Them's Fightin' Herds/Shanty: Difference between revisions
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|image=TFH_Shanty_5A.png | |image=TFH_Shanty_5A.png | ||
|caption= | |caption=Why is it active for 8 frames | ||
|name=5A | |name=5A | ||
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|image=TFH_Shanty_6A.png | |image=TFH_Shanty_6A.png | ||
|caption= | |caption=Talk to the hoof | ||
|name=6A | |name=6A | ||
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|image=TFH_Shanty_5C.png | |image=TFH_Shanty_5C.png | ||
|caption= | |caption=Bonk! | ||
|name=5C | |name=5C | ||
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|image=TFH_Shanty_Keelhaul.png | |image=TFH_Shanty_Keelhaul.png | ||
|caption= | |caption=Skrrrrrt | ||
|name=Keelhaul | |name=Keelhaul | ||
|input=5D~A | |input=5D~A | ||
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|image=TFH_Shanty_Broadside.png | |image=TFH_Shanty_Broadside.png | ||
|caption= | |caption=Pray to god you didn’t mash on this. | ||
|name=Broadside | |name=Broadside | ||
|input=5D~B | |input=5D~B | ||
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|image=TFH_Shanty_Gangway.png | |image=TFH_Shanty_Gangway.png | ||
|caption= Zoning? In my pony game? | |caption=Zoning? In my pony game? | ||
|name=Gangway! | |name=Gangway! | ||
|input=5D~C | |input=5D~C | ||
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|image=TFH_Shanty_Harpoon.png | |image=TFH_Shanty_Harpoon.png | ||
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|name=Harpoon | |name=Harpoon | ||
|input=Wallcling B | |input=Wallcling B |
Revision as of 08:27, 30 December 2021
Shanty | |
---|---|
Species: | Goat |
Playstyle: | Stance, Rushdown |
HP: | 4800 |
Meter Size: | 180 |
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]
Gameplan
Shanty is highly agile, with a couple of methods for getting behind, under, or over her opponents. Some of her abilities are projectile invulnerable too (4/6C, 236C), allowing her to get through zoning attempts.
Being a stance character, magic stocks are important to have to keep all of her movement and attack options open. Shanty has 6 magic stocks, but they regenerate quite slow, so it is critical to use Parley (22A) when one has the chance.
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
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6A
6A
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5B
5B
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5C
5C
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2A
2A
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2B
2B
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2C
2C
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3C
3C
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5C
Bulkhead
4/6C |
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j.A
j.A
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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 |
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Special Name 1
Parley
22A |
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Super
Cannonball
236XX |
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Follow Up
Avast!
214XX |
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Throws
Forward Throw
Forward Throw
B+C / 6B+C |
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Back Throw
Back Throw
4B+C |
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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 |
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Broadside
5D~B |
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Gangway!
5D~C |
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WallCling
Wallcling
22B/C |
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Wallcling Attack
Wallcling 8/5/2A |
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Harpoon
Wallcling B |
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Change Walls
Wallcling D |
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Helm Breaker
Helm
Run 7/8/9, Wallcling 9/C |
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Breaker
Helm A/B/C |
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Combos
Meterless
5A > 5B > 5C > 3C > jump cancel j.A > j.B > j.C > land > 5A > 5B > 5C > 236A
DMG - 857
Typical BnB, well rounded with a good knockdown, oki, and carry.
5A > 5B > 5C > 2C > 3C > jump cancel > j.B > j.A > j.B > land > dash > 5B > 5C > 2C > 236A
DMG - 952
Basic meterless BNB. Strong corner carry and good oki. Can cancel the final 2C into 22A for magic build at the cost of worse oki and corner carry.
5A > 5B > 5C > 2C > 3C > jump cancel > j.B > j.A > j.B > land > dash > 5B > 5C > 2C > 236B
DMG - 963
Depending how high the, 5B > 5C > 2C, string lands. You can add 236B for an extra 11 points of damage.
5A > 5B > 5C > 2C > 3C > jump cancel > j.B > j.A > j.B > land > dash > 5B > 5C > 2C > 22A (AY!)
DMG - 861
The Parley won't connect but you will build one magic bar from it. You sacrifice extra damage, oki, and corner carry with this route.
5A > 5B > 5C > 3C > jump cancel > j.A > j.B > j.C > land > 6A > 5B > 5C > 236B
DMG - 894
This will side switch and put Shanty right on her opponent for some really strong oki. With magic, this gets more potent.
