|description=Universal anti-air. Shanty's has poor vertical range, but good horizontal range and forward movement, making it very useful in rebeat blockstrings. Jump-cancellable on hit. +1 if cancelled into {{clr|15|5D[2]}}, but has incredible pushback on block, making it difficult to capitalize on.
|description=Universal anti-air. Shanty's has poor vertical range, but good horizontal range and forward movement, making it very useful in rebeat blockstrings. Jump-cancellable on hit.
+1 if stancelled, but with large pushback on block, it can be difficult to continue pressure.
}}
}}
}}
}}
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|First Hit Juggle Decay=-30
|First Hit Juggle Decay=-30
|Base Juggle Decay=30
|Base Juggle Decay=30
|description=Possible counterpoke that moves forward slightly and is disjointed during the active frames. Cannot chain into {{clr|13|2B}}, limiting its usefulness.
|description=Possible counterpoke that moves forward slightly and is disjointed during the active frames. Cannot chain into {{clr|13|2B}}.
}}
}}
}}
}}
Line 163:
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|First Hit Juggle Decay=0
|First Hit Juggle Decay=0
|Base Juggle Decay=15
|Base Juggle Decay=15
|description=Hits further than the animation implies. Does more damage and hits much further than {{clr|12|5A}}, while also being a low. The tradeoff? Less active frames and slightly longer startup. Probably still a better abare tool, thanks to the difference in range.
|description=Hits further than the animation implies. Does more damage and hits much further than {{clr|12|5A}}, while also being a low. The tradeoff? Less active frames and slightly longer startup. Good for abare at ranges where 5A will whiff.
}}
}}
}}
}}
Line 203:
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|First Hit Juggle Decay=-50
|First Hit Juggle Decay=-50
|Base Juggle Decay=50
|Base Juggle Decay=50
|description=As with all of Shanty's lows, hits farther than the animation implies. Has massive disjoint during active frames, and can cancel into {{clr|14|5C}} if {{clr|14|5C}} has not been used in your chain yet. The only other source of plus-frames from {{clr|15|5D[2]}}, being +2. Less liable to push outside of {{clr|12|5A}} range than her {{clr|12|6A}} stancel.
|description=As with all of Shanty's lows, hits farther than the animation implies. Has a massive disjoint during its last few active frames, and can cancel into {{clr|14|5C}} if {{clr|14|5C}} has not been used in your chain yet.
+2 when stancelled, making it great to reset pressure.
}}
}}
}}
}}
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|First Hit Juggle Decay=85
|First Hit Juggle Decay=85
|Base Juggle Decay=85
|Base Juggle Decay=85
|description=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.
|description=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. Her hurtbox comes down before her the hitbox on the strike, and before she can block on the feint, making it vulnerable to a well timed mash.
}}
}}
}}
}}
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|First Hit Airborne Juggle Decay=-120
|First Hit Airborne Juggle Decay=-120
|Base Airborne Juggle Decay=40
|Base Airborne Juggle Decay=40
|description=Hits above Shanty. Vacuums the opponent on hit or block, allowing for very tricky pressure and mixups. Combos from {{clr|12|j.A}}, even during a shorthop, and links back into {{clr|12|j.A}} during high-altitude air combos.
|description=Hits above Shanty. Vacuums a grounded opponent on hit or block, allowing for very tricky pressure and mixups. Combos from {{clr|12|j.A}}, even during a shorthop, and links back into {{clr|12|j.A}} during high-altitude air combos.
}}
}}
}}
}}
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|First Hit Juggle Decay=100
|First Hit Juggle Decay=100
|Base Juggle Decay=100
|Base Juggle Decay=100
|description=Slightly forward-moving and very disjointed. This move becomes -2 if the opponent crouch-blocks it. All versions of Cutlass can be cancelled into {{clr|15|5D}}, allowing for damaging extensions.
|description=Slightly forward-moving and very disjointed. This move becomes -2 if the opponent crouch-blocks it. Can be cancelled on hit into magic, letting you continue a combo.
}}
}}
{{AttackData-TFH
{{AttackData-TFH
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|First Hit Juggle Decay=150
|First Hit Juggle Decay=150
|Base Juggle Decay=150
|Base Juggle Decay=150
|description=Very useful high-damage combo special. Combos easily from {{clr|14|5C}}, and can combo from {{clr|14|3C}} if TK'd into, with both routes allowing for links afterwards. Up close, it will cross through opponents who are crouching.
|description=Very useful high-damage combo special. Combos easily from {{clr|14|5C}}, and can combo from {{clr|14|3C}} if TK'd into, with both routes allowing for links afterwards. Up close, it will cross over opponents who are crouching.
