, allowing side switches. Can be spaced to be safe.
Broadside 5D~B
Pray to god you didn’t mash on this.
Pray to god you didn’t mash on this.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
210
M
-
10
12
19
vs. Grounded
Wallstick
-2
vs. Airborne
High-damage charging headbutt. Wallsticks if opponent hits the wall. Can cancel into 22C to get a midscreen wallstick. Has many active frames and decent disjoint both horizontally and vertically, meaning you can space it to be safe and possibly use it as a panic anti-air if you're in stance.
Gangway! 5D~C
Zoning? In my pony game?
Zoning? In my pony game?
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
70[x2], 210
H
-
15
18
21
vs. Grounded
Bounce
-6
vs. Airborne
Multi-hit flip-kick thing. Hits grounded opponents on frame 28. Has projectile invulnerability on frame 1 and high profile starting at frame 5. Can cross up a crouching opponent. Uses up your groundbounce.
WallCling
Wallcling 22B/C
Does whatever a spider-goat does.
Does whatever a spider-goat does.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
11
17-22
1
vs. Grounded
vs. Airborne
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.
Pressing C while in wallcling will cause Shanty to enter "Helm".
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)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
110
H
-
11
9
18
vs. Grounded
Launch
vs. Airborne
Launches upward. Cancels into other wallcling followups, but not itself.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
145
H
-
8
8
17
vs. Grounded
Launch
vs. Airborne
Launches full screen horizontally. Cancels into other wallcling followups, but not itself.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
250
H
-
9
7
10
vs. Grounded
Bounce
vs. Airborne
Causes a ground bounce. Fastest followup from wallcling that can hit grounded opponents, making it useful for surprise pressure. Cancels into other wallcling followups, but not itself.
Harpoon Wallcling B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155
H
-
14
8
26
vs. Grounded
Launch/HKD +61
-8 to -4
vs. Airborne
Has very ambiguous crossup properties. Leads to a massive launch on hit, or a HKD if no followup is used.
Change Walls Wallcling D
NYOOM
NYOOM
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
30
vs. Grounded
vs. Airborne
Spends 1 magic to jump to the opposite wall. Does not have any additional recovery upon reaching the other wall.
Helm Breaker
Helm Run 7/8/9, Wallcling 9/C
speen mk. 2
speen mk. 2
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
9/17
-
15
vs. Grounded
vs. Airborne
Shanty flips through the air, and can be controlled left/right to influence her trajectory, allowing for ambiguous left right mixups into Breaker. Recovery is from when she touches the ground.
Breaker Helm A/B/C
I dont even know what side this hit on.
I dont even know what side this hit on.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
110
H
-
16
2+
9
vs. Grounded
6 to 10, HKD on Airborne
-8 to -4
vs. Airborne
Overhead attack from Helm. Grants generous hitstop on aerial connect and roughly +6 to +10 on grounded hit. Unsafe on block if used from high up.
Combos
Basic Concepts
If you want a simple combo that will nearly always work, consider using:
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:
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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!
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.