Duels of Fortune/Shiverskull: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{FP Overview | {{FP Overview | ||
|overview= | |overview=Shiverskull is a revived pirate captain and the eternal rival of Rattlebone. Making use of his powerful assists and summoned swords super, Shiverskull creates openings better than anyone else to go into powerful mixups. | ||
|intro= ''' | With his health leaning on the lower end, Shiverskull has quite the toolset to make up for it. The defining part of his moveset is '''2S''' (Give No Quarter), a special that calls one of 3 assist characters to come and perform an attack. 2S is low committment to use and all 3 assists are very good, ignoring projectiles and being strong for both neutral and pressure. Shiverskull's fast run lets him really capitalize on this, being able to run behind an assist and start a blockstring or do a mixup. Furthermore, his sword normals are disjointed and long ranged, giving him an excellent poking game. Once he finds a full hit, he can convert into a combo and use '''5S''' (Barrel O' Pain) for strong setplay as it doesn't disappear even if he's hit. This all leads into his mixup game, where he can mix between '''66H''' and '''j.4S''' for overheads and '''2L''' and '''2M''' for lows. Perhaps his strongest move though is '''2SP''' (MORE SWORDS!!), a move that is definitely not Vergil's Summoned Swords. While it's one of the slowest supers in the game, once it's out neutral is over and Shiverskull can immediately start threatening a high/low mixup. | ||
On the weaknesses side, Shiverskull's damage is consistently on the lower end. His conversions can be finnicky and figuring out what's optimal at what part of the screen and on what character can be difficult. Furthermore, even if you are optimizing, his only reliable OTG extender being 2L inherently limits his damage more than other characters. However, he can still make it hurt when it counts. Additionally, his specials are unsafe on block for the most part, with his only safe special being 2S but it can be interrupted reliably. | |||
|intro= '''Shiverskull''' uses his assists and super to create openings for his mixups. | |||
|pros= | |pros= | ||
* ''' | * '''Team Fighter''' - Shiverskull's '''2S''' gives him access to 3 different assists, all of which are very strong and help him control the neutral. | ||
* '''Summoned Swords''' - Shiverskull took a page out of Vergil's mvoeset and has access to arguably the strongest super in the game, his '''2SP''' (MORE SWORDS!!). It ends neutral, forces mixups, and allows for combo extensions. | |||
* '''Pirate Setplay''' - Between his '''5S''' Barrel and meaty assists, Shiverskull has strong setplay to create opportunities for his stronger mixups. | |||
* '''Sword Normals''' - Shiverskull's normals, especially his mediums, are disjoints and long ranged, and while their frame data isn't great for pressure, they're strong neutral tools. | |||
|cons= | |cons= | ||
* ''' | * '''Low Damage''' - Even with resources, Shiverskull's damage is on the lower end as a result of limited OTGs. | ||
* '''Unsafe Tools''' - Many of Shiverskull's longer range options, excluding assists, are unsafe, and he doesn't have many safe ways to end longer blockstrings as assists can be interrupted. | |||
|border=yes|tablewidth=102 | |border=yes|tablewidth=102 | ||
|flex_data=<tabber> | |flex_data=<tabber> | ||
|-| | |-|Pirate= | ||
[[File: | [[File:DoF_Shiverskull_Name.png|100px]] <br> | ||
[[File: | [[File:DoF_Shiverskull_profile.png|350px]] | ||
|-| | |-|Road Warrior= | ||
[[File: | [[File:DoF_Shiverskull_Name.png|100px]] <br> | ||
[[File: | [[File:DoF_Shiverskull_profile_Road_Warrior.png|350px]] | ||
|-|Classic= | |||
[[File:DoF_Shiverskull_Name.png|100px]] <br> | |||
[[File:DoF_Shiverskull_profile_Classic.png|350px]] | |||
|-|Mafia= | |||
[[File:DoF_Shiverskull_Name.png|100px]] <br> | |||
[[File:DoF_Shiverskull_profile_Mafia.png|350px]] | |||
|-|Santa= | |||
[[File:DoF_Shiverskull_Name.png|100px]] <br> | |||
[[File:DoF_Shiverskull_profile_Santa.png|350px]] | |||
</tabber> <br> | </tabber> <br> | ||
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<td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF''' | <td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF''' | ||
<tr> | <tr> | ||
<td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> ''' | <td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''Run''' | ||
<tr> | <tr> | ||
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> ''' | <td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''5L (XF)''' | ||
</table> | </table> | ||
}} | }} | ||
{{FP Box | {{FP Box | ||
|header=Unique Mechanic: | |header=Unique Mechanic: Give No Quarter | ||
|content= | |content=Give No Quarter is Shiverskull's 2S, and it summons 1 of 3 assists. The assist order is set, Shiverskull always starting with Marrow (Guns) at the beginning of a game, then cycling to Mandible (Cannon) and ending with Fang (Slice) before going back to Marrow. You can tell which character is going to be summoned next based on the order shown above Shiverskull's meter. The assists have different uses but all are good in neutral and for getting plus frames. While all assists are projectile invuln, the assists can be hit by physical attacks which immediately stops them from attacking. Additionally, if Shiverskull is hit while an assist is out, they'll also immediately stop performing their attack. Only 2 assists can be on screen at once, so once 2 are out any further 2S uses will simply cause Shiverskull to perform the animation and nothing to happen until one assist leaves the screen. | ||
[[File:DoF Shiverskull Assists Gauge|thumb|center|The assists display]] | |||
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}} | }} | ||
Revision as of 02:23, 5 June 2024
Shiverskull is a revived pirate captain and the eternal rival of Rattlebone. Making use of his powerful assists and summoned swords super, Shiverskull creates openings better than anyone else to go into powerful mixups.
