Shanty
|
Species:
|
Goat
|
Playstyle:
|
Stance, Rushdown
|
HP:
|
4800
|
Meter Size:
|
180
|
Movement Options:
|
Wall-Cling, Run
|
Voice Actor:
|
Afi Ekulona
|
Stage(s):
|
The Capricorn
|
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]
Gameplan
Shanty is highly agile, with a couple of methods for getting behind, under, or over her opponents. Some of her abilities are projectile invulnerable too (4/6C, 236C), allowing her to get through zoning attempts.
Being a stance character, magic stocks are important to have to keep all of her movement and attack options open. Shanty has 6 magic stocks, but they regenerate quite slow, so it is critical to use Parley (22A) when one has the chance.
Movement Options
Jump: Shanty can perform both regular jumps and shorthops.
Forward and Backdash: Shanty can dash both forwards and backwards, like any other character.
Run: Shanty can run forward or backward, but only after entering her run stance (1 magic).
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.
Normal Moves
5A
5A
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
30
|
HL
|
5
|
8
|
11
|
1
|
-2
|
0
|
15
|
Has the most active frames of any 5A in the game. Your fastest normal, useful for quick punishes or abare.
|
|
6A
6A
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
85
|
HL
|
8
|
6
|
22
|
-9
|
-6
|
40
|
55
|
Universal anti-air. Shanty's has poor vertical range, but good horizontal range and forward movement, making it very useful in rebeat blockstrings.
|
|
5B
5B
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
90
|
HL
|
9
|
5
|
17
|
1
|
-2
|
-30
|
30
|
Possible counterpoke that moves forward slightly and is disjointed during the active frames.
|
|
5C
5C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
175
|
HL
|
12
|
6
|
21
|
-2
|
-6
|
-55
|
45
|
Similar to 5B, moving forward with a notable disjoint during the active frames. Does massive first-hit damage, especially on counterhit.
|
|
2A
2A
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
35
|
L
|
6
|
5
|
13
|
1
|
-1
|
0
|
15
|
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.
|
|
2B
2B
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
85
|
L
|
9
|
9
|
15
|
-3
|
-6
|
-20
|
40
|
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, this button does it all!
|
|
2C
2C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
145
|
L
|
12
|
8
|
24
|
HKD +25
|
-9
|
-50
|
50
|
As with all of Shanty's lows, hits farther than the animation implies. Has massive disjoint during active frames, and can cancel into 5C if 5C has not been used in your chain yet.
|
|
3C
3C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
150
|
HL
|
15
|
4
|
27
|
Launch
|
-15
|
-70
|
30
|
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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
155
|
H
|
29
|
14
|
12
|
Stagger 57
|
-12
|
85
|
85
|
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.
|
|
j.A
j.A "An affront to nature."
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
45
|
H
|
6
|
5
|
9
|
≤+21
|
≤+16
|
-50
|
65
|
Extremely quick air normal with surprising range. Can hit crossup. Not very useful as an overhead on its own, but very useful for fuzzy guard breaks.
|
|
j.B
j.B
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
85
|
H
|
10
|
9
|
10
|
≤+28
|
≤+18
|
-90
|
70
|
Hits above Shanty. Vacuums the 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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
130
|
H
|
19
|
7
|
11
|
≤+30
|
≤+19
|
-100
|
100
|
Big damage air normal. Her fastest overhead when used during a shorthop. Can hit crossup, and causes a ground bounce on airborne opponents.
|
|
Special Moves
Special Name 1
Cutlass 236A/B/C 236A 236B 236C
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
A
|
140
|
HL
|
13
|
7
|
20
|
Launch/HKD +37
|
-5
|
100
|
100
|
Forward-moving and slightly disjointed. This move becomes -2 if the opponent crouch-blocks it. Can lead to a HKD on hit.
|
B
|
240
|
HL
|
24
|
6
|
27
|
Launch/HKD +45
|
-11
|
110
|
110
|
Very useful high-damage combo special. Combos easily from 5C, and can combo from 3C if TK'd into. Up close, it will cross through opponents who are crouching.
|
C
|
250
|
HL
|
34
|
9
|
24
|
Launch/HKD +53
|
-11
|
80
|
80
|
Projectile invincible move that can cross up opponents if close enough. Does not steal the corner. Massive first-hit damage, but very hard to combo into.
|
|
Special Name 1
Parley 22A
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Ay!