5A > 5B > 5C > 3C > jump cancel > j.B > j.A > j.B > land > (hop) j.A > j.B > land > (hop) j.A > j.B > 5A > 5B > 5C > 236A
DMG - 902
Double rejump combo, good route for some extra corner carry.
5A > 5B > 5C > 3C > jump cancel > j.A > j.B > j.C > land > 6C > 22A (YARRR!!!)
DMG - 775
A good way to get three bars of magic, this route does sacrifice some damage for it. Taking stagger of 6C, the recovery of 6C, and the charge timing of 22A, this winds up being a 6 frame link.
6A > 5B > 5C > 236B > 5A > 5B > 5C > 236A
DMG - 1115
With Shanty's back to the corner, this side switch quickly and place Shanty right on the opponent. One of her strongest meterless routes.
6A > 5B > 5C > 236B > 5A > 5B > 5C > 236B
DMG - 1142
Adding 236B at the end for an extra 27 points of damage. Will side switch again and leave Shanty in corner if used as stated before.
236C > 6A > 236B > (6A) 5A > 5B > 5C > 236A
DMG - 1290
236C is a good way to get in if Shanty's being kept out. It has projectile invincibility throughout it.
236C > 6A > 236B > (6A) 5A > 5B > 5C > 236B
DMG - 1323
This will soon be a trend on Shanty that 236A can be substituted for 236B if her juggle is high.
-
Now meterless combos get a little more advanced, you can TK her 3C into 236B with a, 2369B input.
3C > 2369B > 6A > 5B > 5C > 236A
DMG - 1208
Nice damage if there's consistency in the, 3C > 2369B.
3C > 2369B > 6A > 5B > 5C > 236B
DMG - 1249
Adding a 236B for an extra 41 points of damage.
3C > 2369B > 6A > 236B > 5A > 5B > 5C > 236A
DMG - 1373
This is just nice to look at. Great route to punish a blocked launcher.
3C > 2369B > 6A > 236B > 5A > 5B > 5C > 236B
DMG - 1400
Adding a 236B for an extra 27 points of damage
-
Now, this route is strong, but it is pretty tricky to input.
3C > 2369B > 6A > 236B > 6A > 236B
DMG - 1324
Amazing damage, 6A has a tall vertical hitbox, and the opponent is falling vertically. The first 6A must connect high and be cancelled into 236B. Timing is crucial.
3C > 2369B > 6A > 236B > 6A > 236B > 5A > 5B > 5C > 236A
DMG - 1543
This combo is a pretty tight one. The first 6A > 236B has to have near perfect height. The second one most also capitalize on the height of it. Then the 5A > 5B > 5C > 236A will combo naturally.
5C > 2C > 3C > 2369B > 5C > 2C > 3C > 2369B > 5C > 2C > 3C > jump cancel > j.B > j.C > 5C > 2C > 3C > 2369A
DMG - 1998
Basic, but EXTREMELY tight. Timing needs to be near perfect for the 2nd and 3rd TK.
Metered
Now at this point, using your magic bar is as simple as adding, D > A, until you're content and ending in D > B. For example,
[6 Magic Bars + 3 Super Bars]
5A > 5B > 5C > 3C > jump cancel j.A > j.B > j.C > land > 5A > 5B > 5C > 236A > 5D > 5A (x5) > 5D > 5B > 236AB > 214AB > 236C > 5D > 5B > 236AB
DMG - 1835 You can really truly add any amount of magic stance moves on the end of a lot of combos for a little extra damage. Or really strong extensions if you haven't used your groundbounce, with her D > C. Not to mention just adding a super on the end of any combo after a 236A.
[1 Magic Bar]
5A > 5B > 5C > 3C > jump cancel > j.A > j.B > j.C > land > 6A > 5B > 5C > 236B > 5D > 5D > 5A > 5B > 5C > 236A
DMG - 1059
Shanty enter the stance off 236B then cancels it with another D press.
[1 Magic Bar]
236C > 5D > 5B
DMG - 904
Great anti-projectile combo.
[1 Magic Bar + 1 Super Bar]
236C > 5D > 5B > 236AB
DMG - 1534
Adding a super onto the prior combo for a lot of damage.
[1 Magic Bar] =
5A > 5B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A
DMG - 972
Good route that will greatly improve with even one extra bar of magic.