With his health leaning on the lower end, Shiverskull has quite the toolset to make up for it. The defining part of his moveset is 2S (Give No Quarter), a special that calls one of 3 assist characters to come and perform an attack. 2S is low committment to use and all 3 assists are very good, ignoring projectiles and being strong for both neutral and pressure. Shiverskull's fast run lets him really capitalize on this, being able to run behind an assist and start a blockstring or do a mixup. Furthermore, his sword normals are disjointed and long ranged, giving him an excellent poking game. Once he finds a full hit, he can convert into a combo and use 5S (Barrel O' Pain) for strong setplay as it doesn't disappear even if he's hit. This all leads into his mixup game, where he can mix between 66H and j.4S for overheads and 2L and 2M for lows. Perhaps his strongest move though is 2SP (MORE SWORDS!!), a move that is definitely not Vergil's Summoned Swords. While it's one of the slowest supers in the game, once it's out neutral is over and Shiverskull can immediately start threatening a high/low mixup.
On the weaknesses side, Shiverskull's damage is consistently on the lower end. His conversions can be finnicky and figuring out what's optimal at what part of the screen and on what character can be difficult. Furthermore, even if you are optimizing, his only reliable OTG extender being 2L inherently limits his damage more than other characters. However, he can still make it hurt when it counts. Additionally, his specials are unsafe on block for the most part, with his only safe special being 2S but it can be interrupted reliably.
Shiverskull uses his assists and super to create openings for his mixups. | |
Pros | Cons |
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|
Give No Quarter is Shiverskull's 2S, and it summons 1 of 3 assists. The assist order is set, Shiverskull always starting with Marrow (Guns) at the beginning of a game, then cycling to Mandible (Cannon) and ending with Fang (Slice) before going back to Marrow. You can tell which character is going to be summoned next based on the order shown above Shiverskull's meter. The assists have different uses but all are good in neutral and for getting plus frames. While all assists are projectile invuln, the assists can be hit by physical attacks which immediately stops them from attacking. Additionally, if Shiverskull is hit while an assist is out, they'll also immediately stop performing their attack. Only 2 assists can be on screen at once, so once 2 are out any further 2S uses will simply cause Shiverskull to perform the animation and nothing to happen until one assist leaves the screen.
Character Summary
- Command Normals
- 4H - Davy Bones' Locker: A slow but rewarding overhead.
- j.2H - Booty Kicker: An aerial kick that air stalls a bit.
- 66H - Walk the Plank: An even riskier but more rewarding overhead.
- Special Moves
- 5S - Barrel O' Pain: Places a barrel. Attacking it will cause it to explode after a short period. 2S can instantly detonate it.
- (j.)4S - Reckless Rush: Quickly rushes towards the opponent for a wallbounce. The air version is a faster but weaker overhead.
- 2S - Give No Quarter!: Summons a member of Shiverskull's crew to attack. Cycles between Marrow, Mandible, and Fang in that order. Marrow (the blue one) fires two quick gunshots that can be used for both spacing and combo filler, Mandible (the purple one) slams down a massive cannon and then fires to cover a wide area, and Fang (the red one) does a jumping slash that tracks to some extent.
- j.S - Ship Sinker: Massive blade spin that causes a hard knockdown. Useful for ending combos without spending meter.
- Supers
- 5SP - CANNONBALL!!: Shiverskull launches himself out of a cannon. The long startup means it should generally only see use as a combo ender.
- 2SP - MORE SWORDS!!: Summons 8 swords that orbit Shiverskull. They can be used as projectiles with SP or 2SP while the super is active.
5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.
Normal Moves
5L
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5M
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5H
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2L
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2M
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2H
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j.L
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j.M
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j.H
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Command Normals
Command Normal Name
4H |
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Universal Mechanics
Throw
Throw
6H |
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Reversals
Reversal
5R |
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Wakeup Reversal
5R on Wakeup |
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Burst
Burst
5B |
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Taunt
Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.
Taunt
5T |
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Down Taunt
2T |
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Special Moves
Special Name
5S |
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Special Name
4S |
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Special Name
2S |
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Special Name
j.S |
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Super Move
Super Name
5SP |
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Super Name
2SP |
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Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.
Combo Legend
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Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Advanced Combos
Harder combos that deal more damage or provide some other benefit.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
X Combo Category
If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Enders
List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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2H > 2S | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2H > 2SP | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Colors
Trivia
- Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.
Shiverskull Wiki Roadmap
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