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A simplistic character, Shandera only uses two buttons for all of its attacks, though don't be fooled into thinking that this character is limited, as it can combo and dish out some heavy damage, aided by its rather peculiar ability to gradually fill up its own Power bar automatically; maybe it's consuming the opponent's soul and burning it for fuel...?

Shandera (Shandera)
ZAIShanderaport
Character portrait

Creator

Z.A.I.

Download

OneDrive
Kuron's A.I. patch

Resolution

Low

Gameplay[]

ZAIShanderaidle

Shandera is a two-button character that only makes use of X and Y to attack, something that naturally limits its moveset and attack options quite considerably, though its damage output is higher than the average character's to compensate and it is still capable of pulling off small combo strings that can end with a Hyper; all of Shandera's Specials and Hypers are strictly ground-based, limiting its effectiveness in the air to only two attacks, though said aerial attacks can be used to initiate an air-to-ground combo as the hitstun from aerial Y is long enough for Shandera to follow up with a standing X, benefited further by the character's lack of a damage dampener.

An unusual mechanic Shandera has is its ability to automatically fill up its own Power bar over time without needing to do anything, which is something usually seen in cheap characters or palette modes, in a way emphasising a defensive style of play until enough Power has been gained in order to strike back with a devastating combo. Shandera's hurtboxes are fairly inconsistent and wonky, often changing size abruptly even if Shandera itself hasn't changed position; a notable example of this is the difference between Shandera's idle hurtboxes and its walking hurtboxes, where the initial idle hurtbox is tall and thin, while the walking hurtboxes cover far more horizontal distance; Shandera's hurtboxes also cover more vertical distance than what would be expected, presumably to counterbalance the small size of Shandera's sprites and to allow for sweeping attacks to still make contact with the character.

Shandera can be somewhat difficult to deal with due to its entire moveset consisting of attacks with no hurtboxes that are separate from Shandera itself, giving it complete priority over the opponent and essentially forcing the opponent to block instead of attempting to trade blows; however, Shandera has no real way of dealing with guarding opponents due to it lacking any form of a grab, and although オーバーヒート is completely unblockable, it uses 3000 Power and reduces Shandera's damage output by almost half; Shandera's attacks also have a fair amount of end lag to them, allowing for the opponent to punish accordingly.

Although Shandera does have A.I. programming, it lacks any A.I. commands, essentially disabling its ability to attack due to the human commands being disabled when the character is controlled by the A.I., thus preventing it from being able to actually win on its own accord; because movement and guarding is handled within the constants files, the A.I. is still able to perform these actions.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Command Input Properties
X
ZAIShanderaS1
Command Input Properties
Y
ZAIShanderaS2
ほのおのうず
Command Input Properties
Down, Down-Right, Right X / Y Move must be blocked while either standing or crouching
X version: Move knocks down opponent on hit
Y version: Move knocks down opponent on hit
X
ZAIShanderaS3 1
Y
ZAIShanderaS3 2
おにび
Command Input Properties
Down, Down-Left, Left X / Y Move is attributed as a projectileMove does not deal damage
Projectile velocity varies with button pressed
X version: reduces opponent's Power by 200
Y version: reduces opponent's Power by 300
X
ZAIShanderaS4 1
Y
ZAIShanderaS4 2
エナジーボール
Command Input Properties
Down Down X / Y Move is attributed as a projectileMove must be blocked while standingMove must be blocked while in the air
Projectile velocity varies with button pressed
X version: Move knocks down opponent on hit
X
ZAIShanderaS5 1
Y
ZAIShanderaS5 2

Hypers[]

はじけるほのお
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X Move is attributed as a projectile
Uses 1000 Power
ZAIShanderaH1
シャドーボール
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X Move is attributed as a projectile
Uses 1000 Power
ZAIShanderaH2
ねっぷう
Command Input Properties
Right Left Right Left X Move's hitboxes cover the entire screen simultaneouslyMove knocks down opponent on hit
Uses 2000 Power
ZAIShanderaH3
ほのおのからだ
Command Input Properties
Right Left Right Left Y Move does not deal damage
Reduces opponent's Power by 6 per hit
Uses 2000 Power
ZAIShanderaH4
オーバーヒート
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right Y Move cannot be blockedMove knocks down opponent on hit
Sets Attack multiplier to 0.6
Uses 3000 Power
ZAIShanderaH5
れんごく
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left Y Move's hitboxes cover the entire screen simultaneouslyMove grants full invincibilityMove knocks down opponent on hit
Uses 3000 Power
ZAIShanderaH6

Palette Gallery[]

ZAIShanderapal1
Button-a
ZAIShanderapal1
Button-b
ZAIShanderapal1
Button-c
Shandera6 Shandera4 Shandera2
ZAIShanderapal1
Button-x
ZAIShanderapal1
Button-y
ZAIShanderapal1
Button-z
Shandera5 Shandera3 Shandera

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

  • When fighting the creator's own Aiant character, Shandera's Attack multiplier increases to 8 for all of its attacks barring エナジーボール, はじけるほのお, and シャドーボール due to the damage being dealt by Helper-type projectiles, which ignore the AttackMulSet state controller; the increased damage is in reference to Durant's Bug/Steel-typing in the Pokémon games, which makes it extremely weak to Fire-type attacks.
    • This is overwritten by the 0.6 damage multiplier that takes effect after using オーバーヒート.
    • The type reference was intended to be taken further by halving the damage of エナジーボール, but the AttackMulSet state controller that handles this is ignored by the projectile, so it doesn't take effect.

Edits[]

This character has not been edited.
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