}}
}}
{{AttackData-TFH
{{AttackData-TFH
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|First Hit Juggle Decay=80
|First Hit Juggle Decay=80
|Base Juggle Decay=80
|Base Juggle Decay=80
|description=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, requiring a stagger from either {{clr|14|6C}} or Level 2 Super.
|description=Projectile invincible move that can cross up opponents if close enough. Does not steal the corner. Massive first-hit damage, but difficult to combo into.
}}
}}
}}
}}
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|First Hit Juggle Decay=70
|First Hit Juggle Decay=70
|Base Juggle Decay=70
|Base Juggle Decay=70
|description=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.
|description=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, and after certain SKDs to be plus after whiffing, making it a very reliable way to build magic. Requires 27-38 frames of charging. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
}}
}}
{{AttackData-TFH
{{AttackData-TFH
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|First Hit Juggle Decay=0
|First Hit Juggle Decay=0
|Base Juggle Decay=0
|Base Juggle Decay=0
|description=Fully invincible for the first 25 frames. The second hit must be blocked high. Leads to a workable HKD, not plus enough to safely perform an overhead, but + enough to threaten with low or throw.
|description=Fully invincible for the first 25 frames. The second hit must be blocked high. Puts the opponent in HKD, even during Max JD, with enough advantage to meaty with a low or a throw.
}}
}}
}}
}}
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|First Hit Juggle Decay=0
|First Hit Juggle Decay=0
|Base Juggle Decay=0
|Base Juggle Decay=0
|description=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.
|description=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. Staggers on hit, preventing you from combo'ing after if you've used {{clr|14|4/6C}} in your route.
Unlike most other staggers, the opponent will not be sent into SKD after the stagger ends in Max JD, giving you the chance to perform a reset even after a full combo.
}}
}}
}}
}}
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|First Hit Juggle Decay=0
|First Hit Juggle Decay=0
|Base Juggle Decay=0
|Base Juggle Decay=0
|description=An advancing invincible grab. Has invincibility for the first 30 frames. Is jumpable post-freeze, and cannot be comboed into without using {{clr|14|6C}}'s stagger, limiting its utility. Leaves both characters in a tumble state, but if groundbounce was consumed in the combo prior to using the super, the opponent will be able to tech earlier than Shanty, leaving her at an exceptional disadvantage.
|description=An advancing invincible grab. Has invincibility for the first 30 frames. Is jumpable post-freeze, and cannot be comboed into without using {{clr|14|4/6C}}'s stagger, limiting its utility. Leaves both characters at fullscreen in a tumble state, letting her opponent tech sooner than Shanty if she previously used a groundbounce in her combo.
}}
}}
}}
}}
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|First Hit Juggle Decay=
|First Hit Juggle Decay=
|Base Juggle Decay=
|Base Juggle Decay=
|description=Can combo into various normals in the corner, but consumes groundbounce immediately. Can {{clr|12|22A}} after and still get oki.
|description=Can combo into various normals in the corner, but consumes groundbounce immediately. Can {{clr|12|22A}} after and still get oki. The opponent will be in SKD after tumble ends, limiting its usefulness midscreen.
}}
}}
}}
}}
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|First Hit Juggle Decay=
|First Hit Juggle Decay=
|Base Juggle Decay=
|Base Juggle Decay=
|description= Can combo if throwing into the corner. Otherwise leads to a very advantageous HKD.
|description= Can combo if throwing into the corner. Otherwise leads to a very advantageous HKD.
Similarly to several other HKD throws, you can jump forwards and time a {{clr|14|j.C}} to steal corner with the {{clr|14|j.C}} hitting crossup.
}}
}}
}}
}}
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|description=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 {{clr|15|5D}}.
|description=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 {{clr|15|5D}}.
Shanty can manually exit the stance by holding down or pressing {{clr|15|D}} again, which, when done as fast as possible, makes the stance last 20f at minimum. This technique is usually referred to as a {{clr|15|Stancel}}.
Shanty can manually exit the stance by holding down or pressing {{clr|15|D}} again. When done as fast as possible, this makes the total stance animation last 20f. By entering and exiting the stance as quickly as possible, you can make some moves that have high recovery be plus on block. This most notably affects {{clr|12|6A}} and {{clr|14|2C}}, which are +1 and +2 respectively. This technique is typically referred to as a {{clr|15|Stancel}}.
Shanty can run forwards and backwards, which drains magic, and she cannot block.
While in Run Stance, Shanty can run forwards and backwards, and can run into a wall to enter Wall Cling. She also gains access to 3 unique attacks, and can drastically alter her momentum after jumping, but she cannot block while in run stance.
}}
}}
}}
}}
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|First Hit Juggle Decay=60
|First Hit Juggle Decay=60
|Base Juggle Decay=60
|Base Juggle Decay=60
|description=Obligatory run-stance advancing low. Sucks opponents in on grounded hit, allowing side switches, and pushes opponents far away in juggles, limiting followups. Can be spaced to be safe on block.
|description=Obligatory run-stance advancing low. Sucks opponents in on grounded hit, allowing side switches. When hitting an airborne opponent, it will send the opponent far away, limiting midscreen followups, but allowing for easy corner carry if looped into itself. Can be spaced to be safe on block.
}}
}}
}}
}}
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|First Hit Juggle Decay=35
|First Hit Juggle Decay=35
|Base Juggle Decay=35
|Base Juggle Decay=35
|description=High-damage charging headbutt. This move is most useful as a safe frametrap after a {{clr|15|5D}} cancel in order to force respect, enabling more freedom in using {{clr|15|5D[2]}} to reset pressure. Wallsticks if opponent hits the wall. Can cancel into {{clr|14|22C}} to get a midscreen wallstick, depending on camera position. Has many active frames and decent disjoint both horizontally and vertically, meaning you can space it to be plus and possibly use it as a panic anti-air if you're in stance.
|description=High-damage charging headbutt. Wallsticks if the opponent hits the wall. Can cancel into {{clr|14|22C}} to get a midscreen wallstick, although this slightly depends on screen position.
Due to having many active frames, and a very short hurtbox, this can serve well as an anti-air when in stance, with the downside of having limited followups.
Functions well on block as both a pressure reset and a frametrap option, due to its large amount of active frames, good frame advantage, and high damage.
}}
}}
}}
}}
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|First Hit Juggle Decay=35,35,90
|First Hit Juggle Decay=35,35,90
|Base Juggle Decay=35,35,90
|Base Juggle Decay=35,35,90
|description=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. Can be used as a mixup in tandem with Keelhaul, but is slow and unsafe. Most useful in combos, as it does an insane amount of damage when all hits connect.
|description=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. Very useful when done late in combos, due to its abnormally high minimum damage.
}}
}}
}}
}}
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|First Hit Airborne Juggle Decay=60
|First Hit Airborne Juggle Decay=60
|Base Airborne Juggle Decay=60
|Base Airborne Juggle Decay=60
|description=Launches upward. Cancels into other wallcling followups, but not itself.
|description=Launches upward. Cancels into other wallcling followups, but not itself.
}}
}}
{{AttackData-TFH
{{AttackData-TFH
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|First Hit Airborne Juggle Decay=50
|First Hit Airborne Juggle Decay=50
|Base Airborne Juggle Decay=50
|Base Airborne Juggle Decay=50
|description=Causes a ground bounce. Fastest followup from wallcling that can hit grounded opponents, making it a possible surprise crossup in the corner. Using it as such will take at least 39f, so don't be surprised if the opponent interrupts you. Cancels into other wallcling followups, but not itself.
|description=Causes a ground bounce. Cancels into other wallcling followups, but not itself.
Hits crouchers, giving it niche use as a mixup. However this comes with a large risk, as travelling to the wall is slow, and is very difficult to safely end pressure afterwards, should the opponent block it.
}}
}}
}}
}}
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|First Hit Airborne Juggle Decay=150
|First Hit Airborne Juggle Decay=150
|Base Airborne Juggle Decay=150
|Base Airborne Juggle Decay=150
|description=Has very ambiguous crossup properties. Leads to a massive launch on hit, or a HKD if no followup is used.
|description=Leads to a massive launch on hit, or extremely advantageous HKD if no followup is used. Adds significant JD, making its HKD less accessible than other options.
Will hit crossup if the opponent is close enough to the wall, providing a nice mixup. However its fairly unsafe on block, and there is a fairly large travel time to get onto the wall, making it liable to be punished if not done as HKD okizeme, and is generally less consistent than some of her other options.
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, quick crossups, and a Level 1 Super that gives her a workable HKD, 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 her 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.
Magic Gain & Usage: Shanty gains magic over time, and 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 much higher damage and more pressure options.
Meter Denial: Shanty doesn't build the opponent a lot of meter, while not needing a lot of meter herself.
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.
Fundamental Neutral: Shanty lacks any sort of strong poking game, "neutral skip", or air mobility, relying on her grounded mobility, counterpokes, and slippery hurtboxes to win neutral interactions.
Low Health: Shanty is tied with Tianhuo and Pom for the lowest health in the game, meaning she can't afford to make as many mistakes as the rest of the cast.
