Unlock Message: Shaman, mistress of magic and mayhem, has joined the Brawl! (Alliteration FTW)
Universe
Populous: The Beginning (third game/prequel of the Populous series)
Consoles
PC
Playstation 1
Nintendo DS (as a god)
Awards
-Best Real Time Strategy 1998
-PC Games Award gold games 2000
-Best Music Level Magazine Award 1999.
How is ‘Shaman’ pronounced?
1. shah-muh n
2. shey-, sham-uh n (this is how she pronounces it; both are grammatically correct).
Shaman, a Unique Fighter
Shaman leads her tribe of zealous followers throughout the galaxy, staunchly opposing enemy armies who threaten to destroy her religion. Worshipped as a demigod (she aspires to become a God), she faces all who challenge her with her vast armies and powerful magic.
Her sorcery is unparalleled; she is able to muster earthquakes, volcanoes, lightning, and other natural forces upon command. However, there is a major catch: Shaman needs the appropriate amount of mana in order to cast these spells. Similar to the ‘invisible’ levels of fatigue for PT, strength-to-damage ratio for Lucario, and ‘Gas Content’ for Wario, Shaman must possess certain amounts of mana in order to cast certain spells. In Populous: The Beginning, mana is generated when her followers are performing some form of work (fighting, building, worshipping, etc.) and mana is generated over time. As she does not have her followers in Smash, and to prevent any attempt of a dominant camping game, she must generate mana herself through hand to hand combat! This includes any landed attacks that do NOT use mana (to be explicated). While such moves are relatively weak, they alone will allow her to summon her most devastating spells to KO the enemy.
As a result of mana, Shaman is very unique in the sense that she racks up damage in close combat and (usually) KO’s from a distance. While her vast array of ranged attacks is her greatest strength, at the same time they cannot be spammed efficiently, for her mana will soon be depleted. While she is not particularly fast, heavy, nor defense-oriented, Shaman makes up for these flaws with her impressive range, approach game and raw killing power. Her mana-generated spells serve numerous purposes, whether they are strictly for KOs, combo setups, her recovery, and, of course, mindgames—a plethora of mind games.
Story
Intro to Populous: The Beginning (good stuff!):
http://www.youtube.com/watch?v=YkHQpJPpFi8
Shaman was raised by the Ikani tribe (the unofficial name for the ‘blue’ team, which one plays as during Single Player) and assumes her role as the tribe’s leader when she is chosen by divine right to possess mana and the magic within. As the Shaman, she alone can cast spells and be reincarnated following her death; as long as she has followers to believe in her faith, Shaman can never truly be killed. Yet as powerful as she may seem, she is directly threatened by the rise of rival tribes headed by their own prophets seeking power and religious dominance across the heavens. All vying for the favor of the Gods, the shamans of these tribes will stop at nothing to reign over each planet and in turn either converting or killing the inhabitants. Through worship, military strategy, sprawling cities and powerful magic, Shaman must confront the threats poised before her by the earth-altering Matak (‘green’ tribe), the fervently insidious Chumara (‘yellow’ tribe), and her most powerful rival, the Dakini (‘red’ tribe) if she wishes to save her people, preserve her faith and attain her ultimate goal: to become a God (she does so before the final battle of Single Player, seen here):
http://www.youtube.com/watch?v=aY0Fqbx5Dg4
Gameplay Screenshots
How To Unlock
Play 30 Regular Brawls with Ness, Lucas, and Zelda each. Then defeat Shaman.
Have Shaman join your party in SSE (near middle of the game).
Outfits
Blue (Ikini, default)
Red (Dakini)
Green (Matak)
Yellow (Chumara)
White
Black
Wii-Mote Sound
Shaman screams her reincarnation call: “ANNUUTTTT!” (with lots of reverb, see 2:42 in this video to hear it exactly. The whole vid is a pretty good example of Populous gameplay in general):
http://www.youtube.com/watch?v=SDocy0IH2Fk&feature=related
Entry Pose
The pillars of the Reincarnation Site rise from the earth as Shaman magically appears from within (see beginning of above vid).
Description
Shaman’s game focus’s on her mana, that is, the amount of spiritual energy she has at any given time. Mana is required to cast certain spells (to be explicated), and once these spells are cast, the required mana cost is deducted from Shaman’s mana pool (the invisible meter which contains and measures how much mana she has). Shaman starts each battle with 300 mana and there is no limit to how much she may obtain.
