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Cherub
05-08-2012, 05:19 PM
PLEASE DO NOT POST I want to keep this Guide updated as long as possible. That means that I and SolidSok needs place to post if new things come up.

Please Contact me or my Partner SolidSok if you found something that's wrong, grammar errors, you have to improve something on the guide or anything else


This Guide is heavily based off of the CoD Guide by LonelyGaruga.Great Thanks Garuga <:3



http://i45.tinypic.com/wkob5z.png


Class is in Session!

This will be (like the title says)a Shantotto guide.
A Guide for those who may wanted to start her soon.
But even so for those who want to get better with Shantotto
I'll try to use every information I have.
That said, let's start with a Table of Content !

Table of Content
I. Introduction to Shantotto
II. Basic Information
~Pros and Cons
~Speed
~Available Equipment
III. BRV Attacks
~Stun
~Bind
~Bio
~Couple of Attacks
~Retribution
IV. HP Atttacks
~Fire
~Stone
~Thunder
~Aero
~Water
~Blizzard
V. Ex Mode
VI. Stages
VII. Goetia Armor
~Base Stats
~Equipment
~Ability
VIII. Assists
IX. Strategy Guide

I. Ancient Magic and enormous Knowledge. Introduction to Shantotto

http://img233.imageshack.us/img233/3667/ffxiashantottoascension.jpg

Shantotto (シャントット, Shantotto) is a non-playable character from Final Fantasy XI. She is a Tarutaru Black Mage from the Federation of Windurst and a hero of the Crystal War. She is famous for her iconic laugh and her habit of speaking in rhyme. She is a central character in the expansion pack, Final Fantasy XI: A Shantotto Ascension - The Legend Torn, Her Empire Born.

Shantotto was born to a family of distinguished Tarutaru black mages. Her early childhood was spent "healing the world and spreading love". As she got older her parents spent hours lecturing her on the dark arts. She practiced her black magic to utter perfection to ensure that her family line was preserved. However, when she was finally honored with the title of mage, her life took a turn for the worse when her parents were divorced and her house was destroyed - not to mention her dog shrunk thanks to the shrinking potion it drank.
In spite of these events Shantotto kept true to her parents' words and persevered to become one of the top minds in the Federation. Prior to the Crystal War she was appointed minister of the Orastery, Windurst's Department of Magic. She was revered by many as Professor Shantotto.

For more infos please visit http://finalfantasy.wikia.com/wiki/Shantotto

II. Destroy the Destroyer. Basic informations

Shantotto is a ''Chainspeller'' so the game. Chainspeller because she can combine her hp attacks.
That means, you hit with one hp attack and 2 other hp attacks can follow. You can stop the chain if you want.
The speciality on her is, her HP attacks are her main BRV dmg. No other attacks of her can do so much DMG in such a short time. That will allow her to lead her new gained BRV into a HP attack. The stronger the better in this case.
Also every chain makes different BRV dmg. The strongest is started with water.
The worse thing is the startup and the cool down of her attacks. It is pretty long. There is a possibility to cancel some HP attack if they don't hit just by dodging.
After 2000 BRV her HP attacks will become stronger and turn into -ga Magic like Firaga.
After 4000 BRV her HP attacks will become extremely strong. They'll turn into Ancient Magic like Flare.
Her BRV attacks are a bit....special...... more of that later.

Shantotto is a ground AND an air oriented Character. You can use her at free will but I recommend to use both.
Changing the play style between far ranged and closed combat is an important factor. She is supposed to use her best option in the best situation. She has one hell of speed, just by walking around she can dodge some attacks and her dash speed is ridiculously awesome.
Shantotto is small and that makes her a bit lucky. Some attacks of your opponent will miss just because the attack can't reach Shantotto. An easy counter is guaranteed.

Shantottos HP attacks regenerate tons of EX. Around 150 EX will be regenerated after one successful 3Chain-HP Hit.
Her ex mode is pretty good. She can do lot of crits which leads to a break. After one HP attack she will regain her base BRV immediately. But the main reason why an EX set should be used is the huge DMG she can make with LV1 Hp attacks.

Her assist game is wonderful!
The assist gauge fills pretty quickly if you success to land an HP hit. Also the pressure is pretty good.
Almost in every chain there is one attack wich can lead into an assist. Bio and Stun can lead to assist too.

Shantotto is one character who should be used perfect to the situation. She has tons of options. But using them all is pretty hard. If you can analyze the situation pretty quickly and do the best for it, Shantotto is one Character to pick up.

+Pros
+Range of her HP attacks can reach infinite range.
+Stun is a wonderful "Dodge punish by Assist" punisher
+One of the fastest mages in game
+She is small and makes her a bit harder to hit
+Gains pretty quick EX
+Gains quickly Assist
+Has lots of options in almost every situation
+Stun and Bind can lead into a HP attack easily
+Retribution can reflect middle priority BRV magic
+Has one of the best glitches ever Bind->HP attack. Continuable Chain without hitting. HP attacks will reach Infinite range.

-Cons
-She has no high priority attacks which can reflect another HP attacks
-Many of her moves have a high cool down and a high start up[The high start up can also be used effectively]
-Her BRV attacks Stun and Bind don't deal any damage
-Bio is pretty slow, can easily be reflected and needs a good use
-Most of her moves are Assist punishable
-Bind is hard to land
-Stun is block able and punishable even without being staggered
-Stun to anything can miss if used in wrong height

<--...-->Movement Speed
Shantottos movement speed in comparison to the rest of the cast is as follows (Credit to Ujhbn)


Speed Ranking
Fastest
0 D.Chaos/F.Chaos (EX mode)
1.5 Tidus (EX mode)
2 Prishe (EX mode)
2.5 D.Chaos/F.Chaos > Onion Knight
4 Tifa = Zidane = Tidus (Normal) = Gabranth (EX mode)
5 Cecil (Paladin) = Squall = Jecht = Prishe (Normal)
6 WoL = Bartz = Shantotto = Vaan = Lightning
7 Golbez > Cloud = Yuna > Kuja
8 Emperor > Firion = Kain
9 CoD > Cecil (Dark Knight) = Sephiroth = Laguna
10.5 Garland = Gilgamesh > Terra
11.5 Kefka
12 Gabranth
13.5 Ultimecia
?? Exdeath
Slowest


Available Equipment

Weapons: Rods, Staves, Poles
Armor: Bangles, Hats, Hairpins, Headbands, Clothing, Robes, Ribbons

Cherub
05-09-2012, 04:18 PM
***WARNING***
The Combo Stun>Retribution>Stun>Retribution>Repeat is BANNED; FORBIDDEN in Tournaments hosted by DF. It is considered as an Infinite.

Still it's not forbidden to use Stun>Retribution>Stun>Any other attack. This is considered as a combo
So it's okay to use Stun>Retribution>Stun>Other Attack in Tournaments.
But using Retribution twice is considered as an Infinite.
Any other Combo of her is not considered as an Infinite


III. Magic Lesson! BRV moves

Shantys attacks are a bit different from the rest of the cast.

Stun
http://images1.wikia.nocookie.net/__cb20091112061646/finalfantasy/images/5/55/DFF_Stun.png
Ground and Midair
Ranged low
DMG multiplier 0; Startup Frame 13 ; Ex force 0

Stun is pretty quick and can lead easily into Aero, Stone or into Water (Water though requires the opponent to be near ground/ Landing lag)
Stun is a must on ground and air. It's one of her "main" BRV attacks.
Too much use of stun can become predictable. The opponent will block and counter. Even if shantotto doesn't stagger, a blocked stun can be countered. A careful use is recommended.
Stun is a great dodge punisher. If the opponent wants to punish your moves with assist just use stun (Auto assist lock on is needed) and the punish will fail and the assist will be locked. Timing is needed to dodge punish Shantotto.
Stun also can lead into BRV attacks. Retribution, A couple of attacks, Bio. You can combo many attacks with stun yet strict timing is needed.
Examples:
Stun>Retri>Stun>Bio>Assist>HP
Stun>Retri>Stun>Aero>Assist>Bio>Water (Jecht assist Combo)
Stun>CoA (2 hits or wall rush) Assist >Stun>Retri>Stun>Aero
As you can see many things are possible and all together they can do huge DMG.
Many things require proper spacing, timing and use of landing lag though.
Sadly it doesn't make any DMG or regenerates EX force, but it can lead into another attack HP or BRV which is pretty useful. It is her second best BRV move.

Bind
http://images.wikia.com/finalfantasy/images/9/9e/DFF_Bind.png
Ground and Midair
Ranged low
DMG multiplier 0; Startup Frame 65 ; Ex force 0
Bind is just wonderful. Perhaps her best attack.
Bind traps the opponent and the opponent won't be able to move. The opponent can use attacks though so don't let your complete guard down. You can easily hit the opponent with a HP attack or Stun.
But Binds effect isn't only this one, it has another much more useful effect. It is a glitch.
If the opponent is caught by Bind you will most probably hit with a HP attack.
e.g. Opponent caught by Bind. Shantotto is too far away from Opponent. Shantotto uses Stone. Stone misses of course. Still Shantotto can use the chain that would usually start with Stone. So Shantotto uses on a safe place the HP chain. Stone (which misses) >Aero (which hits almost to 100% because it appears right on the Opponent no matter where you are)> Blizzard.
Usually to use a chain the first attack has to hit. But if the opponent is caught by bind you can get rid of the first HP attack and chain it without hitting. The following 2nd HP attack will reach Infinite range and they are harder to dodge. Perfect use of Bind will make many fights a lot easier. Sadly no DMG and Ex force. It is punishable with assist but with auto assist lock on you can trap the assist and it will be locked. Good timing is needed to assist punish
Bio
http://images.wikia.com/finalfantasy/images/b/b0/DFF_Bio.png
Ground and Midair
Ranged low; Magical
DMG multiplier 4 x11 (44); Startup Frame 33 ; Ex force 0

Shantotto will summon a small poison cloud. It follows the opponent but it is slow.
Bio is one pretty useful BRV attack. It is hard to use but it is her strongest BRV attack. It makes the most DMG.
Hitting the opponent with Bio is pretty hard. The best way to make this is to use Stun>landing lag>Bio, Stun>Retri>Stun>Bio or combo off of Assist.
Bio's damage can become insane if you combo with an Assist and a following HP chain. Bio will hit for only crits after you've hit with your HP attack.
Another positive effect is that Bio can inflict an instant break. If the opponent suffers from Bio and uses an HP attack, just get hit by it and Bio will break him. (This works just if you don't suffer from break)
Using Bio as a shield for ranged low attacks works too. Like Kujas snatch shot.
But random use is totally NOT recommended. Bio is easy to reflect.

Couple of Attacks
http://images.wikia.com/finalfantasy/images/5/5f/DFF_A_Couple_Attacks.png
Ground
Melee low; Physical
DMG multiplier 7, 7, 16 (30); Startup Frame 19 ; Ex force 30

Shantotto hits three times with her staff.
A couple of attacks is pretty quick and surprises many opponents. I absolutely recommend to equip it.
It is a really fast attack and unlike Stun it can't be canceled by dashing. Use it if the opponent dashes towards you. The fast start up will surprise the opponent. You can call your assist right after the second hit or after a wall rush.
It's not recommended to overuse this move since your opponent will most likely read your move and block.
Also it's her only move (beside chase) that wall rushes. You can Combine this attack with an assist or just make a bit BRV dmg.

Retribution
http://images.wikia.com/finalfantasy/images/1/13/DFF_Retribution.png
Aerial
Melee Mid; Physical
DMG multiplier 15, 15 (30); Startup Frame 41 ; Ex force 90

Shantotto throws her staff. It flies forward and backwards.
Retribution is her only attack which can reflect attacks like Watera from Lightning. It's her only priority middle BRV attack.
It can't be blocked and it can be used as a dodge punisher. If the opponent blocks, he/she will get staggered by the first hit and the second hit will maybe hit. If it doesn't hit you can call your assist.
Stun>Retribution lets you combo into another stun combo. The highest success rate to use a stun combo after another attack is after Retribution. Dodge cancel the chase and use stun. It is a 100% hit rate ACTUALLY but it requires unbelievable strict timing.


IV. Ancient Destruction. HP moves

Shantottos HP attacks are adorable. Her HP moves are at the same time her main BRV dmg.
Another speciality is that her HP attacks will get stronger the more BRV she has.
But even on Lv1 the HP attacks are pure destruction.
Also every of her HP attacks at the same Lv will almost regenerate the same amount of EX. I will list it shortly here

EX = 24-36x 3 +90 EX
1HP attack + HP hit=114-126 EX
2Chain HP attack + HP hit=138-152 EX
Full Chain HP attack + HP hit=162-198 EX

The higher magic you use (Lv1; Lv2; Lv3) the more ex you regenerate.
(1000 EX = FULL EX GAUGE)

Fire; Firaga; Flare
http://images.wikia.com/finalfantasy/images/d/d9/DFF_SM_Fire1.pngFire Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/c/c8/DFF_SM_Firaga.pngFiraga Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/c/ce/DFF_SM_Fire.pngFlare Lv3 4000 BRV and above
Ground
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 3x 4 (12)
Lv2: 3x 6 (18)
Lv3: 3x 8 (24)
Startup Frames
Lv1 and Lv2: 57 Frames
Lv3 61 Frames

Fire is a nice dodge punisher. You can keep the opponent away from you with Fire.
I recommend to use this ONLY if you have above 3999 BRV.
Fire and Firaga are slow and can't catch the opponent well. It just works sometimes. Flare is pretty fast and can catch the opponent pretty good. Once Flare is in use the opponent will have to dodge. It's like an attacking shield.
I recommend, just to use it with a surprise effect on Lv1 and on Lv2. (e.g. Cloud spams firaga, use Fire and it will go through Firaga and hit Cloud)
But a good use on Lv3 is really helpful. On each Lv Fire gets a boost in range, width and height
Fire leads into Water>Thunder. Which is pretty good because you can do a full chain and after Thunder you can use your assist.
It is not possible to combine Stun>Fire. It is possible with the landing lag but this would be too hard to use. Stun>Stone is more recommended
The Bind glitch is pretty useful here because Water appears right on the opponent and will hit to almost 100%. (There is a little chance that the opponent dodges it)
Fire,Firaga,Flare can NOT be canceled by dodging.

Cherub
05-10-2012, 04:38 PM
Stone; Stonega; Quake
http://images.wikia.com/finalfantasy/images/6/6e/DFF_SM_Stone.pngStone Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/b/b2/DFF_SM_Stonega.pngStonega Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/f/f7/DFF_SM_Earth.pngQuake Lv3 4000 BRV and above
Ground
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 8x 2 (16)
Lv2: 5x 5 (25)
Lv3: 6x 5 (30)
Startup Frames
Lv1; Lv2 and Lv3: 49 Frames

Stone in each Lv is her strongest HP attack. And Stone is probably her best HP attack.
It can be your shield and it dodge punishes. It is really useful. If someone is dashing forward to you, you can use stone and a hit is guaranteed.
Stone appears nearby Shantotto and can catch the opponent really well without the help of stun/bind.
At each Lv Stone gets a boost in range, wide and height. Quake gets an extreme boost in width and height.
If the opponent wants to punish Stone with assist, the assist will get hit by Stone. Good timing is needed to assist punish Stone
Another great use of stone is if you hit the opponent with Stone and he assist changes out of stone, you can still use aero (if well timed) and it will hit the opponent. You will lock the assist gauge and hit the opponent. But good timing is needed. It is extreme useful and can give you an extreme advantage.
If you just use stone you can combine it into an assist, Stone(You call the assist after Stone hit)>Assist
Stone chains into Stone>Aero>Blizzard
Due the chain it is recommended to use Stone>Aero>assist and not Stone>Assist.
It is possible to combine Stun>Stone and it almost hits every time if you are fast enough.
Bind glitch with stone is HIGHLY recommended. The 2nd HP attack is aero which will appear right on the opponent and will hit almost to 100%. If you have a safe place and the opponent is caught by Bind, Stone is the right HP attack.
Stone; Stonega; Quake can be canceled through dodging.

Thunder; Thundaga; Burst
http://images.wikia.com/finalfantasy/images/8/83/DFF_SM_Thunder1.pngThunder Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/4/46/DFF_SM_Thundaga.pngThundaga Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/7/71/DFF_SM_Burst.pngBurst Lv3 4000 BRV and above
Ground
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 3x 4 (12)
Lv2: 4x 4 (16)
Lv3: 4x 5 (20)
Startup Frames
Lv1: 67 Frames
Lv2 and Lv3: 71 Frames

Thunder is her attack which has the biggest range.
It is pretty slow and can dodge punish the opponent. You can also catch the opponent off guard.
(e.g use Thunder while Kefka is using WWF, needs timing though)
It appears right on the opponent like aero and water.
Burst has the biggest range of all her attacks. The higher the level the further the attack goes.
Thunder is extreme useful. It is recommended to use it at a safe place and to use it's huge distance. You can interrupt attacks like razor gale if you use it quick.
Thunder chains into Thunder>Stone>Aero. You can call an assist after a full chain with thunder.
It is not possible to combine Stun with Thunder.
The Bind glitch is highly recommended due it's huge range. Thunder can easily hit the opponent if he is caught by Bind. If you just wanna use the glitch (so that thunder misses) be sure that the opponent is not to high above the ground or else stone won't hit.
Thunder; Thundaga; Burst can be canceled through dodging.
Aero; Aeroga; Tornado
http://images.wikia.com/finalfantasy/images/a/a5/DFF_SM_Aero.pngAero Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/c/c3/DFF_SM_Aeroga.pngAeroga Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/8/82/DFF_SM_Air.pngTornado Lv3 4000 BRV and above
Aerial
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 2x 5 (10)
Lv2: 2x 7 (14)
Lv3: 3x 6 (18)
Startup Frames
Lv1; Lv2 and Lv3: 49 Frames

Aero has an absorb effect. With each Lv the effect gets a bit stronger.
Aero is pretty fast but there is no safe use of it without Stun or Bind. But it can be used as a shield for your assist. If your opponent Assist changes out of an assist attack you can use Aero to guard your Assist. The higher the Lv the higher the success rate to protect your Assist.
Aero can dodge punish in small stages like Edge of Madness.
Lv1 and Lv2 are almost the same. Lv2 just gets a bit bigger. But Tornado becomes an extreme boost in height and width. It is safe to use Tornado without Stun. It is a REALLY useful attack.
Like stone, Aero will appear nearby Shantotto.
Aero will chain into Aero>Blizzard>Fire
It is possible to combine Stun to Aero. It is a pretty good combo and can be used in chain of other combos like Stun>Bio>Stun>Aero or Stun>Retribution>Stun>Aero.
The bind glitch is recommended. The 2nd HP attack is Blizzard which is pretty hard to dodge and gets infinite range. In small areas with walls it is highly recommended to use it. But be aware, skilled player will know how to dodge it.
Aero; Aeroga; Tornado can NOT be canceled through dodging.

Water; Waterga; Flood
http://images.wikia.com/finalfantasy/images/4/40/DFF_SM_Water1.pngWater Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/7/7f/DFF_SM_Waterga.pngWaterga Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/2/27/DFF_SM_Water.pngFlood Lv3 4000 BRV and above
Aerial
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 3x 4 (12)
Lv2: 4x 4 (16)
Lv3: 5x 4 (20)
Startup Frames
Lv1; Lv2 and Lv3: 59 Frames

Water is her best dodge punisher. It appears right on the opponent.
With each lv Water gains a boost in range and width. Flood gains extreme boost in range.
Starting the Chain with Water will lead into her strongest HP chain. This is why you should always make use of water after an assist.
Water chains into Water>Thunder>Earth
It is possible to combine Stun to Water but just with the landing lag. So the opponent has to be a bit above the ground. I highly recommend to make use of Stun>Water. But just use it if you are sure that the opponent will suffer from landing lag!
I recommend the Bind glitch with Water. Water has a far range and can appear right on the opponent so it doesn't have to miss. the 2nd HP attack is Thunder which will appear right on the opponent.
Water; Waterga; Flood can be canceled through dodging.

Blizzard; Blizzaga; Freeze
http://images.wikia.com/finalfantasy/images/3/30/DFF_SM_Blizzard.pngBlizzard Lv1 0-1999 BRV
http://images.wikia.com/finalfantasy/images/b/b0/DFF_SM_Blizzaga.pngBlizzaga Lv2 2000-3999 BRV
http://images.wikia.com/finalfantasy/images/0/07/DFF_SM_Ice.pngFreeze Lv3 4000 BRV and above
Aerial
Lv1: Ranged Mid; Magical
Lv2: Ranged High; Magical
Lv3: Ranged High; Magical
DMG multiplier
Lv1: 2x 5 (10)
Lv2: 3x 5 (15)
Lv3: 5x 4 (20)
Startup Frames
Lv1; Lv2 and Lv3: 69 Frames

Lv1 and Lv2, both can dodge punish the opponent but only experienced use of it is really helpful.
The speciality on Lv3 is, it appears right above the opponent and crushes him. The way it appears changes completely from Lv1 and Lv2. Freeze can pressure the opponent a lot so make good use of it.
Blizzard chains into Blizzard>Fire>Water. You can call your assist after water. That means Full chain + Assist.
It is not possible to combine Stun and Blizzard. Maybe with landing lag but it is better to use Water.
The bind glitch is recommended because the 2nd HP attack is Fire and Fire goes mad if it doesn't hit. The success rate to hit is pretty high with a glitched Fire.
Blizzard; Blizzaga; Freeze can NOT be canceled through dodging

Cherub
05-18-2012, 05:29 PM
V. True Magic! EX Mode

Yogozan su! Two-Hour Ability!
http://images3.wikia.nocookie.net/__cb20110706092207/finalfantasy/images/7/78/Shantotto_Dissidia_012_EX_DLC1.PNG
Regen: [Always active while in EX mode] Vigor and stamina recover little by little, restoring HP
Regen = 1.43% of your max HP. This amount is restored every 3 seconds. EX lasts a default of 20 seconds, so regen is a minimum of 8.58% of your health restored. Regen stops while taking damage.

Critical Boost: [Always active while in EX mode] Increases chance of bravery attacks dealing critical hits.Critical boost is a 50% increase.

Manafont: [Always active while in EX mode] Bravery is instantly replenished after landing a successful HP attack.

Shantotto will regenerate during the fight tons of EX force.
So entering EX mode and gaining positive effect is easy doing for her.
Manafont avoids the high chance of getting a break after an HP hit but it is not Impossible.
Just watch out for like 1 sec and Manafont should set your BRV back to normal and safe you from a break.
Also Manafont isn't just there to avoid a break. You can also use it to inflict a bit more HP DMG.
It will recover your BRV right after an HP attack. Combine your HP attack with an assist and you'll gain Base BRV + The DMG you make out of the combo. Without Manafont you would land the HP attack and your BRV would stay at 0 BRV for a short or long time. Due to Manafont you get the new made damage immediately onto your regenerated base BRV.
e.g. Shantotto is in EX Water>Thunder>Stone (Opponent 100 BRV left) > Assist > Manafont > Break > Combo. Without Manafont you would just gain the Break since the BRV doesn't recover so fast. In this case Shantotto would have around 3000 BRV.
Without Manafont she would have around 2000 BRV.


Use the EX wisely.
The assist gauge of your opponent will be depleted. You get regen and many crits.
A wasted EX mode is a huge mistake.

NOW I'M MAD! EX Burst~Let's play rough

http://www.youtube.com/watch?v=YBtXkZlZgAI
First Three Hits: Physical
The Rest: Magical
DMG multiplier
Initial: 4; 3; 3; (10)
Burst: 10x 6 + 20 (80)
Total: 100
[Her Scream in Japanese sounds much better]

Shantotto will cast Ancient Magic.
The order to reach perfect is...
Flare
Flood
Burst
Quake
Tornado
Freeze.
Just search Flare and after spelling it just go one down and cast the next spell etc.
You have to press X, 2 times to spell 1 Ancient Magic
Her EX mode is pretty strong due to her High Base ATK.
Be sure just to use the EX Burst if your EX gauge is pretty low. Make full use of her EX.

A Disgrace; You Forgot Your Place~EX Revenge

Shantotto has weird combos in EX revenge. All in all it's not really wise to use Revenge instead of Mode. Try to use the mode instead of the revenge. Use the revenge only to survive and final and inescapable ex revenges. Shantotto can pull of many weird combos. Just be sure to use stun after your second attack (if it is retribution) so the opponent does not fly away. It's always nice to land a bio as well and follow up with a HP.

VI. War Places! Stages

Shantotto is a ground and air oriented Character. But she will mostly fight on ground due to her awesome ground game so it is better for her she has a stage with much ground

http://i56.tinypic.com/kcml1f.jpg Old Chaos Shrine
This Stage is pretty Good for Shantotto.
She has many options to attack through walls and she has lot of flee options.
She can use Stone from the any plane and it will appear on the plane where the opponent is. This is one really good Stage for her.
The Omega Version of this doesn't make a huge difference

http://i53.tinypic.com/11snwux.jpgPandaemonium
This stage is wonderful for shantotto.
She can hide behind a wall and attack the opponent.
The walls and the small place make everything a bit safer for shantotto.
Her Lv3 HP attacks are deadly in this stage. Due to their high range/height/wide.
The omega version is a bit annoying. Just look that you are in a safe place. Because if you are in the middle of a chain on an unsafe place, the stage can interrupt you.


http://i55.tinypic.com/21lsbdh.jpgWorld of Darkness
This Stage is wonderful for Shantotto. Lot of Ground and lot of place.
The funny thing is, Shantotto can hide behind the pillars and can attack. The pillars are destroyable but still. it is good for a surprise attack.
The Omega version can be a problem though.
The small stage has to less place. but a lot of ground and the weird walls in the middle can help shantotto.
The big stage is a huge problem. There is too less ground. Watch out and try to change your style during the different stages.
The different stages can became a huge problem. I'd recommend to play defensively during the small and big stage and offensively during the normal Stage. Also the Base BRV can be a problem for shantotto.

http://i51.tinypic.com/f36smd.jpgLunar Subterrane
Much ground and much place. Pretty decent Stage. Like in other stages it is possible to hide behind walls.
The rails are a good flee option. All in all a pretty good stage for her
The omega version does't make any huge difference.

http://i56.tinypic.com/qs7dk5.jpgThe Rift
The Rift is pretty big. Shantotto can use many attacks safely here. From another plane and behind a wall are a great shield for her.
The middle of this stage is where shantotto will fight mostly.
The Omega version is excellent for Shantotto.
The middle of the Stage will change mostly and if there is this labyrinth like moment then shantottos time is come.
Many Planes and Many walls. Stone Thunder Water are extreme effective here. Just watch out not to use Blizzard and Fire if you are behind a wall.
Shantottos strategy will change with the omega version often. Defense play style when there is nothing in the middle of the stage. Offensive play style when the middle is labyrinth like. And normal play style when the stage is normal.

http://i54.tinypic.com/m7uaoi.jpgKefka’s Tower
This is a pretty decent stage for Shantotto. The planes and walls are great to hide and for surprise attacks.
It is like the stage Old Chaos Shrine. But she has no good flee options.
But still a decent stage for her.
If someone wall rushes in the lower section of the stage he will be thrown back and wall rushed by Magitek Steam in the Omega Version.
This doesn't affect much on Shantotto since every attack of hers except a couple of attacks doesn't wall rush. Use your assist carefully here since the Magitek Steam can destroy assist combo which rely on wall rushes such as Jecht.

Cherub
05-21-2012, 05:05 PM
http://i55.tinypic.com/2q8r8zb.jpgPlanet’s Core
Try to avoid this stage with Shantotto.
There is not much ground which can become a huge problem for her. And to fight aerial all the time will make her predictable.
Shantottos ground game will be almost completely negated and she will get big disadvantage against melee characters.
You have to trust on Shantottos air game on this map. Equipping Bind on air should help out a bit.
The Omega version is even worser due to the permanent increasing stage BRV.
Shantotto's main BRV game are her HP attacks. So watch out not to get broken or the opponent will get a lot BRV. Try to break the opponent before he does and use her HP attacks wisely.

http://i53.tinypic.com/33e6gj7.jpgUltimecia’s Castle
This is a decent to awful Stage for Shantotto. The lack of ground in the Middle makes it harder to fight for her.
Some places of this stage are still pretty good for her. Try to stay near the place with the gears or stay below at the bottom.
She will have good flee option due to the rails. Still this Stage is absolutely not recommended.
Shantotto's stone can appear on other flat which works here pretty good. so try to make good use of it.
The omega version of this can protect Shantotto but also destroy her. The gears can make a good shield for her since she isn't moving during her attacks. But still it is better to avoid this place. if she gets hit by the gears she will loose BRV and thats awful for every character. All in all is this stage pretty bad for her but she has still a lot of options and can turn everything into her advantage.

http://i53.tinypic.com/2ntfrqq.jpg~Crystal World
Perhaps Shantottos worst stage. Not much ground. Try to stay at the centre of the stage.
Or the best try to avoid this stage. she will get huge problems against ranged. Make good use of her options.
Playing defensively should help a bit. Relying on Stun>Aero will help a lot too.

http://i56.tinypic.com/2ik2se1.jpgDream’s End
This is almost the same as Crystal World. The shield can cover Shantotto pretty well.
Stay at the centre and use a the best option for the situation.
The BRV increases with each attack which hits. It is similar to Planets Core Omega so watch out.

http://i51.tinypic.com/vy8tah.jpgOrder’s Sanctuary
A pretty good stage for Shantotto.
Much ground and much air. It can be annoying though to deal with a enemy who fights air oriented such like Kuja and Ultimecia.
Still Shantotto has a lot of options free against every type of character and can change the tactic at any time
The omega version isn't that good for shantotto since the BRV will just be doubled at a break. Bad for shantotto since she is relying mostly on her HP attacks. The gained BRV will turn immediately into HP dmg. So she can't use Lv2/Lv3 magic.

http://i56.tinypic.com/2ljtdh2.jpgEdge of Madness
Pretty small. But even here Shantotto has some options.
Stone, Aero and a couple of attacks can work wonders here. Bind is just recommended to use if the opponent is high on air and shantotto on ground [Or reversed].
The BRV will raise and fall in the Omega version. from 300-3000 it can be good or bad. It's luck based.

http://i55.tinypic.com/aoori9.jpgEmpyreal Paradox
It's a pretty good stage for Shantotto. The Mother Crystal in the middle can be used as a great shield.
And behind the shield you can use Bind>Glitch. There is also a lot of ground which is pretty good for Shantotto.
Stay away from the centre of the stage in the Omega version. The Crystal will drain your BRV. The drained BRV will be added to the Stage BRV.

http://i54.tinypic.com/2znwy2u.jpgSky Fortress Bahamut
A big stage all in all. Much ground. It's pretty good for Shantotto
She can change her tactic at any time and the stage also has some good flee options. Similar to Order Sanctuary
The omega version ..... is nothing more than awful.
Shantottos tactic change into the air will be negated. She will be drained by the wind and will loose BRV. The stage BRV will increase fast in this stage. Stay at the centre and staying on ground will help a lot here.
Just avoid this stage.


http://i56.tinypic.com/28vagwi.jpgOrphan’s Cradle
A very big stage also surrounded by Banish traps. It's still recommended to stay in the centre of this stage. If an Ex core appears far away and both players are in the middle then Shantottos chances are big to get the core first, due to her fast dash speed.
Staying in the centre should help out it's also possible to use Stone at the top of the gates which will appear on the opponent. It's a really nice surprising effect.
The Omega version doesn't affect Shantotto at all. Some elements will move around the centre of the stage. You can use these elements to hide. All in all the Omega stage doesn't affect her.

http://i55.tinypic.com/242yetd.jpgPandemonium - Top Floor
A pretty good stage for Shantotto. An offensively play style will help out a lot here.
Enough ground and enough place. Shantotto's options are huge. Also most Air oriented Characters can be defeated here too due to the lack of the height.
No Omega Version.

http://i53.tinypic.com/2zr1eol.jpgCrystal Tower
A really GOOD stage for Shantotto. Probably one of the best. Enough options to flee and to attack safely. Bind glitch can be used pretty safe here. Also stone can be used on the higher planes of this stage which has a huge surprising effect.
No Omega Version

http://i51.tinypic.com/24evwra.jpgPhantom Train
One really bad stage for Shantotto due to the lack of room. She doesn't have much place and can be punished easily. Stone and Aero will protect her here. Stun>Aero works almost every time on this stage. Also Lv3 Magic will destroy your opponent. Because her Lv3 Spells are huge and used in this small train they are perhaps even scarier than they are usually. But all in all she will suffer from the lack of room
No Omega Version

http://i55.tinypic.com/314v4v9.jpgM.S. Prima Vista
A decent stage. Still less room and Shantotto can be punished easily.
Similar to Top Floor just in small.

SolidSok
06-11-2012, 08:22 AM
VII. Goetia Armor. Base Stats; Equipment; Abilitiy

Base Stats

HP 6999
BRV 667
ATK 112(Lowest is 107, highest is 113)
DEF 109(Lowest is 109, highest is 114)
LUK 60

Equipment

Here are some different Equipment recommendations.


Equipment 1
http://www.charlietang.net/dissidia/temp/79N194774D4jgj.png
This set makes use of Shantotto's high base attack, while also maintaining a decent amount of defense. The lufenian judgment set is nice for assist depletion, but the lack of seal combined with Shantotto's ex generation makes it harder to control the enemy's EX guage.
This set focuses on building brv in order to use higher tier magic. An ancient magic chain using this set is guaranteed to break anyone at base brv.

Equipment 2
http://www.charlietang.net/dissidia/temp/14esM4775x6W6H.png
This set focuses on building up shantotto's EX guage. Her stats are a bit weaker than set 1, but the Heaven's cloud, along with Tenacious Attacker and Glutton, make absorbing ex much easier. The Lufenian Seal set makes sure that your opponent's EX guage doesn't go out of control.
This set is built for chipping, making use of Shantotto's high ex generation on HP attacks.


Equipment 3
http://www.charlietang.net/dissidia/temp/Lqc3v4776P7UyE.png
This set is mainly used against opponents like Zidane who would most likely use SBS sets. This set is a lot like set 1, except for the lack of ex depletion, and inclusion of Side by Side.
This set is built for chipping. her hp attacks will give an assist charge which, when combined with exp to assist, can set up for another hp chain. Shantotto can bring out a bio during the Kuja assist, and it will link during the next hp chain. If the opponent's brv does not break during the combo itself, It will most likely break afterwards thanks to bio.

Don't limit yourself to these 3 sets. These just happen to be my most used sets. It's always good to experiment and see what you can discover.

Ability

Standard Abilities
Evasions and Blocks. (Ground and Aerial)
Aerial Recovery; Recovery Attack; Controlled Recovery.
Always Target Indicator. Ex Core Lock On. Auto Assist Lock On.

Used in: Every Set

Free Air Dash + Free Air Dash boost + Assist Gauge Up Dash + Multi Air Slide +
This is used to close in on opponents and also to build up your assist and keep it up. Mix this in with Multi Air Slide, or Multi Air Slide + and you will have great maneuverability. Shantotto has a pretty fast dash speed, and adding free air dash boost makes it even faster, which is nice when you need to beat the opponent to an ex core.

Used in: Every Set

Speed Boost ++
Shantotto has a great ground game, and Speed Boost++ really compliments it. This ability should be equipped if the opponent is more ground reliant. It's useless in battles that will take place mostly in the air. Shantotto already has a quick walking speed, and with this she can move around many hp attacks, and some brv attacks which is great for mounting a succesful counter attack.
Used in: Most sets depending on the opponent. Do not use this ability for battles that take place mostly in the air.

Ground-/Midair Evasion Boost; Evasion Boost
These are staple moves for all characters. These abilities increase your evasion distance, and the time that you are invulnerable during a dodge. One should never go without these equipped.

Used in: Every Set

Counterattack; Sneak Attack; Assist Critical Boost
Stun is used to counter attacks, so having Counterattack equipped really helps out her critical rate. Having sneak attack is great for chaining combos after an assist attack, and assist critical boost will boost the critical rate of your assist. These 3 abilities work really well together.

Counterattack/Sneakattack Used in: Every Set
Assist Critical Boost Used in: Every Set, except for sets with Aerith or assists that don't deal much damage

Disable counterattack
Shantottos start ups and cool downs are pretty high so this ability is pretty much needed.
It will lower the damage from counterattacks.

Used in: Every Set

EXP to ___
Exp to HP seems to have the best use out of all of the Exp to ___ abilities. Having this equipped will heal you after an hp attack, which can be really handy in close matches.
Exp to EX force is probably the second most useful ability for Shantotto due to how much EX she generates. With this equipped she'll acquire a full EX bar even quicker, turning the tide of battle in your favor.
Exp to assist is nice due to how often Shantotto can land an HP attack. However, the assist gauge becomes locked when chaining with an assist, nullifying this ability.
Exp to Brv can protect Shantotto from a break after performing an HP attack, which can be really handy. However this can be done by simply playing safely after landing an HP attack, and properly spacing oneself. The other Exp to ___ abilities come in handy more often.

Used in: Every Set

____ Gear
Shantotto does not have great natural equipment, and will need Gear abilities in order to make use of things like the Heaven's Cloud, or the Adamant Set. You will need to set aside 10-30 cp in order to make use of some of these sets.

Used in: Depends on Set

Precision Evasion
This ability massively increases the evasion frames of an accurately timed dodge. It allows you to dodge a lot of moves you’d normally be unable to dodge. It has a high CP cost of 45 when mastered, but often pays off. It is a must have for almost any character.

Used in: Every Set

SolidSok
06-12-2012, 07:02 PM
VIII. Shantottos Army! Assists

Shantotto benefits from a wide variety of assists. Some are better than others depending on the match up and stage.

Jecht
http://images4.wikia.nocookie.net/__cb20110119114632/finalfantasy/images/5/5e/Dissicon_ff10_Jec4.png

Jecht works well for Shantotto due to his long combo duration, and almost 100% ground rush.
He is able to catch the opponent from Stone, Aero, Thunder, Stonega, Aeroga, Thundaga, Waterga, Tornado, Quake, Burst, Flood, and Freeze. He can also combo off of bio, A Couple Attacks, and Stun.
Thanks to his long combo duration, Shantotto can pull out a Bio, and then follow up with an hp attack after the opponent hits the floor. His ground assist can be rather tricky though, and more often then not Jecht will send the opponent upwards out of your hp attack. Hp attacks are tricky to time on his ground rush.
One downside about Jecht is also one of his good points. While his long combo duration can set up for a bio and hp attack, it also leaves him vulnerable if the opponent assist changes. Also, since he is a physical assist he can be locked out from a level 2 assist change.

Yuna
http://images4.wikia.nocookie.net/__cb20110608172346/finalfantasy/images/c/c4/Dissicon_ff10_Yuna4.png

Yuna is a ranged Assist. So she won't get locked if your opponent uses a level 2 assist change.
Like Jecht, Yuna can combo into many of Shantotto's attacks. However Bio won't chain nearly as easily. She can also be chained during Retribution, depending on the timing and the distance between Shantotto and the opponent. Just call her when the first hit of Retribution connects.
Yuna comes out fast, and doesn't stay on the field long, so the opponent will have a hard time locking her out.
She doesn't do as much damage as other assists may be able to deal, but she is much safer.
Her ground assist isn't very useful outside of small stages with lots of walls. Though it shouldn't be too much of a problem since all of Shantotto's hp attacks leave the opponent airborne.

Aerith
http://images4.wikia.nocookie.net/__cb20110126030812/finalfantasy/images/3/33/Dissicon_ff7_Aer1.png
Aerith is another safe assist to use. She can chain off of the same hp attacks as everyone else, but needs to be called right before the hp attack ends in order to land in time. She can also be called before entering chase for retribution, allowing Shantotto to absorb all the EX on the field. You can also link Bio and an hp attack.
Thanks to Seal Evil, if the opponent decides to assist change to punish an hp attack, Shantotto can use an hp attack like blizzard, to keep her at a safe distance.
The down side to using Aerith is that she does not benefit Shantotto's ground game very much. Seal Evil requires Shantotto to be in the air, so Aerith will not chain after any hp or brv attacks from the ground. Also, Aerith does not deplete the opponent's EX meter, and she can not punish moves or dodges nearly as easily as the other assists.
Aerith should mainly be used if you plan on going aerial for most of the match.

Vaan
http://images2.wikia.nocookie.net/__cb20110126022943/finalfantasy/images/a/a8/Dissicon_ff12_Vaan3.png
Vaan is a very handy assist. His aerial brv leads to assist chase, allowing for an easy combo. Stun> Aero will work very easily off of Vaan. He can be called after most of Shantotto's attacks. However, Vaan will need to be called a little bit before the thunder spells end in order to connect. One of the best things about Vaan is that he is the 2nd most likely assist to catch an opponent from stun. He also doesn't stay on the field for too long, but he can still be punished if the opponent is quick enough. His ground brv is like Yuna's in that it isn't very useful. Vaan's brave attacks are physical, so he can be locked from a level 2 assist change.

Tidus
http://images3.wikia.nocookie.net/__cb20101120015615/finalfantasy/images/4/40/Dissicon_ff10_tid1.png
Tidus is another assist that leads to assist chase, making it easy to connect Stun> Aero. He's also like Yuna in that he comes out quickly, and doesn't stay on the field for too long, making assist changing and locking him difficult. He can be chained from most of Shantotto's attacks like the rest of the assists mentioned, but has trouble connecting off of Stun. He can be used in Stun>Tidus>Retribution. His ground brv ground rushes, setting up for an easy HP attack. He can also be used to effectively punish enemy attacks that leave them vulnerable, and since his aerial assist leads to chase, Shantotto can easily profit off of it. Tidus is a physical assist, so the opponent can lock him with a level 2 assist change.

Sephiroth
http://images1.wikia.nocookie.net/__cb20101120015350/finalfantasy/images/7/74/Dissicon_ff7_Sep2.png
Sephiroth is another great assist for Shantotto. He is the only assist that can consistently chain off of all of Shantotto's hp attacks. He can also connect from Stun>Sephiroth>Retribution. He deals a nice bit of damage, and both of his brv attacks lead to an assist chase. Shantotto needs to wait a little bit after seeing the chase marker before she uses it, or the opponent will fly away too quickly to chain Stun> Aero. He is a great assist for Shantotto, but like Tidus, has trouble connecting after stun. Sephiroth is a physical assist, and can be locked from a level 2 assist change. He can also be locked easier than tidus and vaan because of his duration on the field.

Kuja
http://images2.wikia.nocookie.net/__cb20101120015538/finalfantasy/images/9/91/Dissicon_ff9_kuj1.png
Kuja is one of the most useful assists for just about any character. He also deals a large amount of damage and depletion. Kuja can not be called after Stun, unless the opponent is in midair near the ground. The opponent falls too Quickly for Kuja to catch. On the ground, he can connect after A Couple Attacks, either by calling him between the first two hits, or by completing the attack and waiting for the opponent to hit the ground before calling. In the air, the only time he can connect with a brv attack is by using Stun>Kuja>Retribution. He will catch and move the opponent during the second hit.
Kuja is also similar to Sephiroth in that he can connect from ALL of Shantotto's hp attacks. He can be called after Stone, Aero, Thunder, and even Water. (Needs to be right after Water finishes) He can also catch the opponent from fire if he is called before the last hit. (similar to Jecht and Yuna timing) Connecting from Blizzard takes some practice, but is essentially the same as Fire. Firaga, Flare, and Blizzaga are either very difficult, or impossible to connect with Kuja.

General Use
These are the best assists for Shantotto. Each one is used differently, and should be used depending on the match up. Overall, Yuna is best since she can chain off of Shantotto's Stone, Aero, and most importantly Stun. Since she can combo off Stun easily, even if the opponent is slightly below you after being hit with Stun, Shantotto can still connect an hp attack by casting the Aero chain when Yuna connects. Vaan can also connect consistently, though sometimes he may fail if he is called too late. However, all of these assists are useful, and Shantotto should use all of them in order to fully benefit from assists.

SolidSok
06-25-2012, 06:49 PM
IX. Battle Tactics; Strategies to Success

Shantotto needs to approach several match-ups differently in order to achieve victory.

For most battles, Shantotto should stick on, or close to, the ground. Stun> Stone is much more likely to connect than Stun>Aero since vertical distance does not need to be taken into account. Stone is also a much safer dodge punisher than Aero due to lower cooldown. Bio connects easier from Stun on the ground as well since, again, vertical distance does not need to be taken into account.

In most cases Shantotto's brv move-set will consist of:
Ground: Stun, A Couple Attacks, Bind
Air: Stun, Retribution, Bind

The reason Shantotto is usually better off with Bind than Bio is because Bind gives Shantotto ranged pressure. Stun is a staple move for both her ground, and air set. A Couple Attacks is great for surprising the opponent or for hitting them out of a dash. Retribution does some nice damage, and can be set up for Stun>Retribution>dodge cancel>Stun>Aero.
This leaves only 1 more move for both ground and air. Bind works as a dodge/cooldown punisher, but it also tempts the opponent to come to Shantotto. By choosing Bio over Bind, Shantotto forfeits this control of the battlefield and has to rush into the battle field.
Shantotto can certainly make do without Bind, but having a ranged option can alter the flow of battle dramatically.
Bio also has its fair share of problems. It is easy to dash through or block, and also negates assist chase.(If one does not immediately press x upon assist chase, the golden x will disappear. This can be problematic when calling an assist during or after a move with long cooldown.) It can certainly do a large amount of damage, but it is nowhere near as practical as Bind.
One could opt to use Bio on the ground, and Bind in midair, but again, Bio is not practical, and being able to use Bind on the ground, rather than jumping up and using it can make a huge difference. Bio and Bind also do not work well together. If the opponent is under the effect of Bio and Bind lands, Bind will be negated due to the opponent taking damage.

Bio should only be used in small arenas like Prima Vista when facing mage type characters who's attack animations keep them in place.

Her HP set is usually the same:
Ground: Earth, Thunder
Air: Air, Ice, Water

Fire is pretty much useless, as Stone can do what fire does, but safer. The follow up from Fire is Water which spawns on the opponent. If the opponent is caught in Bind, Stone is safer to use and also to Aero which also spawns on the opponent. Thunder should only be used when the opponent is still at a distance, but within range. Make sure the opponent is near the ground when using Thunder.

Aero is needed for Stun>Aero, Blizzard has the amazing Fire follow-up, and Water acts as a dodge punisher or immediate Bind follow-up if the opponent is within range. Water is also the most damaging Chain.

Shantotto's battle style can shift many times between offense and defense. She can easily stay back and build assist while also attempting to catch an opponent in Bind. When needed, She can also rush in and attempt to punish a move or dodge with Stun. The key to playing Shantotto is figuring out when to fall and back, and when to push forward. This will vary depending on the opponent.

Once Shantotto has found the right balance between the two, She can give any opponent a difficult time.


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