Bad Defense: With a short (albeit very active) jab and a -71 metered reversal, Shanty's defense is very lacking.
Limited Chains: Shanty is the only character in the game who cannot cancel her 5B into 2B, which limits her blockstring and combo potential.
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, but lacks the range to punish backdashes outside of the corner. Your fastest normal, useful for quick punishes or abare, assuming the opponent is in range.
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. Jump-cancellable on hit.
+1 if stancelled, but with large pushback on block, it can be difficult to continue pressure.
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. Cannot chain into 2B.
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. Good for abare at ranges where 5A will whiff.
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 a massive disjoint during its last few active frames, and can cancel into 5C if 5C has not been used in your chain yet.
+2 when stancelled, making it great to reset pressure.
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. Her hurtbox comes down before her the hitbox on the strike, and before she can block on the feint, making it vulnerable to a well timed mash.
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. Can be used in fuzzies, 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 a grounded 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
≤+13
vs. Airborne
Big damage air normal. Can hit crossup, and causes a ground bounce on airborne opponents. Raises Shanty's hurtbox very quickly, allowing it to dodge and punish many grounded normals when used during the rising portion of a jump.
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
Slightly forward-moving and very disjointed. This move becomes -2 if the opponent crouch-blocks it. Can be cancelled on hit into magic, letting you continue a combo.
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, with both routes allowing for links afterwards. Up close, it will cross over 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 difficult 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, and after certain SKDs to be plus after whiffing, making it a very reliable way to build magic. 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. Puts the opponent in HKD, even during Max JD, with enough advantage to meaty with a low or a throw.
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. Staggers on hit, preventing you from combo'ing after if you've used 4/6C in your route.
Unlike most other staggers, the opponent will not be sent into SKD after the stagger ends in Max JD, giving you the chance to perform a reset even after a full combo.
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. Is jumpable post-freeze, and cannot be comboed into without using 4/6C's stagger, limiting its utility. Leaves both characters at fullscreen in a tumble state, letting her opponent tech sooner than Shanty if she previously used a groundbounce in her combo.
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 into various normals in the corner, but consumes groundbounce immediately. Can 22A after and still get oki. The opponent will be in SKD after tumble ends, limiting its usefulness midscreen.
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.
Similarly to several other HKD throws, you can jump forwards and time a j.C to steal corner with the j.C hitting crossup.
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
This is where the fun begins.
This is where the fun begins.
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. When done as fast as possible, this makes the total stance animation last 20f. By entering and exiting the stance as quickly as possible, you can make some moves that have high recovery be plus on block. This most notably affects 6A and 2C, which are +1 and +2 respectively. This technique is typically referred to as a Stancel.
While in Run Stance, Shanty can run forwards and backwards, and can run into a wall to enter Wall Cling. She also gains access to 3 unique attacks, and can drastically alter her momentum after jumping, but she cannot block while in run stance.
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
Obligatory run-stance advancing low. Sucks opponents in on grounded hit, allowing side switches. When hitting an airborne opponent, it will send the opponent far away, limiting midscreen followups, but allowing for easy corner carry if looped into itself. Can be spaced to be safe on block.
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 the opponent hits the wall. Can cancel into 22C to get a midscreen wallstick, although this slightly depends on screen position.
Due to having many active frames, and a very short hurtbox, this can serve well as an anti-air when in stance, with the downside of having limited followups.
Functions well on block as both a pressure reset and a frametrap option, due to its large amount of active frames, good frame advantage, and high damage.
Gangway! 5D~C
Zoning? In my ungulate game?
Zoning? In my ungulate 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. Very useful when done late in combos, due to its abnormally high minimum damage.
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. Cancels into other wallcling followups, but not itself.
Hits crouchers, giving it niche use as a mixup. However this comes with a large risk, as travelling to the wall is slow, and is very difficult to safely end pressure afterwards, should the opponent block it.
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
Leads to a massive launch on hit, or extremely advantageous HKD if no followup is used. Adds significant JD, making its HKD less accessible than other options.
Will hit crossup if the opponent is close enough to the wall, providing a nice mixup. However its fairly unsafe on block, and there is a fairly large travel time to get onto the wall, making it liable to be punished if not done as HKD okizeme, and is generally less consistent than some of her other options.
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
A demon flip in looks only.
A demon flip in looks only.
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.
Techniques
Meaty Parley
You are able to charge parley 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 parley 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 shj.C or late shj.B, 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. Keep in mind that the opponent is able to pushblock your air normal, 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 Parley
By inputting 3C > 228A you are able to cancel 3C into parley. By properly charging parley, 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 don't 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.