Ougon Musou Kyoku/Shannon
Introduction
One of the two servants present at Rokkenjima at the time of the serial killings, the other being her "younger brother" Kanon. Shannon does not play much of a role in Ougon Musou Kyoku, with her most significant story route being her ascension from furniture to human along with Kanon. However, due to her constant breaking of mirrors she has 1000 years bad luck.
Shannon is a character that is reasonably good at zoning, with barriers and seagulls covering a lot of space in addition to some good anti-airs. Shannon's greatest strength, however, comes from her knockdown pressure, especially in the corner. Shannon's throw causes a particularly long knockdown, and is easy to setup in the middle of her blockstrings. Shannon suffers from her poor movement options, as well as limited damage at midscreen.
Pros
+ Strong throw game
+ Decent knockdown pressure
+ Good corner mixups
+ High health
+ Plenty of zoning and anti-zoning techniques
+ Seagulls are good tools for okizeme and combos
Cons
- Poor movement options
- Midscreen damage isn't very impressive
- 6C and 3C are nearly useless
- Advanced combos require a high level of execution
- Poor range on some of her normals and special moves
- Very corner reliant
Health - 1550.
Ability
Auto-Guard
You will automatically block for a period of time. This can help you defend while inputting reversals and even while dashing.
When in effect, a pink magic circle will appear below the player character.
Move List
Normal Moves
【5A】
A girlish slap attack. 2 hits, 86 damage. Can be cancelled halfway through, though most combos require the 2nd hit's superior hitstun. Hits mid.
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【2A】
A floor-scrubbing attack. Hits low.
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【5B】
A shove attack. Pushes Shannon backwards slightly. Hits mid.
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【f.5B】
Attacks with a carpet beater, used whenever Shannon isn't in range for 5B. Hits mid.
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【6B】
Gomenasai! A two-hit bow, 180 damage. Both hit high. Cannot chain into other melee attacks.
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【3B】
Another floor-scrubbing attack that scoots Shannon forward roughly 3 character lengths. Given her short crouching hitbox, this lets Shannon safely crawl under most projectiles. Forces knockdown on hit. Hits low.
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【5C】
Attack by opening an umbrella. Hits mid. Very short-range with strange combo eccentricities, but it does fair damage.
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【f.5C】
Attacks with a serving cart. 2 hits, 270 damage. Hits mid. As of 1.02 this normal can be cancelled, but it can only be cancelled on the first hit - regardless of what you cancel into, Shannon lets go of the cart and it continues to chain into its second attack independently, which opens up a variety of situations:
Combos into: 236, 214AB (range dependent), Promised Lightning, Attack Touch
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【6C】
A clumsy trip that spills cutlery in front of Shannon. Doesn't combo anything, but since the hitbox is in the cutlery, it has a very long range, though poor recovery. Whiffs on crouchers.
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【2C】
A low-hitting rug attack. It has two hits, one on the carpet's ascent and one on the descent, but if the ascent scores a hit the descent won't hit. Second hit forces knockdown.
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【j.A】
An aerial poke as Shannon struggles to keep her skirts down. Long hitframes but negligible hitstun, almost impossible to combo from. Hits high.
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【j.B】
A downwards smack with a serving tray. Hits high.
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【j.8C】
Shannon does a small twirl with the hitbox around her skirt. Hits high.
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【j.79C】
Shannon does a forwards flip, slamming her shoes down. The hitbox is around her shoes, but the startup frames are lengthy. Hits high.
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【j.2C】
A downwards bodyslam. Hitbox lasts until Shannon lands and has a decent, comboable hitstun. |
Special Moves
Magic Barrier 「魔法障壁」 ― 236ABC
Conjures a pink octagonal barrier in front of Shannon. Barriers can be shattered by projectiles (consuming them in the process) or by melee hits. The shield will float slowly forwards for roughly 3 seconds before vanishing on its own. Input determines barrier distance.
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Capture Barrier 「捕縛障壁」 ― 623ABC
Shannon conjures a small burst of magic in front of herself. Enemies that step into the range are grappled in a capture barrier and receive damage as it shatters. Though it appears to be a throw at first glance, it can be blocked.
