Ougon Musou Kyoku/Shannon

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Shannon

Story

One of the two servants present at Rokkenjima at the time of the serial killings, the other being her "younger brother" Kanon. Due to her constant breaking of mirrors she has 1000 years of bad luck.

Introduction

The big-hearted but sometimes clumsy maid of Ushiromiya mansion, she uses her clumsiness to her advantage in peculiar ways: Tripping to make plates fly, out of control food cart and clearing the floor make for unorthodox normals. Alongside that she does offers magic too, which she used for zoning and protective barrier which acts as great antiair and reversal. She can also summon seagull, which is a great oki- and neutral control tool. Her clumsiness sadly gives her almost no neutral presence with buttons, but if you can accept's Shannon quirks, she does as good job as expected from magical maid.

Strengths

  • Unorthodox normals: Shannon has alot unusual normals with weird properties which can be used in weird places to confuse opponent.
  • Great meterless reversal and antiair: Her Barrier is a both great antiair, which is rate treat in Ougon, and a great reversal which doesn't need any meter.
  • Seagull controls neutral and pressure: Seagull is good to control neutral for it's boomerang ark, and as oki tool to force opponent to block on wakeup.
  • Decent pressure and mixups: Shannon's pressure string cannot be optimally tagged off and pushbacks in a way that Shannon can summon Seagull back without it being punisheable. Seagull itself gives Shannon ways to use comboable overhead, emptyjumps and sideswitches.
  • Huge potential damage in corner.: If Shannon player can do metaloops, opponent can be stunned quickly.

Weaknesses

  • Lackluster normals: Shannon has no range or speed on almost any of her normals, so she cannot use them on neutral at all
  • Zoning is committal: She has to be careful with barrier spacing or opponent can punish Shannon for using them, and fast characters can negate her using seagull.
  • Hard time getting pressure started on her own: She doesn't get oki from almost any of her normal conversions or zoning, so she cannot start her main strength easily.
  • Hard to fit in on many teams: Her unorthodox quirks and ability makes her little hard to fit on a team in a way both parties get something out.

Ability

Auto-Guard - You will automatically guard for 15 seconds. This allows you to autoblock in the middle of dashes.

Gameplan

Move List

Normal Moves

Standing

5A
Shannon-f5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 4 4 10 HL (J), Special, SP, Meta -4 -4 x
  • Shannon slaps attack twice.
  • Can be special/super canceled from the first slap.
  • It's Shannon fastest attack that isn't a proximity normal, but it tends to whiff on crouchers however.
c.5B
Shannon-c5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 4 4 17 HL (J), Special, SP, Meta -5 -7 x
  • Shannon shoves the opponent.
  • At 4f and hitting all crouchers, this is a very good punish for a lot of -4 ob moves.
f.5B
Shannon-f5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 7 4 17 HL (J), Special, SP, Meta -5 -7 x
  • Shannon attacks with a carpet beater.
  • Used a lot in her combos. Can work as an anti-air.
6B
Shannon-6B 1.png
Shannon-6B 2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90,90 x 21 8 17 H Special, SP, Meta -6 -8 x
  • Shannon does a bow, which hits twice. Overhead.
  • Very good mix-up option to have when you have meter to declare and go into her meta loops if you are on corner.
c.5C
Shannon-c5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 10 12 18 HL (J), Special, SP, Meta, Dash -5 -8 x
  • Shannon attacks by opening an umbrella.
  • Launches if it hits an airborne opponent.
  • Not very useful. If you are looking for a big anti-air, 22X should be your main option.
f.5C
Shannon-f5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
120,150 x 13 3 33 HL (J), Special, SP, Meta, Dash -3/+6 -6/+3 x
  • Attacks with a serving cart which hits twice.
  • Can only be special canceled from the first hit.
  • Shannon can act during the second hit.
  • 2nd hit is considered a projectile. If opponents try to Guard Parry the 1st hit, their partner will get hit by it. Lambda can also make it disappear with 22X.
  • At some ranges, the 2nd hit can whiff after the 1st one.
6C
Shannon-6C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
264 x 13 ? 30 HL x ? ? x
  • 6C - A clumsy trip that spills cutlery in front of Shannon.
  • Corner staple in her juggles. Also works as projectile that moves you forward which is nice.

Crouching

2A
Shannon-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
69 x 5 4 5 L Special, SP, Meta +1 +1 x
  • A floor-scrubbing attack.
  • Low of choice.
2B
Shannon-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
171 x 8 4 9 L Special, SP, Meta +3 +1 x
  • Shannon pokes her opponent in the shins
  • Mostly combo fodder, can work as way to low profile some jump-ins, or as a staggered low after a 5B against opponents trying to jump.
3B
Shannon-3B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
180 x 13 28+ 20 L Meta KD +1 x
  • Shannon moves forward in a floor scrubbing motion.
  • Can be held to extend the length.
  • It allows her to move under pokes and projectiles.
  • It launches on hit and can be cancelled into Meta, so she has access to juggles from it.
2C
Shannon-2C.png
Shannon-2C2.png
Shannon-2C3.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
210-150 x 9 3,4,4,4,2 30 L Special, SP, Meta KD -25/-9 x
  • Shannon lifts a rug and puts it back down. Two-part attack.
  • If first part of the attack hits, it trips the opponent, causing the 2nd part to whiff.
  • If second part of the attack hits, it knocks down the opponent.
  • If the first part of the attack hits an airborne opponent, it launches them.
  • Launcher of choice. Cancel into MetaSuper during Meta if you already were in MetaWorld before using it.
3C
Shannon-3C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
264 x 13 ? 30 HL x ? ? x
  • 3C - Shannon while crouchimg, throws cutlery upwards.
  • Niche anti-jumping approach. Works as a substitute for 6C in her loops if really close to the corner against some characters.

Jumping

j.A
Shannon-JA.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 3 9 6 H x ? ? x
  • An aerial poke as Shannon struggles to keep her skirts down.
  • Mostly used as an air-to-air.
j.B
Shannon-JB.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 10 8 4 H x ? ? x
  • A downwards smack with a serving tray.
  • Jump-in of choice
  • Can sometimes cross-up.
j.8C
Shannon-J8C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 x 10 24 3 H Special, SP ? - x
  • Shannon does a small twirl with the hitbox around her skirt.
  • Can cross-up, works in her mix-up game with Seagull.
j.7/9C
Shannon-J79C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 x 14 7 8 H x ? ? x
  • Shannon does a forwards flip, slamming her shoes down.
  • Pretty big hitbox but it's very slow at 14f. Sometimes it's used as your jump-in however.
j.2C
Shannon-J2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 15 12 3 H x ? ? x
  • A downwards bodyslam.
  • Can be used as a crossup.

Throw

Throw
B+C
Shannon-BCwhiff.png
Shannon-BC.png
Shannon-BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
360 x 0-1 ? 50 (whiff) UNB x KD ? x
  • Shannon grabs the enemy, pushes them away, them slams them down with a floating plate.
  • Can do an OTG route after

Special Moves

Magic Barrier 「魔法障壁」
236A/B/C
Shannon-236A.png
236A version
236A version
Shannon-236B.png
236B version
236B version
Shannon-236C.png
236C version
236C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A ? x ? ? 51 total HL - Launches ? x
  • Conjures a pink octagonal barrier in front of Shannon for a period of time.
  • A: Summons a barrier one character length away from Shannon.
  • Lasts about 3 seconds before disappearing.
  • Can be destroyed by other projectiles or melee attacks.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236B ? x ? ? 51 total HL - Launches ? x
  • Summons a barrier four character lengths away from Shannon
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236C ? x ? ? 51 total HL - Launches ? x
  • Summons a barrier eight character lengths away from Shannon
Capture Barrier 「捕縛障壁」
623A/B/C
Shannon-623ABC.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623A 300 x 9 6 ? HL x x x x
  • 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. Not a grab.
  • A: Fastest recovery.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623B 315 x 9 6 ? HL x x x x
  • B: Middling recovery.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623C 330 x 9 6 ? HL x x x x
  • C: Slowest recovery.
To Feed (the seagulls)「エサやり
214A/B/C
Shannon-214X.png
Shannon-214X2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214A ? x ? ? 38 total HL - ? ? x
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214B ? x ? ? 38 total HL - ? ? x
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214C ? x ? ? 38 total HL - ? ? x
Protective Barrier 「守護障壁」
22A/B/C
Shannon-22X.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22A 300 x ? ? ? HL x KD ? ?
  • Swiftly conjures a protective barrier which launches the enemy into the air.
  • Invincible on startup.
  • Active as long as the barrier is up.
  • Can block some projectiles
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22B 315 x ? ? ? HL x KD ? ?
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
22C 330 x ? ? ? HL x KD ? ?

SP Supers

Absolute Barrier 「絶対障壁」
236A+B
Shannon-236SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
600 x ? ? 73 total HL - KD ? x
  • Summons a stronger octagon barrier in front of of Shannon. The barrier is larger, lasts longer and moves a larger distance before it vanishes. Knocks back.
  • Cannot be destroyed by melee attacks.
  • Can take 5 hits before being destroyed.
Enhanced Capture Barrier 「強化捕縛障壁」
623A+B
Shannon-623ABC.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
576 x ? ? ? HL - KD ? x
  • Lambda summons a black hole, which after a short delay starts sucking candy into it. The candy's pattern seems somewhat randomized and will do damage on hit.
  • If Lambda is hit during the late phase of this move, the candy will stop.
It's Not A Hat?! 「帽子じゃなかった?!」
214A+B
Shannon-214SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
585 x ? ? ? KD - KD ? x
  • A larger seagull nabs Shannon's hat and charges head-on at an enemy. Knocks back.
  • Hits 5 times.

