Them's Fightin' Herds/Shanty: Difference between revisions

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(altered some phrasing here and there; overhauled broadside, w.2A, harpoon, and 5D sections to include more info)
(Updated movement section, spelled out guards, and added a little bit to run stance.)
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==Movement Options==
==Movement==
'''Jump''': Shanty can perform both regular jumps and shorthops.


'''Forward and Backdash''': Shanty can dash both forwards and backwards, like any other character.
<!--Many characters have unique mechanics, like Pom's air movement. Add that information here-->
'''Walk''': Shanty is tied with Arizona for the fastest walk speeds, walking forward and backward at 7 hu/frame and 5 hu/frame respectively.


'''Run''': Shanty can run forward or backward, but only after entering her run stance (1 magic).
'''Dashes''': Like everyone else, Shanty can dash on the ground.


'''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.
'''Shorthop''': In addition to a regular jump, Shanty can perform a shorthop to stay closer to the ground.


==Normal Moves==
==Normal Moves==
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  |damage=175
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  |guard=HL
  |guard=Mid
  |startup=12
  |startup=12
  |active=6
  |active=6
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  {{AttackData-TFH
  {{AttackData-TFH
  |damage=35
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  |guard=L
  |guard=Low
  |startup=6
  |startup=6
  |active=5
  |active=5
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  |damage=85
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  |guard=L
  |guard=Low
  |startup=9
  |startup=9
  |active=9
  |active=9
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  {{AttackData-TFH
  |damage=145
  |damage=145
  |guard=L
  |guard=Low
  |startup=12
  |startup=12
  |active=8
  |active=8
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  {{AttackData-TFH
  |damage=150
  |damage=150
  |guard=HL
  |guard=Mid
  |startup=15
  |startup=15
  |active=4
  |active=4
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  {{AttackData-TFH
  {{AttackData-TFH
  |damage=155
  |damage=155
  |guard=H
  |guard=High
  |startup=29
  |startup=29
  |active=14
  |active=14
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  {{AttackData-TFH
  {{AttackData-TFH
  |damage=45
  |damage=45
  |guard=H
  |guard=High
  |startup=6
  |startup=6
  |active=5
  |active=5
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  {{AttackData-TFH
  |damage=85
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  |guard=H
  |guard=High
  |startup=10
  |startup=10
  |active=9
  |active=9
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  {{AttackData-TFH
  {{AttackData-TFH
  |damage=130
  |damage=130
  |guard=H
  |guard=High
  |startup=20
  |startup=20
  |active=7
  |active=7
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  |version=A
  |version=A
  |damage=140
  |damage=140
  |guard=HL
  |guard=Mid
  |startup=13
  |startup=13
  |active=7
  |active=7
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  |version=B
  |version=B
  |damage=240
  |damage=240
  |guard=HL
  |guard=Mid
  |startup=24
  |startup=24
  |active=6
  |active=6
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  |version=C
  |version=C
  |damage=250
  |damage=250
  |guard=HL
  |guard=Mid
  |startup=34
  |startup=34
  |active=9
  |active=9
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  |version=Ay!
  |version=Ay!
  |damage=100
  |damage=100
  |guard=HL
  |guard=Mid
  |startup=25
  |startup=25
  |active=14
  |active=14
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  |version=Aye!
  |version=Aye!
  |damage=125
  |damage=125
  |guard=HL
  |guard=Mid
  |startup=41
  |startup=41
  |active=20
  |active=20
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  |version=Yarrr!
  |version=Yarrr!
  |damage=110
  |damage=110
  |guard=HL
  |guard=Mid
  |startup=52
  |startup=52
  |active=14
  |active=14
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  {{AttackData-TFH
  {{AttackData-TFH
  |damage=270, 410
  |damage=270, 410
  |guard=HL, H
  |guard=Mid, High
  |startup=2+3
  |startup=2+3
  |active=12(15)8
  |active=12(15)8
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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 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}}.


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.
While in Run Stance, Shanty can run forwards and backwards, and can run into a wall to enter Wall Cling. Her top speed is 24 hu/frame running forwards and 17 hu/frame running backwards. 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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  |damage=90
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  |guard=L
  |guard=Low
  |startup=13
  |startup=13
  |active=12
  |active=12
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  |damage=210
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  |guard=M
  |guard=Mid
  |startup=10
  |startup=10
  |active=12
  |active=12
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  |damage=70[x2], 210
  |damage=70[x2], 210
  |guard=H
  |guard=High
  |startup=15
  |startup=15
  |active=18
  |active=18
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  |version=8A
  |version=8A
  |damage=110
  |damage=110
  |guard=H
  |guard=High
  |startup=11
  |startup=11
  |active=9
  |active=9
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  |version=5A
  |version=5A
  |damage=145
  |damage=145
  |guard=H
  |guard=High
  |startup=8
  |startup=8
  |active=8
  |active=8
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  |version=2A
  |version=2A
  |damage=250
  |damage=250
  |guard=H
  |guard=High
  |startup=9
  |startup=9
  |active=7
  |active=7
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  |damage=155
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  |guard=H
  |guard=High
  |startup=14
  |startup=14
  |active=8
  |active=8
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  |damage=110
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  |guard=High
  |startup=16
  |startup=16
  |active=2+
  |active=2+

Revision as of 20:42, 10 December 2022

TFH Shanty Art.png
Shanty
Species: Goat
Playstyle: Stance, Rushdown
HP: 4800
Meter Size: 360
Movement Options: Short Hop, Wall-Cling, Run
Voice Actor: Afi Ekulona
Stage(s): The Capricorn

Character Profile

It is well known among the creatures of Foenum that when a goat sets her eye on something, it’s only a matter of time before she gets it.

Shanty, named after a song with no title, was taken in by notorious pirate captain Bravura after being orphaned at a very young age. She studied the ways of salt and sail, instilled with the belief that the only ones who make it in life are those brave enough to fight to the last.

For Shanty to earn a place as a true member of her pirate crew, she has to prove her worth. And it isn’t enough to meet the bar, Shanty aims to blow it out of the water. That means stealing the most valuable treasure in the world: which just so happens to be the Prophet’s Key! Only one who’s worthy? It’s gonna be Shanty![1]

Gameplay

Shanty is a rushdown/stance character. She has incredibly strong pressure and mix, and can utilize grab baits very well. She has a very fast dash speed, and multiple projectile invulnerable moves, allowing her to deal with zoning attempts well. Her already good pressure is made much stronger with magic, as that gives her access to stance cancels (stancels), which can give you + frames on certain moves. Being a stance character, it is incredibly important to keep magic stocks high, and with her passive magic gain being incredibly slow, she is heavily reliant on using Parlay (22A) to gain magic.


Strengths Weaknesses
  • 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

Walk: Shanty is tied with Arizona for the fastest walk speeds, walking forward and backward at 7 hu/frame and 5 hu/frame respectively.

Dashes: Like everyone else, Shanty can dash on the ground.

Shorthop: In addition to a regular jump, Shanty can perform a shorthop to stay closer to the ground.

Normal Moves

5A
5A
TFH Shanty 5A.png
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 Mid - 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
TFH Shanty 6A.png
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 Mid - 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
TFH Shanty 5B.png
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 Mid - 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
TFH Shanty 5C.png
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 Mid - 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
TFH Shanty 2A.png
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 Low - 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
TFH Shanty 2B.png
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 Low - 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
TFH Shanty 2C.png
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 Low - 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
TFH Shanty 3C.png
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 Mid - 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
TFH Shanty Bulkhead.png
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 High - 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
TFH Shanty jA.png
"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 High - 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
TFH Shanty jB.png
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 High - 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
TFH Shanty jC.png
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 High - 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
TFH Shanty 236A.png
236A
236A
TFH Shanty 236B.png
236B
236B
TFH Shanty 236C.png
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 Mid - 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 Mid - 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 Mid - 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
TFH Shanty Ay.png
TFH Shanty Aye.png
TFH Shanty Yarrr.png
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 Mid - 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 Mid - 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 Mid - 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
FHT Character Super.png
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 Mid, High - 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
TFH Shanty SuperFollowUp.png
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
TFH Shanty Level3.png
TFH Shanty Level3 Finish.png
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
TFH Shanty FT.png
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
TFH Shanty BT.png
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
TFH Shanty AT.png
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
TFH Shanty 5D.png
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. Her top speed is 24 hu/frame running forwards and 17 hu/frame running backwards. 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
TFH Shanty Keelhaul.png
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 Low - 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
TFH Shanty Broadside.png
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 Mid - 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
TFH Shanty Gangway.png
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 High - 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
TFH Shanty Wallcling.png
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
TFH Shanty w8A.png
w.8A (the bing)
w.8A (the bing)
TFH Shanty wA.png
w.5A (the bang)
w.5A (the bang)
TFH Shanty w2A.png
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 High - 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 High - 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 High - 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
TFH Shanty Harpoon.png
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 High - 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
TFH Shanty wD.png
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
TFH Shanty Helm.png
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
TFH Shanty Breaker.png
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 High - 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.

Colors

Shanty
Ditty
What Shall We Do
D'ja Make Er?
And a Bottle of Rum
Fizzy Lemon
Emerald Splash
Wild Wave
Akerbeltz
Goatmom
Shout of Sea
Lightning Rival
Jellyfish Pirate
Grass Pelt
I'm So Sorry
Miracle Courtier
Dangerous Hoofwear
Island Villager
Super Bleat Kid
Who We Are
Hooligan Punk
Baaah, Avast!
Donut Steele
Surf's Up
Insolated
KLR:D
28 Ays Later
Shakalaka Bam
Dark Prince
Captain
Graffiti Gyal
Miki Miki


General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events