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To Feed (the seagulls)「エサやり」 ― 214ABC
Shannon baits a seagull onto the stage with some bread. The seagull causes little damage but covers a wide area, in addition to absorbing projectiles. Only one seagull can be on stage at a time, and this move cannot be input until the old one has left the stage entirely. Depending on where the camera is positioned, this can be a deceptively long time. Input determines how far in front of Shannon the seagull will fly before returning.
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Protective Barrier 「守護障壁」 ― 22ABC
Swiftly conjures a protective barrier. 5 frame startup with some invincibility frames(?), but a very slow recovery. The barrier guards against projectiles while it's active, and touching it will damage enemies. Higher inputs cause more damage but have a longer recovery time.
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SP Supers
Absolute Barrier 「絶対障壁」 ― 236A+B
Summons a stronger octagon barrier in front of of Shannon. The barrier is larger, lasts longer and moves a larger distance before it vanishes. As the barrier damages the enemy (or otherwise receives hits due to blocking a projectile) it will gradually lose health until it shatters. It can take 5 hits total, for 600 damage if they all land on an enemy. May stun the enemy. Melee attacks do not damage the shield.
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Enhanced Capture Barrier 「強化捕縛障壁」 ― 623A+B
A stronger version of the original capture barrier. 11 hits, 576 damage.
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It's Not A Hat?! 「帽子じゃなかった?!」 ― 214A+B
A larger seagull nabs Shannon's hat and charges head-on at an enemy. 5 hits, 540 damage. While it has limited combo potential, the startup is very fast and the seagull does not vanish when Shannon is hit, so it can be used to preemptively stuff an incoming combo. The most important feature of this skill is that it causes immense barrier damage - at the beginning of a match this amounts to 75% of the guard meter.
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Absolute Protection Barrier 「絶対守護障壁」 ― 22A+B
A larger, more powerful version of the original 22ABC barrier. 8 hits, 660 damage. May stun the enemy. The first few hits (prior to the barrier being raised) hit low. Multiple characters in the cast cannot punish this move.
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Level 2 Super
You should say "No" in bad situations. 「嫌な時は嫌と言いますね」 ― 236236C
A rush towards the enemy, followed by a slapdown. 15 hits, 647 damage. Blockable and can be interrupted by stray or delayed projectiles (Ange summons and seagulls in particular).
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Meta Super
Promised Lightning 「契約の落雷」 ― 641236C
Yakusoku wo mamorimashita, Beatrice-sama!
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Combos
Standing |
5B 2B f.5C - 570 damage Notes: Don't do this. See below. |
2B 5B 5C 236B - 4 hits, 945 damage Notes: 5B-2B openers place Shannon in f.5C range, killing her combo potential. Use 2B-5B instead. |
5A 5B 5C 236B - 4 hits, 837 damage Notes: Cancel immediately out of 5A, as the second hit will push the enemy too far back. |
Corner |
5A 5B 5C 236AB - 5 hit, 1062 damage Notes: A simple corner combo. If they're stunned during one of the barrier's hits, you can safely input 9 j.9B/C for additional damage on the way down without breaking it. |
j.5B j9.C 2A 2B 2C 641236C - 9 hits, 1671 damage Notes: A jumpin that leads into metafield. 2B->2C may be unreliable. |
2C 623AB(xN) Notes: 623AB corner loop. By the 3rd 623AB, proration really sets in, setting the combo in the 34-hit, 1600 damage range.
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Pressure Strings and Mixups
Anywhere |
Throw > 214C: Quick, simple, and sets up everything. Do this nearly every time you land a throw. Keep in mind that the seagull can be crouched under by some characters. |
Throw > 214C > Small Dash > 6B > [seagull hit]...
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Throw > 214C > 9 > j.B > [seagull hit]...
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Throw > 214C > Dash > 2A > 2B > [seagull hit]...
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Throw > 214C > 9 > j.2C/j.2C (Whiff)...
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j.2C...
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Corner |
Throw > 214C > Dash > Dashing High Jump > j.2C > [seagull hit] > Crossup...
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