Does 40% guard break.

Absolute Protection Barrier 「絶対守護障壁」
22A+B
Shannon-22SP.png
Shannon-22SP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
660 x ? ? ? L, HL - KD ? ?
  • A larger, more powerful version of the Protective Barrier. Knocks up.
  • Hits 8 times.
  • First few hits hit low before launching the opponent.
  • Has invincibility frames on startup.

Level 2 Super

You should say "No" in bad situations. 「嫌な時は嫌と言いますね」
236236C
Shannon-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
645 - 7 6 25 HL - KD ? x
  • A rush towards the enemy which if hits, subjects the enemy to a long slapdown.

Meta Super

Promised Lightning 「契約の落雷」
641236C during MetaWorld
Shannon-MetaSuper.png
Shannon-MetaSuper2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
840 - ? ? ? HL - KD ? x
  • Shannon throws down a mirror and calls for lightning, which launches the opponent.
  • Invincible during startup.
  • Has a lot of hitstop and lags the game on hit, but not on block or whiff. This is probably intentional to give the move more impact, but who knows.
  • Can link a 5B afterwards if timed correctly.

Frame data


  KD = Knockdown
                              |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  360  |  0-1   |    ?    |    ?     |  UKD  |          |50 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  | 42,42 |    4   |  2(6)2  |   12     |  -4   |   -4     |Frame Advantage is for 2nd hit
                f.5A  |   54  |    4   |    4    |   10     |  -4   |   -4     |
                  2A  |   69  |    5   |    4    |    5     |  +1   |   +1     |
                c.5B  |  150  |    4   |    4    |   17     |  -5   |   -7     |
                f.5B  |  150  |    7   |    4    |   17     |  -5   |   -7     |
                  2B  |  171  |    8   |    4    |    9     |  +3   |   +1     |
                c.5C  |  270  |   10   |   12    |   18     |  -5   |   -8     |
                f.5C  |120,150|   13   |    3    |   33     | -3/+6 |  -6/+3   |Missing data for 2nd (projectile) hit
                  2C  |210-150|    9   |3,4,4,4,2|   30     |  UKD  | -25/-9   |Hits only once; See Note C
                j.5A  |   60  |    3   |    9    |    6     |       |          |
                j.5B  |  150  |   10   |    8    |    4     |       |          |
               j8.5C  |  252  |   10   |   24    |    3     |       |          |
           j(7/9).5C  |  252  |   14   |    7    |    8     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6B  | 90,90 |   21   |    8    |   17     |  -6   |   -8     |
                  6C  |  264  |   13   |    -    |   30     |       |          |See Note D
                  3B  |  180  |   13   |   28+   |   20     |  TKD  |   +1     |Increases duration/distance if held
                  3C  |  264  |   14   |    -    |   32     |       |          |See Note D
                j.2C  |  270  |   15   |   12    |    3     |       |          |
  
 Note B: Hits only once; Each hit has different damage (210, 180, 180, 150, 150) and different properties.
  Still need to test properties, but different hits seem to have different amounts of launch?
  Seems to also differ if the opponent is airborn, grounded, or already knocked-down.
 Note C: Hits only once; each hit has different damage (210, 180, 180, 150, 150) and different properties.
  Still need to test properties, but different hits seem to have different amounts of launch.
  Seems to also differ if the opponent is airborn, grounded, or already knocked-down. 
 Note D: China Projectiles are independant from Shannon.
  They are active until they either hit the ground or exit the screen.

Combos

  • 2A > 2B > 5B > 5C > 236A/B
Basic BnB combo.
  • 2A > 2B > 2C > 236A
Variation of the BnB combo.
  • 2A > 2B > 5B > 5C > A+B+C > 2B > 2C > 641236C
Basic Metaworld combo.
  • 6B > A+B+C > 2C > 641236C
Overhead starter leading into Promised Lightning. Both hits of overhead should hit.

Corner

  • 2A > 2B > 5B > 2C > A+B+C > 66 > (5B > 3C/6C)xN > 5B > 641236C
Can only be done near or at the corner. Loop combo leading to the meta super. 3C can replace 6C when in the corner.
  • 2A > 2B > 5B > 2C > A+B+C > (641236C > 5B)xN > 641236C
Promised Lightning Loop. xN means can be done for as long as possible as long as opponent isn't stunned.
  • 2A > 2B > 5B > 5C > A+B+C > 2C > 641236C > 22A/B/C > 641236C
Promised Lightning Loop using Will's SP Cancel.

Videos

黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-double-】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【die zwillinge】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-Bonds-】4 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-resolution-】 - Kanon/Shannon combo video
黄金夢想曲†CROSS 嘉音&紗音コンボムービー【-reveal the truth-】 - Kanon/Shannon combo video

OMK:Shannon Combos - Shannon BnB video

Pictures

Early concept art of Shannon.
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