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Acceleration of Suguri 2/Sham
Sham is AoS2's resident Summoner-type character; she's brought the robots and attacks she used in her home game along with her, and they do most of the heavy lifting. Unfortunately, they all have immense flaws in their design to the point where she functionally has no offense, and her defense leaves much to be desired. As a result, she is weaker than every character in the entire game by a large margin (barring Alte) and has no winning matchups. In fact, most of her matchup numbers go beyond 'bad' and tend to reach 'downright awful'.
Sham is a summoner type character that doesn't really do much fighting herself, and relies more on working with her drones to do that for her while backing them up with supportive fire. She is extremely defensive as a result of her non-existent offense; her attacks are all slow, inconsistent, and reliant on sluggish, destructible minions. While they do a decent job at protecting her in neutral, their aggro game is terrible. As a result, Sham struggles monumentally against characters who dont need to actually close in on her to hit her, and she tends to lose the second she reaches a significant HP disadvantage unless her opponent makes a careless mistake. Worse yet, her defense is ultimately let down by her incapability at building meter, causing most hypers to ruin her.
There's no mincing words; Sham is the worst character in the game. She has the second lowest tap-dash speed (equal to Mira's and only better than Kyoko's), the lowest meter gain, the highest meter feed, and no fast confirms. Unless you love the character or are curious as to why she is so powerless, you'd be better off not playing her. Do not expect any competitive success with her.
Sham's difficulty, to be blunt, just stems from her being the worst character in the game, having very little matchups in which she doesn't have a huge disadvantage. Her kit itself is relatively straightforward, or so it seems. But to actually utilize it without feeding your opponent unnecessary amounts of meter will take a lot of practice. This mixed with having to avoid getting hit more than anyone else (due to a utter lack of decent confirms) makes Sham very difficult to actually pull off.
- Moves with a ★ are moves that require Sham to have a particular kind of robot summoned (either Sprites or Dwarves). They will replace their non-★ counterparts while Sham controls at least 1 of said robot.
Mainly here for reference. All of Sham's moves are depressingly slow; this results in a combo game that only has the slightest semblance of viability when an opponent is debuffed by Dash Hyper and does not have meter to shield with (or meterless reversal/movement options, or fast walkspeed, etc, etc).
- Tap wA > (x6)
- Sham's extended combo that can lead to huge amounts of damage. Sprites can combo into each other when repeatedly summoned and dash-cancelled between (provided you stay directly on top of your opponent), allowing you to loop until your wA ammo has run dry. You can also combo this into Dash Hyper, or disc volley/Dwarf Tackle if your Dwarves are close enough. This will allow you to potentially chain a few more Sprites, as long as RNG is on your side. Generally, this combo is only landed from a punish on a reckless opponent, or on an opponent debuffed by Dash Hyper.