Here is the basic concept for acquiring mana: For every 5% damage Shaman deals to an opponent, she acquires 100 mana. However, the damage dealt cannot be done through spells which use mana, i.e. Specials and Smash moves. Instead, Shaman must use her hand-to-hand combat skills to dish out the necessary damage and acquire any mana. Moves that do not use mana include her standard ‘A’ attacks, tilts, grabs, throws, and aerials. Consequently, Shaman must use a strategy to her choosing when fighting the enemy: Should I use spells whenever I can, or should I save them for the KO? Should I spend my mana on Specials, Smashes, or both? Should I cast multiple shots of the same spell at a time (e.g. multiple Lightnings back to back) to overwhelm the enemy, or should I use them as needed? As you can see, there is certainly room for the development of a meta-game.
In order for a player to know when Shaman is running low on mana, Shaman’s eyes will turn white and her staff will inconsistently crackle with electricity when the mana meter is below 300. The mana meter is meant to be more of an incentive to fight/not camp than a crippling restriction. It forces the player to mix up their gameplay and make important decisions both before and during the fight.
Additionally:
• Mana rollovers after death/reincarnation
• Shaman’s smash attacks and specials DO NOT stale with repetition. The only control is the amount of mana.
• Melee attacks (those that do not use mana) comply with rules of stale-move degeneration.
Weapon: Casting Staff
The Casting Staff is Shaman’s irreplaceable fighting aid from both long and short ranges. When casting spells (smashes and specials) the mana is channeled through the staff after the appropriate incantation and is shot out of eye of the tip (see below insignia), where it then takes on its physical form. The Casting Staff is also an essential component of her hand-to-hand combat game. The Staff is the only reason why her melee move-set is not absolutely abysmal; it gives her a fair amount of range and is quite fast due to her extensive Bōjutsu training.
Game Insignia: Head of Shaman’s Staff
Specials
Note: All spell durations are
AFTER incantation
Neutral-B: Ghost Army
1. Shaman summons three warrior-decoys to her side! While they cannot deal damage and upon enemy contact will disappear as a cloud of (Shaman-colored) smoke, they can provide defense as a human/ghost shield and can impede an advancing opponent should they get within range.
2. Start up lag, incantation: Kelate! (Pronounced ‘Kee-la-tay’)
3. After incantation, three ghost warriors (see Assist Trophies) will magically appear next to Shaman
4. Mana permitting, Shaman can cast numerous Ghost Armies
5. Though they cannot deal damage, Ghost Armies can still engage the enemy and briefly keep them occupied and relatively stationary while the opponent fights them off
6. Once any enemy contact (projectile or otherwise) hits a ghost warrior, they will disappear as a puff of smoke
7. Can lightly force opponent from the ledge if nearby (though no damage dealt)
8. If two opposing Ghost Armies combat each other, they will negate one another and disappear. Will negate enemy items and projectiles if hit
9. Duration: Until enemy contact dispels each member of a Ghost Army
10. Mana required: 200
Side B: Swarm
1. Medium range projectile (about same distance as Wolf’s blaster)
2. Startup lag, incantation: Unaga!
3. Swarm of stinging insects (hitbox about the size of DDD) randomly moves across the stage at medium speeds
4. Upon contact with enemy, opponent will be attacked by swarm and will ‘panic’; character flees madly and player temporarily loses control of character until character out of swarm’s hitbox
5. Direction character flees is shortest distance away from hitbox. If flees in direction swarm is moving, will continue to panic and be dealt damage!
6. No knockback (only ‘panic’ animation). Swarm deals 2-3% each second character is ‘overswarmed’.
7. Will not affect teammates nor deal damage to them (Swarm does not harm own followers in Populous)
8. Will not go off ledge
9. Will dispense of enemy Ghost Armies, Waddledees, and activate/neutralize enemy items
10. Duration: 8-10 seconds
11. Mana required: 200
Up B: Landbridge
1. Shaman summons a Landbridge, in which the ground rises to her feet and pushes her upwards and forwards at a 45 degree angle in an escalator-like fashion (similar concept to Squirtle’s Waterfall)
2. Landbridge causes ground to move in a wave beneath Shaman. As ground rises before her, ground behind her recedes.
3. Startup lag, incantation: Tu-scats! (Pronounced ‘Two-scots’)
4. Has limited distance off the stage (approximately the length of Samus’s Zair for sweet-spotting)
5. Since Landbridge is the ground itself rising to meet her, Shaman regains her second jump afterwards!
6. Control: Can use as much as desired until mana is depleted
7. Landbridge always sends Shaman at 45% angle upwards in direction she is facing. If Shaman below stage and in range of ledge, Landbridge will sweetspot the ledge (will ‘push away’ opponent on ledge if not invincible, á la IC’s and Wolf’s Up Bs). If not in range and in the air, Landbridge will only send her a small distance upwards (similar to Ganondorf’s Dark Dive), yet she will regain her second jump and can perform LB again if she has mana to do so.
