Ougon Musou Kyoku/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
|
---|
c.5B
|
---|
f.5B
|
---|
6B
|
---|
c.5C
|
---|
f.5C
|
---|
6C
|
---|
Crouching
2A
|
---|
2B
|
---|
3B
|
---|
2C
|
---|
3C
|
---|
Jumping
j.A
|
---|
j.B
|
---|
j.8C
|
---|
j.7/9C
|
---|
j.2C
|
---|
Throw
Throw
B+C |
---|
Special Moves
Magic Barrier 「魔法障壁」 236A/B/C 236A version 236A version 236B version 236B version 236C version 236C version
|
---|
Capture Barrier 「捕縛障壁」
623A/B/C |
---|
To Feed (the seagulls)「エサやり
214A/B/C |
---|
Protective Barrier 「守護障壁」
22A/B/C |
---|
SP Supers
Absolute Barrier 「絶対障壁」
236A+B |
---|
Enhanced Capture Barrier 「強化捕縛障壁」
623A+B |
---|
It's Not A Hat?! 「帽子じゃなかった?!」
214A+B |
---|
Absolute Protection Barrier 「絶対守護障壁」
22A+B |
---|
Level 2 Super
You should say "No" in bad situations. 「嫌な時は嫌と言いますね」
236236C |
---|
Meta Super
Promised Lightning 「契約の落雷」
641236C during MetaWorld |
---|
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.
Strategy
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Shannon to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Ange
- StunBoost ruins Shannon’s corner loop which is her only way to do damage, leaving this team with no options left for that. They’re annoying to hit though.
Battler
- Middling damage and no synergy. Shannon’s ability can be nice on Battler, but it’s not like he needs it to approach or win neutral.
- A decent defensive team, you might be able to weather out higher damage teams with it, but Bat/Rono is the superior option there. Battler gains nothing from Shannon’s mixup, leaving her to do most of your damage. Will/Shan is better for that.
Black Battler
- Fairly fragile when Shannon kind of needs some leniency for momentum drops and misreads, Bat/Shan is better and has a little more synergy. Bat/Beato is even better than that.
Beatrice
- Both prefer Will. Weak neutral and bad meterless options. Hard to get into damage-dealing situations.
- Shannon might just lose to the opponent if both have 5SP.
Bernkastel
- It’s hard to fit Shannon into Bernkastel’s gameplan, but Bern does benefit from 15-second AutoGuard more than possibly any other character in the game.
- Shannon can also loop her MetaSuper for longer, at least until she stuns. Bern has no trouble approaching, which Shannon struggles with, but she may have relative difficulty actually Attack Touching into Shannon so this adds a bit of awkwardness to their dynamic.
- It’s no Will/Bern, but these two make a high-damage pair without many weaknesses.
Chiester 410
- These two are just really hard to play together for the amount they can actually do. BreakBoost Shannon can start her corner loop from lower guard capacity by doing 22SP and 236SP at just the right bracket, but this is difficult. Having said that, if a player is good enough at recognizing when will a Shannon special move guard break at last hit can make this team very deadly to block, and having an invul reversal that can actually punish the opponent if its baited can be strong.
- 410 benefits from AutoGuard more than some others, but she is focused on counterplay anyway. Their roles are obvious with 410 handling neutral and Shannon handling damage, but compared to a dynamic like Luci/Beato it’s hard to place these two any higher.
- Shannon can capitalise on 410’s MetaSuper to an extent though with her crossups and her own MetaSuper.
- High average health + Autoguard + Scary reversals with BreakBoost makes this team fairly bulky.
Dlanor
- Terrible ability to approach, both are slow with limited neutrals, Dlanor can’t corner carry consistently, damage tends to fall short compared to other teams, the double defensive abilities are overkill. Has some comeback game at least.
- Use Will/Shan instead.
Erika
- Shannon is your main damage dealer which isn’t fun. Erika has bad corner carry even though her neutral is decent. Bad reaction to pressure.
- Just use Rono/Eri instead.
EVA-Beatrice
- Berserk can boost Shannon’s corner loop without increasing the stun which is nice, but these two have no other synergy. No reason to pick Shannon over Beato. AutoGuard with jelly is overkill.
George
- Their abilities synergise perfectly, but they’re both defensive so it’s not that impressive. Their roles are clear but there’s no reason to choose Shannon over Beato (except love).
Jessica
- A poor man’s Beato/Jess. It’s hard to come up with a reason to pick this over that. Together the two do way less damage, despite ShaveBoost working kind of well with Shannon’s 22SP at the correct range, and the relatively high damage this team does overall.
- Jess doesn’t really need AutoGuard although it can help her if she makes a mistake; her pressure is comprised of frametraps anyway. These two don’t have the most amazing neutral either.
Kanon
- Similar to Kan/Jess but a bit more defensively-oriented, which Kanon honestly doesn’t appreciate.
- These two definitely have complementary movesets and can come up with answers for most opponents, but their damage is low outside of Shannon’s corner loop. Kan/Jess and Kan/Will both do a better job at what this team does well.
Lambdadelta
- Shannon is the worst partner for Lambda as she lacks good stun and corner carry. She can capitalise on comet to some extent but fails in every other area. Absolutely no practical reason to use her over Beato, although AutoGuard Lambda is kind of fun.
Lucifer
- Shannon is your only source of big damage, too mixup heavy, minor misplays will create serious disadvantage.
Ronove
- On paper this team has the highest health in the game, but in practicality Bat/Rono will often end up with effectively more.
- This team is good at comeback game and has pretty high damage, but both characters are slow and struggle to get the opponent into the corner where they’ll shine. Similar to Lia/Rono in this way.
- CounterBoost Shannon can be funny and do a ton of damage, but Shannon’s counterhits largely come from gimmicks so the opponent will probably wise up before long. Rono/Lam and Rono/Eri are better for this.
Rosa
- Struggles to approach, they share a stubby neutral, this team has a confused gameplan, Shannon makes no better use of Detachment than the rest of the cast.
Virgilia
- Absolutely no ability to approach, they play similarly but have few ways to get the opponent where they want them, bullied by fast and pressure-oriented characters. Decent corner damage.
Willard
- The infamous JP team, these two have an interestingly complementary neutral with Will’s big normals and ability to approach making up for Shannon’s more stubby, mixup-heavy playstyle. Shannon really likes SPCancel as it enables her to increase her damage better than almost anyone’s, meaning this team can actually compare to Beato/Will in terms of damage.
- Will probably generates enough SP lead for the team by himself. He can also capitalise on Shannon’s short combos that usually end with a 2C. Shannon’s subtle crossups and high-stun corner loops pair very well with Will’s unburstable and unprorated damage, so these two make the most of each other’s strengths.
- AutoGuard suits Will’s approach-focused playstyle as well. They can be a bit meter-hungry though.
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