Wonderful World/Shake

From Mizuumi Wiki
Jump to navigation Jump to search
Full Name: Shake Highland (シェイク・ハイランド)
Age: 20
Profession: Bounty hunter
Nickname: Silence of Power
Height: 153cm
Weight: 44kg
Likes: Work
Dislikes: Noisy places
Values: His Elemental Bracelet
Weapon: Sword Technique / Eye of the spirits

Introduction

A young man that's half spirit and half human. He's active in Ainefille as a bounty hunter. He's usually silent and doesn't speak much, but is curious in other people's interests. Due to his life in the spirit forest, some of his senses (?) are off. He's not good with females. Because of his mixed blood, his left eye is a spirit eye, which he can use to see the flow of magic and where spirits are. His weapon is the Spirit Sword 「Riglord」. It's a spirit sword that can increase its power with the user's willpower, and can increase it's attack power indefinitely. The attack power of the blade depends on the mental state of the user.

Shake, as of patch 0.938, is a character with a very reactionary neutral, with long, footsies oriented pokes, a fireball, and a parry that counters all mids and highs. The frame data on his normals allow him to play both a close ranged offensive playstyle and a long range, poke heavy playstyle, either of which are effective at keeping the opponent from playing recklessly. His anti-air game is strong, with vertical hitboxes like 5H and 2H allowing him to dissuade jumps and 623H being a fast, huge air unblockable move. Along with that, he has a terrifying whiff punish game. However, Shake is burdened by being less anime than the rest of the cast, being unable to jump cancel any of his normals (even aerial ones), a relatively slow walk speed, and no meterless reversals.

Shake bar.png

Shake's special meter under his health bar dictates the number of charges his sword has. After successfully landing 236S, you gain a charge. At 3 charges, his 236S becomes a fast unblockable with high damage.

Pros:
-Long ranged attacks
-Strong anti-air game with huge vertical hitboxes
-High damage with meter
-Big damage on counter hits, especially with starters like 2H
-SJ9 has high speed and a unique trajectory
-Lots of safe on block moves
-236S is a whiff punish god and becomes unblockable after 3 successful hits
-Simple to pick up and play, especially for those who don't like long combos

Cons:
-Biggest damage comes from rare situations
-Can't jump cancel any of his attacks
-Linear playstyle
-Weak mixup options

Move List

Special Skill
Sword Silence (ソードサイレンス) O.png
End of Sword (エンドオブソード) 2.png2.png+.pngO.png
Specials
Ultimate Sword (アルティメットソード) 2.png3.png6.png+.pngS.png
Land Raise (ランドレイズ) 2.png3.png6.png+.pngP.png
Brandish Circle (ブランディッシュサークル) 6.png2.png3.png+.pngHS.png
Torrent Rod (トレントロッド) 2.png1.png4.png+.pngK.png
Cloud Rift (クラウドリフト) 2.png1.png4.png+.pngHS.png
Finish Skill
Blade Hazard 2.png1.png4.png6.png+.pngHS.png
Eye of the Spirit (精霊の眼) 2.png2.png+.pngP.png


Notation Key
7.png8.png9.png 7 8 9
4.png N 6.png 4 5 6
1.png2.png3.png 1 2 3
P.pngK.pngS.pngHS.pngO.pngSP.png P K S HS O SP
BRK Skill Break, used on the previous move.
xx Some suitable chain or lead-in to the rest of the combo.
> A link or cancel into something other than a normal.
~ Input move 2 quickly after move 1, actual timing may vary.
X > Y / Z X goes into Y OR Z.
(<move>) Possible to omit some move.
<move>(X) Some move hits X times.
j(X)., dj(X). Jump or double jump. May or may not specify a direction (X).
cl., f. Close and far version of a move, respectively.


Normal Moves

5P
Shake 5P.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
17 Mid 8 5 18 - - +2 +2

Quick upwards jab. Can be crouched under. Limited in the fact that it can't cancel into 5K or 2P.


5K
Shake 5K.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
18 Mid 11 5 28 - - +2 ?

A kick. Can't cancel into 2S. Lackluster poke compared to 5S, but safer up close.


5S
Shake 5S.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
37 Mid 16 5 36 - - -1 ?