|
100
|
HL
|
25
|
14
|
10
|
1
|
-12
|
50
|
50
|
Charges 1 magic stock. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
|
Aye!
|
125
|
HL
|
41
|
20
|
4
|
Launch
|
-7
|
70
|
70
|
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. Requires 27-38 frames of charging. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
|
Yarrr!
|
110
|
HL
|
52
|
14
|
20
|
Stagger 36
|
-12
|
90
|
90
|
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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
-
|
-
|
-
|
-
|
-71
|
-
|
-
|
Fully invincible until after first attack's active frames.
|
|
Follow Up
Avast! 214XX
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Install that regenerates three magic stocks on hit, and increases magic regeneration for a period of time. Causes a stagger.
|
|
Throws
Forward Throw
Forward Throw B+C / 6B+C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
400
|
Throw
|
6
|
1
|
23
|
Tumble
|
-
|
-
|
-
|
Can combo dash 5A or 2B in the corner. Can 22A after and still get oki.
|
|
Back Throw
Back Throw 4B+C Heave-Ho!
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
400
|
Throw
|
6
|
1
|
23
|
HKD +47
|
-
|
-
|
-
|
Can combo if throwing into the corner. Otherwise leads to a very advantageous HKD.
|
|
Air Throw
Air Throw j.B+C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
300
|
Throw
|
8
|
3
|
18
|
Bounce
|
-
|
-
|
-
|
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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
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, which, when done as fast as possible, makes the stance last 20f at minimum. Shanty can run forwards and backwards, which drains magic, and she cannot block.
|
|
Keelhaul 5D~A
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
90
|
L
|
13
|
12
|
13
|
Launch/HKD +46
|
-6
|
60
|
60
|
Advancing low that sucks opponents in on grounded hit, allowing side switches. Can be spaced to be safe.
|
|
Broadside 5D~B
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
210
|
M
|
10
|
12
|
19
|
Wallstick
|
-5
|
35
|
35
|
High-damage charging headbutt. Wallsticks if opponent hits the wall. Can cancel into 22C to get a midscreen wallstick. Has many active frames and decent disjoint both horizontally and vertically, meaning you can space it to be safe and possibly use it as a panic anti-air if you're in stance.
|
|
Gangway! 5D~C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
70[x2], 210
|
H
|
15
|
18
|
21
|
Bounce
|
-8
|
35[x2], 90
|
35[x2], 90
|
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.
|
|
WallCling
Wallcling 22B/C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
11
|
17-22
|
1
|
-
|
-
|
-
|
-
|
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 w.8A w.5A w.2A
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
8A
|
110
|
H
|
11
|
9
|
18
|
Launch
|
-
|
115
|
115
|
Launches upward. Cancels into other wallcling followups, but not itself.
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
5A
|
145
|
H
|
8
|
8
|
17
|
Launch
|
-
|
90
|
90
|
Launches full screen horizontally. Cancels into other wallcling followups, but not itself.
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
2A
|
250
|
H
|
9
|
7
|
10
|
Bounce
|
-
|
90
|
90
|
Causes a ground bounce. Fastest followup from wallcling that can hit grounded opponents, making it useful for surprise pressure. Cancels into other wallcling followups, but not itself.
|
|
Harpoon Wallcling B
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
155
|
H
|
14
|
8
|
26
|
Launch/HKD +61
|
-8 to -4
|
190
|
190
|
Has very ambiguous crossup properties. Leads to a massive launch on hit, or a HKD if no followup is used.
|
|
Change Walls Wallcling D
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
30
|
-
|
0
|
-
|
-
|
-
|
-
|
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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
-
|
-
|
15
|
-
|
-
|
-
|
-
|
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
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
110
|
H
|
16
|
2+
|
9
|
Varies
|
-8 to -4
|
45
|
45
|
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.
|
|
Combos
General
5A > 5B > 5C > 2C > 3C > jump cancel > jB > jA > jB > land > dash > 5B > 5C > 2C > 236A
- Basic meterless BNB. Strong corner carry and good oki. Can cancel the final 2C into 22A for magic build at the cost of worse oki and corner carry.
5A > 5B > 5C > 2C > 3C > 2369B > 2B > 2C > 3C > jump cancel > jB > jC > land > dash > 5C > 2C > 236A
- TK 236B after launcher does more damage and side switches.
Midscreen
Corner
Colors
General
|
|
Characters
|
|
Events
|
|