8. Duration: ~2 seconds, similar speed and motion to Squirtile’s Waterfall
9. Mana required: 300
10. Mindgames?! Landbridge gimps for recovering opponents?! Pursuing airborne enemies?!
Down B: Lightning
1. Long distance projectile (range roughly same as Samus’s Super Missiles)
2. Startup lag, incantation: Zoka!
3. Following incantation, lightning bolt targets closest opponent. Target position based on enemy’s location at point Lightning is first cast (i.e. before incantation).
4. If opponent moves from location they were originally at when spell was cast, Lightning will target that point, NOT the enemy’s current position.
5. Hitbox runs from summoned thunder cloud (same height and size as Pikachu’s Thunder) to point of ground contact. Narrow hitbox in air compared to wider hitbox on the ground.
6. Very powerful spell, kills at low percents, ~14% damage if hit in the air, 22% if hit on the ground. High vertical knockback when sweetspotted (lands hit with opponent on ground). Has electric properties (naturally).
7. Duration: <1 second
8. Mana required: 300
9. Mindgames?! Useful against recovering/stalling enemies?! Perfect during opponents get-up animation?!
Standard Attacks
AAA – Bōjutsu. Shaman’s standard melee attacks; the first two hits are with her staff while the third is a roundhouse kick which sends the enemy straight up, setting up for a combo. While not particularly strong in hand-to-hand combat, Shaman is well trained in Bōjutsu (art of using a bō staff) and her attacks come out very quickly. Each individual hit in this three-pronged attack can be cancelled/interrupted with any grab, tilt, smash or special. Contributes to Shaman’s mana. 4%, 4%, 3%
Dash Attack – Joust. Shaman runs, does a small jump, a full 360 and then extends her staff outwards. Good range, the staff’s tip is electric and can be sweetspotted. Has significant startup and ending lag (think DDD’s dash attack). Sweetspot has good knockback while the rest of the hitbox can result in follow up attacks. Contributes to Shaman’s mana. 6%, 9% if sweetspotted.
Ledge Attack – Below 100%: Shaman does a very quick somersault back onto the stage with her right leg extended, knocking away the opponent. Contributes to Shaman’s mana. 4% Above 100%: Shaman slowly crawls back onto stage and swipes at the enemy’s feet with her staff. Contributes to Shaman’s mana. 3%
Get-Up Attack – Shaman performs a break-dance kick, hitting both in front and behind her for about 60-75 frames (think mini version of Sheik’s down smash). Contributes to Shaman’s mana. 4%
Tilts
Forward Tilt – Hypnotize
Shaman chants “Noctana!” as a ball of light suddenly appears at the end of her now extended staff. The hitbox/ball of light becomes activated when Shaman says “-tana” and lasts for a few frames afterward as well, thus this move comes out slightly faster than her specials. Has small startup lag. Range is slightly smaller than Lucario’s Fsmash, yet hitbox is (proportionally) the same size. Little to medium knockback, Hypnotize has high priority and delivers a fair amount of hitstun that can be followed through. EATS shields like there’s no tomorrow. Contributes to Shaman’s mana. Deals 7-8% damage.
Up Tilt – Pendulum Swing
Shaman quickly swings her staff in a rodeo fashion around her head, hitting opponents forward, behind, and directly above her. This move comes out very quick with about 30 frames of ending lag, upon which Pendulum Swing may be repeated or stringed into another attack. Good range both behind and in front of Shaman with a very small hitbox on top. Low knockback pops enemy into air close to Shaman, and can often be comboed into another up tilt, down tilt, and/or up smash. Contributes to Shaman’s mana. 5-6%
Down Tilt – Rising Bō Staff
Facing the opponent, Shaman quickly crouches, turns in place and, when nearing the 360, rises with her staff in an uppercut-like fashion. Has medium knockback and average range, but sets up for combos at lower percents and can kill light characters vertically at high percents. Very fast with hardly any starting or ending lag (thus can be chained together with relatively little risk of punishment, or chained into other standard attacks). Contributes to Shaman’s mana. 7%
Smashes
Forward Smash – Blast
1. Short range projectile (roughly same distance as blue/red/yellow Pikmin throw)
2. Startup lag, incantation: Ta-ka!
3. After incantation, moves VERY fast, fairly large hitbox
4. When Blast hits airborne opponent, knockback will be primarily vertical. If Blast hits enemy on the ground, there will be good diagonal/horizontal knockback which kills at high percents
5. High hit-stun, delivers ~8-10% damage
6. Has fire properties.
7. Duration: <1 second
8. Mana required: 100
Up Smash – Tornado
1. Shaman engulfs herself in the center of a tornado. This funnel-shaped hitbox covers all of Shaman’s body and a little bit in front and behind her. The hitbox towers until about two body lengths of her height and angles outwards appropriately (as a funnel/tornado does)
2. Startup lag, incantation: Gee-nak!
3. If non-shielding enemy comes into contact with Tornado’s hitbox, they will be sucked into the center and spat out vertically. Very high vertical knockback which can kill lighter characters below 80% on FD with no DI.
4. Damage: 12%
5. Duration: ~3 seconds. Like Lucas’s up smash, Shaman is very vulnerable afterwards with many frames of ending lag
6. Shaman is immobile during the duration of the spell, but has SA frames
7. Mana required: 200
Down Smash – Earthquake
1. Shaman causes the ground beneath her to tremor, briefly stunning any enemies within range before molten lava emerges from the Earthquake’s fissure!
2. Startup lag, incantation: La-kai-ee!
3. Has two separate hitboxes. First is the tremor instigated directly after the incantation, in which grounded opponents are dealt 2% damage and momentarily stunned, while the second hitbox occurs approximately two seconds after the tremors begin in the form of lava on the ground in front and behind Shaman
4. Both hitboxes can only affect characters on ground within a ‘DK Ftilt’ of Shaman both behind and in front of her.
5. Second hitbox has large horizontal knockback at start, deals ~15% at start and ~11% at end
6. Duration: Tremor = 2 seconds, Eruption = 3 seconds
7. Shaman is mobile during this time (she can even cast another EQ if she has the mana!). She can only be interrupted if attacked during her incantation. If interrupted, spell is not cast and mana not ‘taxed’.
8. Has fire properties, lava hitbox lasts for 3 seconds but strongest at start and weakest at end
8. Mana required: 300
Aerials
Neutral Air – Somer-Assault
Shaman quickly somersaults in the air with her right leg extended, knocking players swiftly away. Very similar to her standard ledge attack, this move comes out very fast and the hitbox (her leg) has moderate range. Very little ending lag and can be strung together. If positioned correctly, the Somer-Assault will spike (her heel must be moving downward and perpendicular to the opponents head); difficult to time and apply consistently. Having moderate knockback, Somer-Assault adds to Shaman’s mana supply. 5-6%
Forward Air – Hypnotize
Shaman juts her staff outwards while chanting “Noctana!” A ball of light (about the size of a Waddledee) simultaneously emerges at the tip. Has little to no knockback, but has high priority and the amount of hitstun allows for follow-ups at lower percentages. In the same spirit as Shaman’s forward tilt, her forward air EATS shields and the circular hitbox increases the chances of shield poking. Roughly 30 frames of startup lag. This move contributes to Shaman’s mana pool. 8%
Back Air – Bloodlust
Shaman becomes infuriated with rage! With Bloodlust’s increased strength, she whips her staff behind her, aiming at the opponent’s neck. The head of the staff wraps around the opponent’s neck and propels them forward (Shaman’s forward) as Shaman spins back to her original position and throws them in that direction, similar in the manner one throws a lacrosse ball. This move CANNOT be shielded; counts as an aerial grab. Has high knockback (the exception in regards to Shaman’s melee attacks) and is unique in the sense that it sends the opponent in the direction Shaman is facing (in contrast to 99% of back airs which send them in the opposite, more conventional direction). Bloodlust comes out quickly, but has nearly 100 frames of ending lag. Bloodlust has moderate range and contributes to Shaman’s mana pool. 11%
Up Air – Jolt
Shaman thrusts her staff skywards as a jolt of electricity is emitted from the head in all directions (please ignore the seemingly ‘implied’ sexual connotations…just kinda noticed that). The hitbox is a bit smaller than a Waddledee (the great unit of measure), but has high priority and stays out for over a second; it is comparable to the IC’s up air. Good range, good priority, and fairly good knockback; has electric properties (big shocker). Jolt contributes to Shaman’s mana pool. 8%
Down Air – Flatten
With hardly any startup lag at all, Shaman plunges directly downward with her feet first to embrace for the oncoming impact. It falls into the same category as those of Sheik’s, Toon Link’s, ZSS’s, and Sonic’s (and being even more similar to Sonic’s Up B, Shaman can cancel hers by using her Up B, Landbridge). If she hits an enemy below her, the opponent will be slammed to the ground escorted by Shaman rather than being instantly propelled at the very moment of contact. With a loud crash she crushes whoever may be below her, sending a ripple effect through the ground (see picture). If the opponent was accompanied by Shaman to the ground (as opposed to have continually plunged off the stage), there will be high vertical knock back. Has very high priority against attacks coming from directly below (not so much on her sides). Flatten contributes to Shaman’s mana pool. 9-10% upon landing
Grabs
Shaman grabs the pressure point between the shoulder and neck and forces the opponent to their knees. She pummels by kneeing to the face. Her pummel is very fast, but only deals 1-2% per hit (similar to Samus’s). All her grabs contribute to her mana pool.
Forward Throw – Blast
Shaman casts a mini Blast spell which propels the enemy straight forward at high speeds with moderate knockback. If not DI’ed otherwise, the knockback’s trajectory will be very close to the ground and can be teched. Having fire properties, the enemy is projected while engulfed in flames. Contributes to Shaman’s mana pool. 8%
Backwards Throw - Trebuchet
Shaman raises her staff in an upward arch with the staff’s head horse-collaring the opponent’s neck. Shaman arches her back and continues the arc, bringing the staff all the way behind her until it touches the ground. As the opponent is hooked, they will be slammed into the ground and bounce at a ~75% angle behind Shaman (think Kirby’s Back Throw from Smash 64…or Sector’s throw in Mortal Kombat 3 Ultimate). Happens very quickly (15 frames) with average knockback. This is Shaman’s most damaging throw and contributes to her mana pool. 11%
Upwards Throw – Telekinetic Slam
A very entertaining throw, Shaman raises her hand upwards, raising the opponent into the air without touching them via telekinesis. She then thrusts her hand downwards, slamming the opponent into the ground with a vertical trajectory (think Ermac from Mortal Kombat 3 Ultimate...yea I'm a fanboy, what of it?). Has the highest knockback of all her throws (kills MK on Final Destination while fresh around 90% with no DI). Great combo finisher as it easily flows from her various melee attacks that have little knockback. Contributes to Shaman’s mana pool. 7%
Downwards Throw - Firestorm
From the pressure point hold, Shaman pushes them to the ground and unleashes Firestorm from her staff while pointed at the victim’s head. A series of fireballs pummels the enemy before sending them slightly upwards. Has somewhat low knockback and can be comboed out of at lower percents. Its fire properties have a good deal of hitstun. Fox’s down throw + Charizard’s down throw + Samus’s down tilt = Firestorm. Contributes to Shaman’s mana pool. 6-7%
Dash Grab – Shaman’s dash grab is unique in the sense that it has tether grab properties. While in the dash animation, Shaman will horizontally swipe her staff at the opponents neck (á la her back aerial) and haul them in. It has twice the range and twice the ending lag of her standing grab. Her pivot grab is AMAZING with over three times the range of her standing grab (remember, she must be in her full dash animation).
Defensive Tactics
Shield - Magical Shield
Shaman’s shield takes on the form of the spell Magical Shield. She surrounds herself with an odd energy barrier that takes on the color of the shaman (see picture). Similar to Yoshi’s shield, Magical Shield is highly resistant to being shield-poked (although it is still possible, as opposed to Yoshi). However, it is somewhat smaller than the average shield size and is subject to slightly more shield-stun when defending against energy based attacks, making her shield-grab less practical than others.
Sidestep – Invisibility
By casting the spell Invisibility, Shaman seemingly disappears for a VERY brief period of time (i.e. the duration of a spot-dodge, roughly the same as R.O.B.’s) before reemerging. This makes her sidestep last a bit longer than most.
Forward Roll and Backwards Roll – Teleport
Shaman’s dodge animation takes the form of the spell Teleport, a unique spell that allows Shaman to be transported anywhere in the world in Populous. She vanishes and then reemerges in a puff of smoke in whichever direction she rolled in. The duration of her roll from first disappearing to the end is about 1.5 seconds long. Although one of the slower dodges in the game, her forward and backwards rolls, combined with her spot-dodge, make it very difficult to predict where Shaman will appear next. Truly, this is the epitome of all that is mindgames.
Aerial Dodge – Normal
Shaman has a normal air dodge with similar animation and duration as Yoshi’s.
Miscellanious Animations
Dazed/Broken Shield: Shaman wobbles back and forth with her head down. A Hypnosis symbol appears over her head.
Idle Pose: Shaman impatiently taps her thigh with her staff as she does so in Populous.
Final Smash:
Angel of Death
Shaman grabs the Smash Ball! This is not the best day for Shaman’s enemies…
“MORTAZA!!!”
She summons the Angel of Death! This terrifying beast falls from the sky, seeking those who oppose its beloved Shaman!
The Angel of Death is a large, dragon-like creature with a serpent body, wings, a mouth and nostrils (no eyes), and no legs. The AOD takes on the color of the Shaman. The AOD flaps its wing, hovering slowly around the stage until it comes upon an unlucky opponent. The AOD will breathe fire before swooping down at great speeds, grabbing the enemy with its fangs (cannot be shielded or spot-dodged), then flying high and spewing them in a giant ball of fire. Once caught, there is no chance for survival, as this embrace by the Angel of Death is a one-hit KO!
However, a smart opponent has a (somewhat slim) chance of survival. Although the AOD is invincible, it can still be delayed from its death swoop while flying. Projectiles and long ranged attacks will keep it off balance as it must physically align itself to successfully catch an opponent. This aggressive tactic, combined with simply running like a rabbit (the AOD is slow while flying) does give the opponent hope. However, the Shaman is very much mobile while the AOD is in play and is just as dangerous as the Angel itself. Survival is possible, but it will be quite a challenge to even the most cunning of players.
AOD Duration: 20 seconds
If Shaman is killed during her Final Smash, the AOD will disappear as well, increasing chances of survival.
Taunts
Up Taunt – Shaman faces the screen, raises her staff into the air and shouts “Now is the time for war!”, á la introduction video. Bolts of electricity are emitted in all directions from the staff head.
Left/Right Taunt – Shaman temporarily hovers above the ground (very much Lucas’s Up Smash) with her back arched and her face towards the sky while shouting “ANNUUTTTT!” followed by a resounding echo, this being her reincarnation incantation (see Wii Mote for link to sound).
Down Taunt – Shaman gets onto one knee and bows her head in prayer for ~3 seconds.
Losing Pose
Shaman’s shoulder faces the camera and gives a ‘slow clap’ (see MK).
Victory Poses
1. Shaman chants “Noctana” (incantation for “Hypnosis” spell, temporarily converts enemies) and screen turns into the hue of Shaman’s color! E.g. Blue shaman=blue hue, Red shaman= red hue, etc.
2. Shaman shows off her Bōjutsu skills by twirling her staff around her at incredible speeds before getting into a defensive position: one leg bent forward (her weight is on this foot), the other fully extended to the side, one hand jutted towards the screen as an open palm and the other bracing the staff against her back [Zhang Liao style, from Dynasty Warriors :-) ]
3. Shaman is surrounded by the pillars of her Reincarnation Site, in which she is immersed in a beam of light and vanishes into the heavens (á la outro video).
Victory Screen Music:
http://www.youtube.com/watch?v=GC0h7DcVifg&feature=related
Stat Ratings
Running Speed- 4/10
Walking Speed – 5/10
Air Speed – 7/10 (semi-fast faller)
Attack Speed – 9/10 melee, 1/10 magic
Power – 2/10 melee, 10/10 magic
Range – 4/10 melee, 10/10 spells
Weight – 3/10
Fall Speed – 8/10 (semi-fast faller)
Recovery – 7/10
First Jump Height – 5/10
Second Jump Height – 4/10
Throws – 5/10
Priority – 2/10 melee, 9/10 magic
Traction – 5/10
Dodges – 8/10
Size – 4/10 (As in below average size)
Crouch – 4/10 (Prayer position is half her normal height)
Jumps: Initially two, Landbridge regains second jump and can be cast multiple times
Wall Jump: No
Wall Cling: No
Glide: No
Tether: No
Pros
High risk/High reward
Superb ranged game through Specials and Smashes
Enormous versatility in regards to approaching and distancing herself, numerous strategies
Overall good range for both magic and melee
Very powerful spells which can KO at lower percents
Melee attacks are very quick
Multiple vertical KO moves to choose from, great on stages with low ceilings and against lighter characters
Mana supply allows for her to cast multiple spells at once
Landbridge = Renewed second jump. Large mana supply = multiple jumps!
Swarm and Lightning prevent extensive enemy camping, Ghost Army defends
Final Smash = Crime Against Humanity
Solid balance between her combo and KO games
Unlike most characters, can level the playing field against smaller, lighter opponents (e.g. MK, Olimar, Squirtle, etc.)
Ranged attacks helpful for keeping pressure on recovering opponents
Is an absolute BA
Cons
High risk/High reward
Relies heavily on mana supply
Must focus on generating and saving mana for appropriate times
Often compelled to engage in close combat despite the circumstances (e.g. high damage, losing, etc.)
Melee combat is relatively weak and has poor priority
Generally screwed if off the stage with little to no mana
Considerable startup-lag before nearly all specials and smashes
Below average running speed
Cannot abuse/depend on best spells which rely on mana
Has trouble with characters who apply constant close-combat pressure (e.g. Sonic, Diddy Kong, Marth, etc.)
Medium-Lightweight
Falls faster than average characters, hence susceptible to being comboed and gimped
With exception of specific spells, generally poor priority
Miscellaneous
Stage:
Armageddon
The spell Armageddon is perhaps the single most epic way to end any real time strategy game. On levels in Populous that have an Armageddon spell available, each tribe must vie for control of the Stone Head which holds it. By worshipping at the Stone Head uninterrupted for some period of time, a team will be rewarded with the right to cast Armageddon whenever they deem appropriate. When cast, a giant natural arena forms from the earth. The Shamans arrive first, each controlling one portion of the arena. The four tribes face each other in a large circle and begin to muster their forces one by one into the all-natural coliseum, all while yelling battle cries as they begin to amass (pumps up the adrenalin). Once all fighters have entered the arena, for 5 seconds everything is perfectly still; no noise, not motion, just staring at one another. Then on queue, the fighters rush to the center and the epic battle begins as a free-for-all between the four tribes. The Shamans have Magical Shields (protects them from magic), yet still continue to cast spells on one another while the war rages on. This causes the spells to rebound in a random direction, half of the time ending up in the center of the arena and further adding to the chaos. The warriors slice and dice on the front lines while firewarriors (projectile-based units) fire from a distance in massive waves of down pouring fire. When all of the followers of a tribe have been destroyed in the arena, the respective Shaman loses her Magical Shield and is subsequently Lightninged by another Shaman. With the former Shaman now deceased, that tribe is eliminated. This continues until there is only one tribe left standing, upon which they may claim absolute victory.
l
__________________________________l
l
__________________________________l
_\
________________________________/
__\
______________________________/
___\
____________________________/
____\__________________________/
Wow that took forever to set up on the forums (ignore the model's asymmetry and black lines).
The solid white line represents the bottom of the arena, while the slashes are the sloped hills that make up the arena’s circumference. This is a unique level in the aspect that it is a hybrid between a traditional king-of-the-hill style map and a walk-off map. While the stage’s floor extends from one side of the stage to the other, one cannot actually walk off the stage due to the increasingly slopping hills on either side (think of it as the slope on the first Yoshi’s Island on both sides and eventually giving way to an insurmountable wall). As there is no actual ‘off the stage’, obviously tactics such as recovering, edge guarding, gimps and spikes are not very relevant here. Horizontal KO’s will usually take more damage than usual as the opponent will often hit one of the side walls before dying vertically. As a blatant exemption of the rule for most Smash stages, Armageddon favors heavier characters with poor recoveries and more vertical killing options (hometown advantage for Shaman). This is also a unique stage in the sense that the camera will revolve around the fighting when appropriate (example: character being hit and teching off the wall. Camera will realign opponents by revolving around them instead of the usual fixed camera). This is purely for cosmetic purposes, as it gives the impression of actually being in an enclosed three dimensional arena where the fighting doesn’t always have to take place on a single plane (Dead or Alive comes to mind).
The stage will be quite a visual feast, with combatants from their respective tribes fighting in the background and the Shaman’s casting various spells into the arena. Yet once again this is all purely cosmetic; the only actual way it would interfere with the gameplay is by simply posing as a visual distraction from the fight on hand. Even still, the antics occurring outside of the Smash fighting itself will by no means be an obtrusive factor in the match and would be very much tolerable for the experienced Smasher. The rotating camera and the additional cosmetics are simply the attempt to recapture the senses and feelings one experiences while witnessing the Armageddon of Populous.
And here it is, in all its glory:
http://www.youtube.com/watch?v=aiZ0RgpwLoI
Stage Music
NOTE: Unfortunately, there is some VERY good original Populous battle music, however, it is simply nowhere to be found. The below songs are composed by their respective authors and are not the property of neither myself nor Bullfrog Studios (developer of Populous).
“Mosane Pi” by E.S. Posthumus
Link:
http://www.youtube.com/watch?v=WMoJWSjuDKk
“Isunova Pi (Piri Reis Remix)” by E.S. Posthumus
Link:
http://www.youtube.com/watch?v=bTpVzzZKX1Q (closest thing I can find to it. Exact version I’m referring to is on E.S. Posthumus’s album “Cartographer [Piri Reis Remixes]”)
“Boss Battle” by Robin Beanland and Graeme Norgate from the Jet Force Gemini Soundtrack
Link:
http://www.youtube.com/watch?v=r5O86vJ70fM&feature=related
“Mona Lisa” by Juno Reactor (Yes, a bit cliché, but that doesn’t change the fact that it’s still awesome. Remember to listen to the transition at 2:20!)
Link:
http://www.youtube.com/watch?v=5mgL3kJ2vsM
“Genesis” by Justice
Link:
http://www.youtube.com/watch?v=ThKNt-GY1ww
“Stress” by Justice
Link:
http://www.youtube.com/watch?v=i5S0dkLZoTg
“Blood Sugar” by Pendulum…yea, that’s right, I said it.
Link:
http://www.youtube.com/watch?v=ffqeipPFQ-o
Assist Trophies
Shaman’s Army
Three different units of Shaman’s army arrive on the scene, aiding those who summoned them! There is one Warrior, one Firewarrior, and one Preacher. The Warrior has very strong and fast melee attacks, but little range. The Firewarrior shoots Blasts from his hands, a projectile that has long range and okay knockback. However, the Firewarrior is much more vulnerable during hand-to-hand combat. The Preacher is used in Populous to convert enemy followers to their Shaman’s cause. In Smash, the Preacher has a static hypnotize effect, very much like Jigglypuff’s Sing except always constant. If you get too close, you’ll be lulled by the Preacher’s magical sermons and even sit to listen to him! This effect lasts for roughly 5 seconds before one can recover. Unlike most Assist Trophies, these three units can be successfully attacked and eradicated; they won’t disappear otherwise.
Stone Head
A Stone Head from the Populous series appears! It simply stands on the stage, perfectly harmless…that is, until someone worships it.
Any character may pray at the Stone Head by going to it and holding down A to worship (lol pika prayer). The player must worship the Stone Head for a total 10 seconds (if interrupted after, say, 5 seconds by another player, they may go back and pick up where they left off. The other player has their own timer). Once a player reaches the 10 second marker, the Stone Head sinks back into the ground and a spell is cast!
There are three different spells, and each is chosen randomly and has a 1:3 chance of being cast:
Firestorm
Great balls of fire hail from the sky! Anyone in the proximity of these falling meteors will immediately take damage and catch on fire, wildly panicking across the stage (similar effect as Swarm). This does not affect the player who cast the spell, so they are free to take advantage of the chaos and disorder. Each hit deals about 6 damage and Firestorm lasts for approximately 12 seconds.
Bloodlust
When Bloodlust is cast, the player who ‘won’ the Stone Head becomes TWICE as powerful. Their strength, running speed, attack speed and air speed all double for up to 20 seconds! This is shown by having glowing red dots about their head. Knockback remains the same and the player can still be attacked/KO’d.
Swamp
The Swamp icon is shown over the victors head. The next time they press B/Special, they will lay a Swamp at their feet (roughly the length of 1/4th of Final Destination). Although Swamp cannot affect the player who cast it, when any opponent steps into the Swamp, they will be dealt damage at a rate of 2% damage per second with LOTS of hitstun (so much that they are only able to take a step forward before being hit again), and as a result are extremely ‘bogged’ down (ZING). Once caught in the Swamp, they are at the mercy of the player who cast it! Swamp lasts for up to 45 seconds before disappearing.
Kirby Hat: Shaman’s mask (see alternative costumes) covers Kirby’s face! Hilarious!
Codec Conversation
Snake: Colonel…Colonel What the HELL is going on?!
Colonel: That’s Shaman, Snake. I take it you’ve already met?
Snake: I’m being attacked by a bunch of bees! You didn’t exactly equip me for that, Colonel!
Colonel: That’s one of her spells: Swarm. Don’t be fooled, Snake. That mask and cane may seem harmless, but she has harnessed a power that we can’t even begin to fully understand. Keeping your distance from her may not be your best option in this case…
Snake: I (expletive!) hate bees!
Colonel: ………
Snake: ………
Colonel: ………
Snake: ………
Colonel:……Dane Cook?
Snake: What?
Colonel: Nevermind.
Event Matches
#5 – Death From Above
The Dakini Shaman threatens domination by worshipping at a Stone Head which grants the Angel of Death spell! Not only must you stop her and seize the spell for yourself, you must also fight off her constant stream of followers (see Assist Trophies)! Worshiping the Stone Head takes 30 seconds; only one stock available.
Stage: Battlefield
Useable Characters: Shaman
#15 - Incarceration
What the...Shaman has no mana! Caught in the midst of a battle frenzy, will she be able to hold out against the magic-wielding Zelda?
Objective: Defeat Zelda in a 2-stock-each match with no Specials or Smash moves.
Stage: Armageddon
Useable Characters: Shaman
Subspace Emissary Role
The Ikani (default blue) Shaman is at war with her arch nemesis, the Dakini (red). Initially indifferent to the Subspace threat, she is only motivated to defeat her worst enemy. However, when she sees in battle that the Dakini Shaman had allied to the side of evil in exchange for the ability to turn characters into lifeless trophies, she realizes that the plight of our heroes is directly connected to hers and after much thought, joins them in their quest.
Conclusion
Shaman’s a highly complex character with a move-set true to her game. She is not easy for anyone to pickup; mastering the scarcity of mana is no easy task. Yet she promises a multifaceted aggressor-play and there is much depth for her players to discover. That said, it would be impossible to tell at this point where Shaman would place on the tier lists. If I had to, I would predict that like Samus and to a lesser extent Donkey Kong from Melee, a few talented players will excel with Shaman beyond the rest, their unique styles of gameplay being very difficult for an opponent to predict.
Character by Vaul (Alexander Binder) 9/19/08