The god of miscreen neutral. Press this button a lot if you're playing a footsies game. It's practically unpunishable when blocked in neutral and can lead to a quick 236S on confirm. Can't cancel into any other normal besides 6H.

5H
Shake 5H.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
43 Mid 20 5 41 - - -2 ?

A downwards slash. Big boy hitbox. Sees use in counter hit combos, but not much else.

2P
Shake 2P.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
15 Mid 9 5 17 - - +3 +3

Hilt to the shins. This move is a little better than its standing counterpart in terms of pressure. Sadly, not a low.

2K
Shake 2K.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
15 Low 10 5 20 - - 0 ?

Low stanky leg. Can cancel into any normal that's on a higher strength button.

2S
Shake 2S.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
28 Low 16 5 32 - - -2 ?

Swing to the feet. Good for catching people walking back. Can only cancel into 2H and 6H.

2H
Shake 2H.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
55 Mid 27 5 44 - - -9 ?

A quick duck backwards into an upwards slash. Anti-air move number 1. Air unblockable. Shake's hurtbox is shrunk a little when he does the duck, but not enough to low profile most mid jabs. THE counter hit starter.

j.P
Shake jp.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
20 High 8 5 17 - - ? ?

Hilt in the air. Not much use outside of a air to air. Cancels into j.S and j.H.

j.K
Shake jk.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
21 High 10 5 24 - - ? ?

It's like 5K, but in the air. Again, not much use besides air to airs, Shake doesn't really air combo. Cancels into j.S and j.H.

j.S
Shake js.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
26 High 19 5 34 - - ? ?

A downwards angled swing. Good jump in, even better cross up. The box basically covers the range from the tip of Shake's sword to his furthest foot. Don't press this button when they're above you, though.

j.H
Shake jh.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
40 High 22 5 35 - - ? ?

Press this button when they're above you. Big vertical box (seeing a trend here?) allows him to use this button as a mid air anti-air. Knocks down on hit. Not the best jump in, since it doesn't have much in terms of boxes that hit under Shake.

6H
Shake 6h.PNG
Big Slappy
Big Slappy
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
40 High 32 5 25 - - +6 ?

Universal overhead. Shake slaps the opponents head. At first, this move seems like something you should never use; you can't confirm off it, stubby range, no combo potential because it doesn't launch. It has situational use when you're pressuring your opponent, especially in corner. It's plus on block, so use it to harass your opponent while you're pressuring them.

Sword Silence
[ソードサイレンス]

5O
Shake O.PNG
PREDICTABO
PREDICTABO
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
96 - 2 14 53 - - ? ?

The counter. Shake flashes for a bit, then slashes while the screen turns white if hit during it. Only triggers off mids and highs, so don't press it if you know your opponent's gonna press a low. Counter hit startup and recovery makes this a risky move to pull out, but landing it successfully gives you control of the game.

End of Sword
[エンドオブソード]

22O
Shake 22O.PNG
EX PREDICTABO
EX PREDICTABO
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - 1 ? ?

The Counter 2: Electric Boogaloo. Costs 50 Meter. Faster startup and higher counter damage makes this move safer and better to use as a reversal, even if it's by the smallest margin.

Special Moves

Ultimate Sword
[アルティメットソード]

236S
Shake 236s.PNG
Whiff punish GOD
Whiff punish GOD
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
38 (135) Mid (Unb) 25 3 43 (40) - - -2 ?

There's a reason why this move is named as such. It's fast, it's long, and it becomes unblockable after 3 successful uses of it. Best used as a confirm off your pokes in neutral, and, if you don't have meter, as a combo ender. Along with that, Shake can slide past projectiles when he uses it, giving him even better whiff punish potential. Also, according to a machine translated description of the move from the Japanese wiki, it has upper body invulnerability. Be warned though, this move can be punished when it's blocked up close. This move is Shake's entire game plan condensed into one motion.

Land Raise
[ランドレイズ]

236P
Shake 236p.PNG
REPPUKAN
REPPUKAN
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
50 Mid 78 - 74 - - +39 ?

A ground sliding wave that slowly accelerates. Has a longer startup than most fireballs, and isn't active until it starts moving. A good fireball to walk behind to advance. Can clash with other fireballs. Useful for oki and combos, especially when BRKed. When BRKed, Shake instantly recovers from the animation of shooting the wave.

