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]
Gameplay
Shanty is a rushdown/stance character. She has incredibly strong pressure and mix, and can utilize grab baits very well. She has a very fast dash speed, and multiple projectile invulnerable moves, allowing her to deal with zoning attempts well. Her already good pressure is made much stronger with magic, as that gives her access to stance cancels (stancels), which can give you + frames on certain moves. Being a stance character, it is incredibly important to keep magic stocks high, and with her passive magic gain being incredibly slow, she is heavily reliant on using Parlay (22A) to gain magic.
Strengths
Weaknesses
Strong Mixups: With fast short hop options, looping fuzzies, quick crossups, and a Level 1 Super that gives her a workable HKD, Shanty has extremely strong ways to overload your opponents' mental stack.
Fast Movement: Having an extremely fast dash and run stance, Shanty can make up for her lackluster pokes with incredible speed.
High Damage: With good meterless options such as TK Cutlass B, Gangway!, and Broadside, Shanty has an incredibly high damage ceiling with the right routes.
Magic Gain & Usage: Shanty gains magic over time, and has very safe ways of gaining magic, 22[A] enders being the most common. This is important as magic makes her better in almost every way, with much higher damage and more pressure options.
Meter Denial: Shanty doesn't build the opponent a lot of meter, while not needing a lot of meter herself.
Sticky Pressure: With 2B sliding forward as much as it does, as well as having numerous safe pressure resets and a strong microdash, it can be extremely difficult to get Shanty off of you, even with strong system mechanics such as pushblock.
Fundamental Neutral: Shanty lacks any sort of strong poking game, "neutral skip", or air mobility, relying on her grounded mobility, counterpokes, and slippery hurtboxes to win neutral interactions.
Low Health: Shanty is tied with Tianhuo and Pom for the lowest health in the game, meaning she can't afford to make as many mistakes as the rest of the cast.
Bad Defense: With a short (albeit very active) jab and a -71 metered reversal, Shanty's defense is very lacking.
Limited Chains: Shanty is the only character in the game who cannot cancel her 5B into 2B, which limits her blockstring and combo potential.
Movement
Walk: Shanty is tied with Arizona for the fastest walk speeds, walking forward and backward at 7 hu/frame and 5 hu/frame respectively.
Dashes: Like everyone else, Shanty can dash on the ground. Shanty's dashes are very fast on their own, and her wavedash is very good.
Shorthop: In addition to a regular jump, Shanty can perform a shorthop to stay closer to the ground, but cannot block during it.
Run Stance: Shanty's Run Stance gives her exceptionally quick forwards and backwards movement, at the cost of not being able to block. It also gives her access to helm.
Wall Cling: Shanty's Wall Cling lets her grab onto a wall and jump to the other. It also gives her access to helm.
Helm: Helm is a special type of jump, unique in that Shanty's jump angle isn't set, letting her move more freely in the air than other characters might. You can use helm by pressing C or 9 while in Wall Cling, or by pressing any upwards direction in Run Stance.
Normal Moves
5A
5A
Why is it active for 8 frames
Why is it active for 8 frames
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
30
Mid
5
8
11
1
-2
0
15
Has the most active frames of any 5A in the game, but lacks the range to punish backdashes outside of the corner. Your fastest normal, useful for quick punishes or abare, assuming the opponent is in range.
6A
6A
Talk to the hoof
Talk to the hoof
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
85
Mid
8
6
22
-9
-6
40
55
+1 on block when stancelled
Upper body invuln starting frame 1
Universal anti-air. A decent normal for Shanty, as the upper body invuln and slight forward movement allows you to slip under things, though 2B tends to be better at this. Outside of anti-air, Shanty's 6A is also quite useful in pressure and combos. The aforementioned forward movement makes it great for rebeat pressure into her B normals, which is important to circumvent her inability to cancel her B normals into eachother. It's also +1 when stancelled, allowing you to go back into A normals to reset pressure.
5B
5B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
Mid
9
5
17
1
-2
-30
30
A decently useful poke and punish starter thanks to the forward movement and disjoint during active frames. Uniquely, this cannot chain into 2B like most other 5B's can, limiting your offense and confirm potential afterwards. Can combo into 236B on counterhit, giving it good conversions as a long distance whiff punish
5C
5C
Bonk!
Bonk!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
175
Mid
12
6
21
-2
-6
-55
45
0 on block when stancelled
Similar to 5B, moving forward with a notable disjoint during the active frames. Very high first hit damage, making it your most attractive C combo starter. It also naturally combos to 236B on grounded hit, which is nice when you're not in range for a 3C to connect.
2A
2A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
35
Low
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. Good for mashing at ranges where 5A will whiff, and as a low commitment poke.
2B
2B
Skrrrt
Skrrrt
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
85
Low
9
9
15
-3
-6
-20
40
One of Shanty's strongest buttons. A fast and low profile slide that can be spaced to be safe, or cancel into various normals or specials, including 6A for rebeat pressure. The low profile allows it to evade under tons of moves and high hitting projectiles, making it hard for zoners to push Shanty away when she's in 2B range. It's even a niche anti-air for good reward in some cases!
2C
2C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
145
Low
12
8
24
HKD +25
-9
-50
50
+2 on block when stancelled
As with all of Shanty's lows, hits farther than the animation implies. Has a massive disjoint during its last few active frames, and can cancel into 5C if 5C has not been used in your chain yet. This is one of your longest range normals, mixed with huge forward movement as well, making it strong for converting far hits and whiff punishes. It's also your most attractive normal to stancel, leaving you at +2 without much distance from your opponent, making it easy to press offense with magic.
It also has strong use as a combo ender, especially when cancelled to 22A, and if your close enough, you can set up a have the second charge hit meaty for easy plus frames and tons of magic.
3C
3C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
150
Mid
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. Shanty can be a bit reliant on this for her max damage combos, but like any launcher, it's massively unsafe. Ensure you landed the hit before going into this.
4/6C
Bulkhead 4/6C
Throw out a low, I dare you.
Throw out a low, I dare you.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
155
High
29
14
12
Stagger 55
-12
85
85
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.
A fairly fast overhead that staggers on hit. The epitome of high risk and high reward. Bulkhead is a versatile command normal with a few different potential uses, but it's primarily a surprise overhead Shanty can use during offense. The extreme high profile is great for calling out mashers for high reward, and is even high enough to dodge certain 5A's. This makes it scary to mash on Shanty even when she has no magic. This is even stronger when done with 4C, as Shanty naturally moves out of the way of other normals, though its easier to interrupt her coming back in.
Holding the C button allows you to feint this normal without sacrificing the high profile. This has a ton of uses: going over things in neutral, feinting into a low on offense, disengaging from opponents with 4[C], and faking it by cancelling into 5D. Keep in mind however, none of this is exactly safe. You don't maintain the high profile into active frames, meaning a delayed mash will always win. You can also be punished by B normals and some C normals if this gets blocked as well, making it especially unsafe if you use it too predictably. Mix up how you use this normal to maximize its potential.
j.A
j.A
"An affront to nature."
"An affront to nature."
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
45
High
6
5
9
≤+21
≤+16
-50
65
Extremely quick air normal with surprising range. Very useful fuzzy normal from shorthops, and can chain into j.B for a confirm or double overhead. It's also Shanty's easiest way to hit crossup, which is a powerful mixup when shorthopping over crouching opponents. The horizontal range and speed also makes for a decent air-to-air, though the sweeping hitbox of j.B can be better for that.
j.B
j.B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
85
High
10
9
10
≤+28
≤+18
-90
70
Vacuums a grounded opponent on hit or block
Hits above Shanty. Always combos from j.A, even during a shorthop. Enough hitstun to link back into j.A during juggles, allowing for tons of damage and corner carry. Very useful in shorthop mixups as well, as the vacuum allows you to set up tricky crossups.
j.C
j.C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
130
High
20
7
11
≤+30
≤+13
-100
100
Groundbounce on air hit
Can hit crossup late into the active frames
Big damage air normal. Shanty's best normal for reducing juggle decay. This normal makes for your general purpose heavy jump-in, and your main overhead when done out of a hop. If done as early as possible out of a hop, it's a very fast and high reward overhead that leaves you plus enough on block to run another mixup. It's also a strong combo piece, as the groundbounce allows for easy followups, usually into a 5C.
Special Moves
Special Name 1
Cutlass 236A/B/C
236A
236A
236B
236B
236C
236C
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
140
Mid
13
7
20
Launch/HKD +37
-5
100
100
Becomes -2 when blocked crouching
Shanty slices forward in a wide arc. Fairly safe combo and blockstring ender, and a surprisingly fast disjointed poke in neutral. On hit with any version of Cutlass, you can cancel into any magic special for followups with stance or potential mixups with a wallcling setup.
B
240
Mid
24
6
27
Launch/HKD +45
-11
150
150
Can cross up on crouching opponents at certain spacings
Very useful high-damage combo special. Combos easily from 5C, and can combo from 3C if TK'd into, with both routes allowing for links afterwards.
C
250
Mid
34
9
24
Launch/HKD +53
-11
80
80
Projectile invuln
Can cross up at certain spacings
A slower version of 236B that crosses up more often and has hefty projectile invincibility. One of Shanty's best anti-zoning tools, and a way to cross opponents up in the middle of a string. Very rarely can be used in combos, most notably after an Avast! for a high damage ender or extender. It comes with some hefty risk, as it's both unsafe on block and easily interrupted by most buttons, so be wary of using it too often.
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
Mid
25
14
10
1
-12
50
50
Charges 1 magic stock.
Shanty quickly shouts an "Ay!". The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves. Your fastest way to generate a quick bar of magic in neutral. Opponents will expect Shanty to approach in most situations, so a quick 22A will usually go unpunished if you aren't predictable with using it. If you are predictable, an opponent can easily dashblock and punish it as it is unsafe.
Aye!
125
Mid
41
20
4
Launch
-7
70
70
Charges 2 magic stocks
Requires 27-38 frames of charging
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, and after certain SKDs to be plus after whiffing, making it a very reliable way to build magic. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves.
Yarrr!
110
Mid
52
14
20
Stagger 36
-12
90
90
Charges 3 magic stocks
Requires 39+ frames of charging
Staggers the opponent if it hits. The shockwave counts as a projectile, and will break other projectiles/lose to projectile-invuln moves. Very rarely used, as the hefty startup time makes it much more reactable in neutral, and 22{A} is much more valuable on offense. You can use this after very plus knockdowns to gain tons of magic, though this usually kills any chance of pressure afterwards in exchange.
Super
Cannonball 236XX
Cannon ball/crash/splash!
Cannon ball/crash/splash!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
270, 410
Mid, High
2+3
12(15)8
83
HKD +14
-71
0
0
Fully invincible for the first 25 frames
Second hit hits overhead
Shanty's super puts the opponent in HKD, even during Max JD, with enough advantage to meaty with a low or a throw. This makes it a solid ender for long combos to ensure you can have both damage and okizeme, though it isn't Shanty's premiere combo ender by any means. This is also your primary reversal, making it an important tool on defense. The fast startup and surprising range help with catching multiple setups, but being a massive -71 means you'll eat the highest damage combo your opponent can do for getting this blocked.
Follow Up
Avast! 214XX
That's it! Avast!
That's it! Avast!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
15[x3], 90
-
60
1(7)1(8)1(27)1
47
Stagger +81/+54
-
0
0
Must be cancelled BEFORE the second hit of Cannonball
Install that regenerates three magic stocks on hit, and increases magic regeneration for a period of time. Staggers on hit, preventing you from combo'ing after if you've used 4/6C in your route. A very strong comeback tool, as it essentially removes Shanty's reliance on Parley for magic, allowing you to stancel much more frequently and abuse her various movement tools. Combos in Avast! are also much more damaging, as Shanty is able to use magic extenders more and juggle during wallcling longer.
Unlike most other staggers, the opponent will not be sent into SKD after the stagger ends in Max JD, giving you the chance to perform a reset even after a full combo.
Level 3 Super
Durian Drop 63214XX
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
175[x8], 1350
Grab
9+4
16
67
0
-
0
0
Invincible for 30 frames
Can be jumped after super freeze
An advancing invincible grab. Can be jumped on reaction to the screen freezing, and only combos from the stagger caused by 4/6C or 22[A], which holds it back a lot in comparison to her other supers. You'll mostly find success with this by using it to bait mashing, or as a defensive option, as it is still a very high damage invincible super. Shanty can make the opponent react on defense in a ton of different ways, so ensure your opponent isn't going to jump before you risk one of these.
Throws
Forward Throw
Forward Throw B+C / 6B+C
Heave ho!
Heave ho!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
400
Throw
6
3
23
Tumble +17
-
-
-
Consumes groundbounce on use
Shanty's throw is a very important part of her mixup game, especially in the corner. Midscreen it can't be converted into any damage, though you can safely use 22A to generate magic. When the opponent is in the corner however, Shanty can pick up with various normals into much higher damage, making it a scary option. While Shanty's strike mixup is plenty already, properly representing throws is what makes it truly terrifying.
Back Throw
Back Throw 4B+C
Heave-Ho!
Heave-Ho!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
400
Throw
6
3
23
HKD +47
-
-
-
Shanty tosses the opponent high and behind her. Generally more advantageous midscreen in terms of okizeme, though it also has no combo potential outside of the corner. If Shanty throws the opponent into the corner however, she can pick up with various normals into a combo. You can also omit the combo and simply jump into the corner and j.C, which will steal the corner for a surprise crossup.
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
-
-
-
Consumes groundbounce on use
Shanty mostly uses air throw as a way of discouraging people from jumping out of pressure, or as a very occassional reset tool after an air tech. Similar to 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
This is where the fun begins.
This is where the fun begins.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
-
8
4-46
8
-
-
-
-
Very low profile frame 1
Followups available after frame 8
Fastest stance exit is 20f
Top run speed forward is 24 hu/frame, backward is 17 hu/frame
The core part of Shanty's gameplan. 5D activates Run Stance, a highly mobile stance with a ton of potential for mixups, combos, and neutral. Immediate low profile allows Shanty to duck under tons of things on reaction, basically anything that doesn't hit exactly on the floor, making it scary for the opponent to use high pokes or projectiles.
Shanty can manually exit the stance by holding 2 or pressing D again. When done as fast as possible, this makes the total stance animation last 20f. This is useful to cancel certain moves for combo potential, and more importantly cancelling 6A and 2C for plus frames. This is referred to as a Stancel, and is one of Shanty's most potent tools on offense, as it allows her to safely generate plus frames. Stancelling by holding 2 is usually preferred over double tapping, as it ensures you get the fastest stancel possible.
Run stance also gives her access to her run. Holding 6 or 4 will make Shanty start running forwards or backwards, with a very small windup before she reaches full speed. Run can be cancelled into any stance followup, though if not cancelled, Shanty will have a skidding animation before returning to stance idle. Her low profile hurtbox also gains more height, though it is still somewhat shorter than her normal hurtbox.
Holding 7/8/9 during Run will enter Helm, a unique jump that can be controlled midair.
Keelhaul 5D~A
Skrrrt ver. 2
Skrrrt ver. 2
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
Low
13
12
13
Launch/HKD +46
-5
60
60
Vacuums on grounded hits
Cancels into other magic tools on hit
A fast advancing low out of run. Your surprise tool in neutral, especially to catch opponents backdashing or walking backwards. Can be very useful in combos, though midscreen followups are limited without spending another bar of magic to cancel back into run stance. When this hits a grounded opponent, it will vacuum towards Shanty, guaranteeing a followup combo. This can also sideswap if you hit it very close.
Broadside 5D~B
Pray to god you didn’t mash on this.
Pray to god you didn’t mash on this.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
210
Mid
10
12
19
Wallstick
-2
35
35
Wallsticks on hit
Cancels into other magic tools on hit
High-damage charging headbutt. Can cancel into 22C to get a midscreen wallstick, although this slightly depends on screen position.
Due to having many active frames, and a very short hurtbox, this can serve well as an anti-air when in stance, with the downside of having limited followups.
Functions well on block as both a pressure reset and a frametrap option, due to its large amount of active frames, good frame advantage, and high damage.
Gangway! 5D~C
Zoning? In my ungulate game?
Zoning? In my ungulate game?
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
70[x2], 210
High
15
18
21
Bounce
-6
35,35,90
35,35,90
Consumes groundbounce
Projectile invuln frame 1, high profile frame 5
Hits grounded opponents on frame 30, hits standing Texas on the first active frame
The overhead compliment to run stance. This comes with hefty amounts of projectile invuln and high profile, allowing it to bait options that would normally beat the other two stance followups such as delayed mashing and reversals. It also makes for a high damage combo piece, especially near the end of a combo thanks to the very high minimum damage. It's useful for catching jumps, as it hits high into the air.
WallCling
Wallcling 22B/C
Does whatever a spider-goat does.
Does whatever a spider-goat does.
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
Will create walls midscreen, allowing for use in combos and pressure at any time
Actionable on the 2nd frame after reaching the wall
Shanty jumps to one of the walls of the screen. 22B jumps to the wall behind her, 22C jumps to the one in front of her. While Wallcling is a bit more limited than Run in terms of her two stances, it has utility in long combos and corner mixups, especially since Shanty immediately makes a corner midscreen. Holding 8 or 2 will run Shanty up and down the wall, and if you hold 2 all the way to the floor, Shanty will land on the ground with 15 recovery frames. Pressing D will make Shanty quickly swap to the other wall, which is good for evading punishment.
Wallcling costs 1 bar of magic to activate, and will continuously drain magic while Shanty is on the wall, making it a somewhat costly option. However, high damage Shanty combos will frequently use wallcling after a 236B thanks to the high hitstun, or 5D~B wallstick. Shanty cannot block during wallcling however, making usage of it during offense risky.
Pressing C while in wallcling will cause Shanty to enter "Helm".
Wallcling Attack Wallcling 8/5/2A
w.8A (the bing)
w.8A (the bing)
w.5A (the bang)
w.5A (the bang)
w.2A (the bong)
w.2A (the bong)
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
8A
110
High
11
9
18
Launch
-
115
115
Vacuums and launches
Shanty kicks upward, sucking the opponent closer to the wall. The key to extending with wallcling, as it cancels into other followups, allowing for extensive juggles even at high JD.
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
5A
145
High
8
8
17
Launch
-
90
90
Fastest wallcling normal
Launches full screen horizontally. Mostly useful as a fast option out of wallcling, though converting can be hard since it launches far away. Shanty can swap walls and extend combos with this, though these routes are mostly just for fun.
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
2A
250
High
9
7
10
Bounce
-
90
90
Consumes ground bounce
Your best normal for mixups out of wallcling, since it won't whiff crouchers. Wallcling mix is still very risky, but mixing between this and a crossup w.B is the general goal. This is also important to wallcling juggles, as it spikes the opponent down on air hit and groundbounces for easy followups. If you hit it high enough, you can cancel back into w.8A to avoid spending a groundbounce.
Harpoon Wallcling B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
155
High
14
8
26
Launch/HKD +61
-8 to -4
190
190
Can cross up
A great tool for extending combos off the wall. Does very high damage, and launches far up, allowing for damaging followup potential. It can also cross up on opponents close to the corner, who may be blocking the wrong way expecting a w.2A. It pays for this by being fairly unsafe at most heights, and adding a ton of JD.
Change Walls Wallcling D
NYOOM
NYOOM
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
-
-
-
30
-
-
-
-
Spends 1 magic to jump to the opposite wall
w.D doesn't really come up often except when trying to evade punishment for a wallcling you may have messed up. It can also be used in gimmicky baits, as a burst mobility option to quickly get from one corner to the other, and in certain combos to extend after w.5A.
Helm Breaker
Helm Run 7/8/9, Wallcling 9/C
A demon flip in looks only.
A demon flip in looks only.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
-
9/17
-
15
-
-
-
-
Recovery is upon landing
Shanty flips through the air, and can be controlled left/right to influence her trajectory, allowing for ambiguous left right mixups into Breaker. Alone, this is a fairly useful mobility tool that makes for some really hard to block overheads out of Run stance. Helm out of Wallcling is usually a combo extender utilizing Breaker, though it can be used to add even more layers to Wallcling mixups by faking crossups. Will put an airborne opponent in a lot of blockstun, although the opponent will exit blockstun when they land.
Breaker Helm A/B/C
I dont even know what side this hit on.
I dont even know what side this hit on.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
110
High
16
2+
9
6 to 10, HKD on Airborne
-8 to -4
45
45
A fast overhead out of Helm that will hit very ambiguously on either side of the opponent. It must be done fairly low to combo from, and when done from high up it can be challenged or even punished. It gives a ton of hitstun on air hit, allowing for further combos. Like many of Shanty's mixups, it can be interrupted on the way up or anti-aired, so ensure you mix it in properly with all of her other tools.
Techniques
Meaty Parley
You are able to charge parley to be plus on block by timing it with the opponents wakeup. An easy way to practice this is by setting the training mode ai to 'Block after first hit', then in the corner do 2c > 22[a]. Your goal is to make it so the second charge of parley hits late into its active frames, when done correctly this leaves you +12 at best.
Safejumps
When the opponent is in hard knockdown, you're able to consistently time a shorthop jC input so that you land in time to block if the opponent uses an invulnerable reversal, or hit them if they dont.
Fuzzy Guard Breaks
After the opponent blocks a shj.C or late shj.B, they might fuzzy guard your next attack. Fuzzy guarding is the act of timing your block inputs so that way you can successfully defend against a high and a low attack with the same input. However, as Shanty, you are able to perform a fuzzy guard break. This is timing your high and low so they would come out on the same frame. Keep in mind that the opponent is able to pushblock your air normal, giving them absolute guard for a time. There are 4 frames at the end of a pushblock where the opponent does not have absolute guard, so by timing your fuzzy guard break accordingly you're able to beat pushblock.
Empty Cancels
Shanty has a few neat empty cancels that can help in various situations. Empty cancels will be notated by 'xx'.
236A/B/C xx 236AB
- By empty cancelling Cutlass into Super you can give yourself a slight momentum boost before your super comes out. This is most effective with 236C, as it carries you the furthest, and has projectile invulnerability.
4/6C xx 236AB
- You can use Bulkheads high profile to move your hurtbox over some attacks, then empty cancel into super to whiff punish. This can be safer than a raw super, due to you having time to react to if the opponent does a move or not.
4/6C xx 5D
- By empty cancelling Bulkhead into Run Stance, you're able to very quickly shift your hurtbox from very high to very low, letting you escape from some situations easier.
TK Parley
By inputting 3C > 228A you are able to cancel 3C into parley. By properly charging parley, you are able to time it so that if they buffer air tech, they will be forced to block or get hit by it. This gives you a very safe max JD combo ender, while also giving you +2 magic stocks, and time to setup oki if they don't air tech.
TK Cutlass
By inputting 3C > 2369A/B/C you are able to cancel 3c into cutlass. You can only combo into cutlass b pre-max JD, and can only combo into cutlass a if JDG is high enough. TK Cutlass is important due to it making up most of Shanty's optimal combo's. TK Cutlass B is a 3 frame link at pre-max JD, and a 1 frame link at max JD, however as gravity increases it'll eventually become impossible. By having your stick end on 6, you are able to negative edge the B input, which can give you 1 extra frame of leniency.