STATS
Size: Near that of
Weight:
Ground speed:
Air speed:
NEUTRAL GAME
Jab: Rapid hair whip, no finisher. And by rapid, I mean it can be as rapid (1.1% per hit, literally 1* knockback)
Dash: Elbow dash from GBC. (Deals 3-8% based on timing and 20-40 knockback at 70°)
Forward tilt: Left straight, right straight. Can't be spammed. (Solid 3% per punch, plus 10 or so Sakurai-angle knockback)
Up tilt: Shantae plants her hand down and pulls off Sonic's u-air from a handstand. (2% and 6.9% at 90°, in that order; 10* then 20.4 knockback)
Down tilt: Same as jab, but not as rapid. (2.2% and 14.5 knockback, Sakurai angle)
SMASH ATTACKS
Forward smash: Stands her ground while charging, then spins and lunges forward using the Side Kick from Pirate's Curse. The more you charge, the further Shantae kicks, ranging from 1 to 1.5 stage builder blocks. (13.5-17% based on timing, 111.1-128 knockback at 11°)
Up smash: Shantae generates a flame that grows as she charges. When she actually attacks, Shantae punches the ground with the flame stuck in her hand, creating a sparkling pillar of flame that reaches up to 1.5x her height. (4 rapid hits of 1.625%, then one bigger hit worth 11%; rapid hits worth 3 to 1* knockback, while big hit has 100 knockback, all from 110° to 90°)
Down smash: Mario's breakdance, kind of. (Front hit 18% and 104.3 knockback at 30°, back hit 10% and 98.9 knockback at 120°)
AERIALS
Neutral: Her GBC Twirl, but not flung
wayforward. Duh. (First five hits are 1.4% and 5* knockback, but 5% and 17.857 regular knockback at 70° right after)
Forward: Shantae's better...uh, semi-spike, for lack of a better term. She quickly judo chops a step ahead of herself, and that's all there is to it. (7-frame sweetspot is 10% and 100 knockback at 285°; anything else is only 8% and 45 knockback at 27°)
Back: Triple-roundhouse. (2.2%, 3.3%, and 4.4%; 30*, 30*, then 69 knockback, all at 159.371°)
Up: Shantae does
this pose while generating a spark above her hand. (First hit is 5% and 20* points of "guiding" knockback; second hit does 6.4% and 75 knockback at 105°)
Down: Drill Kick! What more can I say? (Seven hits worth 1% and 10* knockback, followed by 3% and 45.678 knockback; all is 315°)
LET'S WRASSLE!
Grab: Shantae spins her ponytail and throws it like a lasso. This can be charged for half a second, after which her grab becomes 1.2x the usual length.
Pummel: Punches the target's gut. Or mouth, in certain cases. (1.05%)
Forward throw: Hip checks the target. (10%, 77.7 knockback, 30°, you know the drill.)
Back throw: Wraps the target up in her hair, then releases them like a top. (9.5%, and 56 knockback at basically a reverse Sakurai angle)
Up throw: Wheeee, Flip Kick~... (12%, 99 knockback at 90°)
Down throw: Elbows the target to the floor. (10%, 68 knockback at 77.7°)
ATTACKING WHILE PRONE
Floor attack (Face-down): Shantae legsweeps around herself. (5.7% on each side, with 66 knockback at either 45° or 135°)
Floor attack (Face-up): Curls back, then leaps up and kicks. (6.1%, 42 knockback at 10°)
Floor attack (Trip): Steps back up and creates small sparks on both sides. (4.444% each side, 70 knockback at any Sakurai-based angle)
OW THE EDGE: Shantae hops back on and unleashes a haymaker. (8%, 65 knockback at 5°)
NEUTRAL SPECIAL: MAGIC BELLY DANCE
Shantae basically goes into her iconic belly dance mode! Pressing a direction, or Attack, or even Shield (Whichever works) turns her into various animals, granting her different attacks for up to three seconds - providing you don't use it
TOO much.
- Pressing Special again actually leads to Shantae throwing out a quick fireball, AKA the Flash Bolt. (Deals two rapid hits with nothing more than 2% each, then a slightly bigger hit; this one deals 8% and 55 knockback, namely at 67°)
- Shield will make Shantae become a crab. Attacking in Crab mode lets Shantae "slap" with her pincers, crippling enemies' shields. (The actual pincers deal only 2% not counting shield damage. If you don't land this hit, it'll create a small "water hitbox" to push back foes anyway. Neat!)
- Become a monkey by hitting Grab or Attack. Attack, at this point, denotes Monkey Claw (12.48%, 78 knockback at 45°). Pressing Special will instead make Shantae use Monkey Bullet (Ranges from 9% and 100 points of Sakurai-angle knockback at the start, to 5.5% and 43.21 knockback at 70° after 16 frames).
- Hitting Up will make Shantae quickly dart up into Harpy mode (5-9% depending on timing; 35-60 knockback at 90°), only to glide for a few seconds. Flapping your wings with Jump will create a small windbox effect worth 20* knockback at the Sakurai angle. Oh, and you can dart again with any attack button and L-Analog (Same as the first dart, but at whichever angle you choose). But that sends you into freefall, so be careful!
- Pressing Back literally makes an Elephant out of our favorite half-genie, and trades her jumping abilities for extra weight and power. Press Attack or Jump to hop in place and Stomp (17.8% and 100 knockback at any Sakurai-esque angle, depending on placement), or press Special to Charge ahead 2 SBBs (14% and 111.111 knockback at 33.3°).
- Pressing Down lets Shantae turn into the Spider. Shoot a Stunner Web with Attack or Special. (8%, stunning on hit, tripping without actually hitting, and 25.075 knockback at the Sakurai angle if you actually score a hit. What more could you ask for?!)
- Last but not least, the Mermaid is mapped to Forward on L-Analog. Tapping Attack or Special launches the usual Mermaid Bubbles (5% each, along with 18 knockback at the Sakurai angle).
Anyway, the transformations last 1.25 seconds at maximum usage rate, with each usage in a row cutting half a second. Do make good use of your transformations, but spice up your attack pattern if you want them in top shape.
SIDE SPECIAL: PIKE BALL THROW
This is Shantae's (non-holdable) charge projectile; holding Special will increase the Pike Ball's spin as you charge. Each second after the first adds
another Pike Ball, for a total of the full three after two seconds. Once you let go, Shantae flings whatever Pike Balls she's gathered 3 SBBs ahead of herself. (Each Pike Ball does 4-7%, with 87-123.3 knockback at 45°)
UP SPECIAL:
FLOAT MUFFIN
Shantae holds this bizarre, candy-balloon-tasting treat up high - and flies up with it for some reason. After 1 second of flight, Shantae takes a nibble and tosses it aside, leaving her in special fall. The actual flight can also be canceled into Shantae's aerials. (This move does no damage. Who would have thought?)