[1 Magic Bar]
5A > 5B > 5C > 236A > 5D > 5C > 5A > 5B > 5C > 236A
DMG - 1030
If ground bounce hasn't been used in the a combo yet, opting for, 236A > 5D > 5C > 5A > 5B > 5C > 236A, is always a good choice.
[2 Magic Bars]
2B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A > 5D > 5C > 5A > 5B > 5C > 236A
DMG - 1550
Such a nice combo to look at, it just flows so nicely. Other than visuals, using the, 5A > 5B > 5C, starter will cause this to drop.
[2 Magic Bars + 1 Super Bar]
2B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A > 5D > 5C > 6A > 5B > 5C > 236A > 236AB
DMG - 1819
Adding a super for an extra 269 points of damage.
2B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A > 5D > 5C > 6A > 5B > 5C > 236A > 5D > 5A > 236AB
DMG - 1868
Adding a stance A for an extra 49 points.
[2 Magic Bars + 1 Super Bar]
3C > 2369B > 6A > 236B > 5A > 5B > 5C > 236A > 5D > 5C > 6A > 5B > 5C > 236A > 236AB
DMG - 2033
A mixture of two earlier combos for a stronger one.
[3 Magic Bars + 1 Super Bar]
3C > 2369B > 6A > 236B > 5A > 5B > 5C > 236A > 5D > 5C > 6A > 5B > 5C > 236A > 5D > 5A > 236AB
DMG - 2082
Adding a stance A for 49 points of damage.
[3 Magic Bars]
2B > 2C > 236A > 5D > 5B > 22C > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A
DMG - 1357
Nice wall jump combo, a little pricy for the bar but overall good.
[3 Magic Bars + 1 Super Bar]
2B > 2C > 236A > 5D > 5B > 22C > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A > 236AB
DMG - 1626
Adding another super for an extra 269.
[4 Magic Bars + 1 Super Bar]
2B > 2C > 236A > 5D > 5B > 22C > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A > 5D > 5A > 236AB
DMG - 1675
Adding a stance A for an extra 49 points of damage.
[5 Magic Bars]
2B > 2C > 236A > 5D > 5B > 22C > 2A > 5D > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A
DMG - 1404
Making good use of the wall bound, stronger than the other wall bound combo by a smidge.
[5 Magic Bars + 1 Super Bars]
2B > 2C > 236A > 5D > 5B > 22C > 2A > 5D > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A > 236AB
DMG - 1673
Yet another super!
[6 Magic Bars]
2B > 2C > 236A > 5D > 5B > 22C > 2A > 5D > 2A > 5D > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A
DMG - 1446
The full wall jump combo, really beautiful.
[6 Magic Bars + 1 Super Bar]
2B > 2C > 236A > 5D > 5B > 22C > 2A > 5D > 2A > 5D > 8A > 2A > 5B > land > 5A > 5B > 5C > 236A > 236AB
DMG - 1715
Super!
Avast!
Her level 2, Avast! gives her 3 bars of magic and staggers for another hit. Typically at the end of combos, you've used up your, ground bounce, wall bounce, and all your juggle points, so your best ender is,
... 236C > 5D > 5B
DMG - 904 [UNSCALED]
... 236C > 5D > 5B > 236AB
DMG - 1534 [UNSCALED]
Here's an example of the enders.
[3 Magic Bars + 2 Super Bar]
2B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A > 5D > 5C > 5A > 5B > 5C > 236A > 236AB > 214AB > 236C > 5D > 5B
DMG - 2100
Pretty basic Avast! combo. Or as I like to call it, Yagi Jin.
[3 Magic Bars + 3 Super Bar]
2B > 5C > 236B > 5D > 8 > any attack button > hop > j.A > j.B > land > 6A > 5B > 5C > 236A > 5D > 5C > 5A > 5B > 5C > 236A > 236AB > 214AB > 236C > 5D > 5B > 236AB
DMG - 2369
Strongest Avast combo I've found so far.
Techniques
Shanty has a few empty cancels that are nice,
4C xx 236AB
The only use I found for this was being able to avoid throws in corner and reversal it, but there are stronger options. A prime use, is to step back with the momentum of the 4C, then fly forward with the super.
236C xx 236AB
This is kinda neat, inputting 236C and when Shanty is inside the opponent, input 236AB the same way you did the 236C, Shanty will pass through and the super will be perfectly spaced behind them. Great for anti-Parley or fireballs.
Colors