Brandish Circle
[ブランディッシュサークル]

623H
Shake 623h.PNG
Jumpers Begone
Jumpers Begone
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
92 Mid 13 4 79 - - -47 ?

Anti air number 2. Big, fast, and air unblockable: it's what every other anti air in the game dreams of being. However, the recovery is huge, and you don't get reward off of this unless you hit them at a specific height and at a specific position. Can be cancelled into 22P on block to make it safe.

Torrent Rod
[トレントロッド]

214K
Shake 214k.PNG
Behind you
Behind you
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
30 Low 33 3+15 25 - - +12 ?

Low spike that shows up about 3/4s of the screen away from Shake. Great for sniping. Has high hitstun, so it's useful for combos, and it allows you to get a 236S (or more!) off of it in neutral.

Cloud Rift
[クラウドリフト]

214H
Shake 214h.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
115 Mid 46 8 42 - - -9 ?

Shake slides back before swinging his sword down. NOT AN OVERHEAD. Big hitbox, but can be awkward to hit because of the way Shake moves during the move. Along with that, despite the graphic, it does not hit above his head. Can be used as an anti air, but can be blocked in the air. Can be BRKed after swinging the sword to cancel recovery.

Finish Skills

Blade Hazard
[ブレイドハザード]

2146H
Shake 2146h.PNG
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
305 Mid 10 - - - - ? ?

Shake swings his sword wildly, hitting the opponent multiple times before finishing with a final strike that sends them to the opposite wall. This is going to be your main damage move besides 236S. You can basically confirm into this super from any stray hit you land, since its cancellable from 236S. Has fast startup but no invulnerability, so be wary if you're attempting to use it as a reversal. Side switches on the last hit.

Eye of the Spirit
[精霊の眼]

22P
Shake 22P.PNG
ZA WARUDO
ZA WARUDO
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 2 - 0 - - +1 ?

Shake uses his spirit eye to stop time for a second. This move can be used in a few different ways, notably for reacting and can be used to cancel moves during their startup or during their recovery. However, it can't cancel 236S, 623H, or 214H during their active frames. During stopped time, projectiles will continue traveling and will deal no damage to Shake.

Using counter during timestop will give you a unique counter that does less damage, but gives you 50% meter on hit and allows you to get a full combo if it hits as an anti air.

Strategy

Shake is a versatile character, who can play both offensively and defensively. When played offensively, his safe pokes and above average corner carry allows him to keep an opponent locked down in a corner, while his closer ranged normals are plus on block and good for frame traps. When he scores a knockdown, 236P can be used as a meaty, and he can react accordingly. 5O is used to react to mashes, 623H or air throw can be used to react to jump outs or attempts to chicken block, and an unblockable 236S can keep your opponent on their toes. His 6H can be used as an overhead, but it's stubby range and the inability to confirm anything off of it has it more as a reset tool, since it's plus on block. If one of your unsafe moves like 623H get blocked, 22P can be used to cancel it and make it safe.


When played defensively, Shake takes a more poke heavy and footsies oriented playstyle. Using his strong pokes like 5S and 236S, he can keep the opponent at bay and whiff punish easily in neutral. Call out tools like 214K and 623H dissuade jumping or taking risks to advance their neutral, such as a fullscreen fireball or an IAD jump in. If all else fails, he has 5O that can counter certain moves that characters may need to use in order to advance in neutral (for example, Claudette's 214S).


Either way you play, Shake's best tools lie in his above average pokes. Using his strong long ranged moves will help you win neutral. Since he doesn't BRK things often, he usually has more meter than most other characters. This can be used in a few ways, such as BRKing 236P to make it a bit safer to throw out, or tacking on a 2146H at the end of a stray hit confirm for big damage. 22P is a notable use of meter; it gives you a moment to look at what your opponent's doing and reacting accordingly. For example, if you see your opponent advance with an IAD normal and you don't think you can react, you can press 22P and press 5O or 623H as soon as you get out from the time stop.

Combos

https://www.nicovideo.jp/watch/sm22138969

https://www55.atwiki.jp/ainefill_oinusama/pages/103.html

BnBs

Colors

General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy