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. Shanty's jump and shorthop are also tied with Arizona for the longest arcs of each kind respectively.
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.
Command List
Normal Moves
Standing Normals
5A
5A
Why is it active for 8 frames
Why is it active for 8 frames
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Mid
Chains into Self
5
8
11
vs. Grounded
1
-2
0
15
0.83
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
No 2B Chain
9
5
17
vs. Grounded
1
-2
-30
30
0.95
vs. Airborne
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
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Bonk!
Bonk!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
175
Mid
-
12
6
21
vs. Grounded
-2
-6
-55
45
0.97
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Low
Chains into Self
6
5
13
vs. Grounded
1
-1
0
15
0.83
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Skrrrt
Skrrrt
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
Low
-
9
9
15
vs. Grounded
-3
-6
-20
40
0.95
vs. Airborne
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!
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
145
Low
Chains into 5C Hard Knockdown
12
8
24
vs. Grounded
25 (HKD)
-9
-50
50
0.97
vs. Airborne
+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.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.A
j.A
"An affront to nature."
"An affront to nature."
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
45
High
-
6
5
9
vs. Grounded
8 ~ 21
3 ~ 16
-50 (Grounded) -85 (Airborne)
65 (Grounded) 30 (Airborne)
0.90
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
High
Vacuum on Hit/Block
10
9
10
vs. Grounded
10 ~ 28
0 ~ 18
-90 (Grounded) -120 (Airborne)
70 (Grounded) 40 (Airborne)
0.95
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
High
Bounce (Air Only)
20
7
11
vs. Grounded
13 ~ 30
-4 ~ 13
-100 (Grounded) -120 (Airborne)
100 (Grounded) 80 (Airborne)
0.97
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
6A
6A
Talk to the hoof
Talk to the hoof
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
85
Mid
Forces Stand Jump-Cancellable on Hit
8
6
22
vs. Grounded
-9
-6 (Grounded) -13 (Airborne)
40
55
0.83
vs. Airborne
+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.
Toggle Hitboxes
Toggle Hitboxes
4/6C
Bulkhead 4/6C
Throw out a low, I dare you.
Throw out a low, I dare you.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155
High
Stagger
29
14
12
vs. Grounded
55 (Stagger)
-12
85
85
0.90
vs. Airborne
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 most 5A's (with the exceptions of Velvet and Texas). 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.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
150
Mid
Jump-Cancellable on Hit
15
4
27
vs. Grounded
Launch
-15
-70 (Grounded) -35 (Airborne)
30 (Grounded) 65 (Airborne)
0.83
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw
Forward Throw B+C / 6B+C
Heave ho!
Heave ho!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
Tumble Forced 50% Scaling
6
3
23
vs. Grounded
17 (Tumble)
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw 4B+C
Heave-Ho!
Heave-Ho!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Throw
Hard Knockdown Forced 50% Scaling
6
3
23
vs. Grounded
47 (HKD)
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
Bounce
8
3
18
vs. Grounded
Bounce
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
Special Name 1
Cutlass 236A/B/C
236A
236A
236B
236B
236C
236C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
140 (70 Chip)
Mid
Hard Knockdown
13
7
20
vs. Grounded
37 (HKD)
-5
100
100
0.97
vs. Airborne
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.
240 (95 Chip)
Mid
Hard Knockdown No Collision (Crouching Only)
24
6
27
vs. Grounded
45 (HKD)
-11
150
150
0.90
vs. Airborne
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.
250 (100 Chip)
Mid
Hard Knockdown No Collision Projectile-Invulnerable (1-51)
34
9
24
vs. Grounded
53 (HKD)
-11
80
80
0.90
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Special Name 1
Parley 22A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100
Mid
Projectile
25
14
10
vs. Grounded
1
-12
50
50
0.97
vs. Airborne
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.
125
Mid
Projectile
41
20
4
vs. Grounded
Launch
-7
70
70
0.97
vs. Airborne
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.
110
Mid
Projectile Stagger
52
14
20
vs. Grounded
36 (Stagger)
-12
90
90
0.97
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
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
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
8
4-46
8
vs. Grounded
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Keelhaul 5D~A
Skrrrt ver. 2
Skrrrt ver. 2
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90 (90 Chip)
Low
Hard Knockdown
13
12
13
vs. Grounded
46 (HKD)
-5
60
60
0.95
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Broadside 5D~B
Pray to god you didn’t mash on this.
Pray to god you didn’t mash on this.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
210 (110 Chip)
Mid
Wallstick
10
12
19
vs. Grounded
Wallstick
-2
35
35
0.97
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Gangway! 5D~C
Zoning? In my ungulate game?
Zoning? In my ungulate game?
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
70 [x2], 210 (30 [x2], 50 Chip)
High\
Bounce Projectile-Invulnerable (1-35)
15
18
21
vs. Grounded
Bounce
-6
35,35,90
35,35,90
0.97 [x3]
vs. Airborne
Consumes groundbounce
Projectile invuln frame 1, high profile frame 5
Hits grounded opponents on frame 30, hits standing Texas and Stronghoof 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.
Toggle Hitboxes
Toggle Hitboxes
WallCling
Wallcling 22B/C
Does whatever a spider-goat does.
Does whatever a spider-goat does.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
11
17-22
1
vs. Grounded
vs. Airborne
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".
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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)
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
110
High
-
11
9
18
vs. Grounded
Launch
115 (Grounded) 60 (Airborne)
115 (Grounded) 60 (Airborne)
0.97
vs. Airborne
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.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
145
High
-
8
8
17
vs. Grounded
Launch
90 (Grounded) 50 (Airborne)
90 (Grounded) 50 (Airborne)
0.97
vs. Airborne
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.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
250
High
Bounce
9
7
10
vs. Grounded
Bounce
90 (Grounded) 50 (Airborne)
90 (Grounded) 50 (Airborne)
0.97
vs. Airborne
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.
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Harpoon Wallcling B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155
High
Hard Knockdown
14
8
26
vs. Grounded
61 (HKD)
-8 to -4
190 (Grounded) 150 (Airborne)
190 (Grounded) 150 (Airborne)
0.90
vs. Airborne
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.
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Change Walls Wallcling D
NYOOM
NYOOM
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
30
vs. Grounded
vs. Airborne
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.
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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
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
9/17
-
15
vs. Grounded
vs. Airborne
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.
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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
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
110
High
Hard Knockdown (Air Only)
16
2+
9
vs. Grounded
6 to 10, HKD on Airborne
-8 to -4
45
45
vs. Airborne
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.
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Super
Level 1
Cannonball 236XX
Cannon ball/crash/splash!
Cannon ball/crash/splash!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
270, 410 (90 [x2] Chip)
Mid, High
Invulnerable (1-28) Forced HKD
2+3
12(15)8
83
vs. Grounded
14 (HKD)
-71
0
0
vs. Airborne
Fully invincible for the first 28 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.
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Level 2 (Follow Up)
Avast! 214XX
That's it! Avast!
That's it! Avast!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
15 [x3], 90
-
Stagger
60
1(7)1(8)1(27)1
47
vs. Grounded
81/54 (Stagger)
0
0
vs. Airborne
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
Durian Drop 63214XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
175 [x8], 1350
Grab
Invulnerable (1-29)
9+4
16
67
vs. Grounded
0
0
0
vs. Airborne
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.