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Sharon

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PlayStyle: Aggressive Neutral

Similar to: Akuma(ST), Johnny(GG)

Strengths: Insane screen control and neutral dominance with her bullet specials. She has great mobility and normals to add in to that control and solid damage and mixups. She also works well with a bunch of decks and is very versatile. Two of her supers give her a hard knockdown with plenty of great okizeme. Sharon is insanely strong and it's no secret.

Weaknesses: She has no meterless reversal so any pressure from the opponent especially on wakeup she'll have to generally hold. Her strong bullets are limited to 6 per round so you must manage this resource well in order to abuse it's power. Once she runs out, her biggest threat is gone however she is still a very strong character.

Play if: + You like striking fear into the opponent by simply jumping
               + You like shutting down movement heavy players
               + You enjoy great offense

Avoid if: - You don't like having no meterless wakup
                 - You don't enjoy managing a separate resource
                 - You don't like guns and domination

Recommended Gougi Decks: Aggro, Stealth Raptor, Shinobi, Sky DancerThunderbolt



                            Max Punish Combos

Meterless: dash cr.MP > cr.MP > cr.HP > Gale Hammer Punch x2 (51 Damage)

1 Meter: cr.MP > cr.MP > cr.HP > Gale Hammer Punch x2 > Shuttle Combination (78 Damage)

2 Meter: cr.MP > cr.MP > cr.HP > Light Halfmoon Kick > Hellfire > Shuttle Combination (101 Damage)

3 Meter:  cr.MP > cr.MP > cr.HP > Light Halfmoon Kick > Hellfire > Shuttle Combination cancel on 4th hit > Sharon Special (108 Damage)


                                   Key Normals


Crouch Heavy Punch: Go to solid anti air and can easily combo into Halfmoon Kick or most of her supers.

Stand Light Kick: This is an excellent button to check dash in low with and to buffer into Dark Fire then into a super to whiff punish or counter poke an opponent.

Crush Kick: Excellent far ranged overhead that can be made safe if spaced properly. It has a slightly deceptive start up so it's a bit more difficult to check than most command overheads.

Crouch Heavy Kick: Completely safe on block and great to confirm into on block. This sweep will also low profile projectiles and is a great whiff punish tool.

Stand Heavy Punch: This is your best heavy normal to use on block if you want to maintain safety and this is also a great frame trapping normal. It has the perfect gap if used in a chain with crouch medium kick. This can also be made more plus after a knockdown as a meaty giving you a free Crouch Light Kick into Crouch Medium Kick into a special.


                                       Key Moves

Dark Fire: It's your main tool to control the screen (especially the air version) but you must be careful because you only get 6 bullets per round and there is no way to reload. The bullets themselves completely ignore projectiles but they can be stopped by Erase Blow gougi and by moves that neutralize projectiles like Hayate's Kamaitachi. Each punch button aims her bullets in 3 different directions. Light is horizontal, medium is a 45 degree angle, and heavy is a short flip into a downward very vertical bullet. In the air the angle also changes and it's incredible for controlling your opponent's movement. You must make each bullet count as good opponent's will try to get you to waste them.


Gale Hammer Punch: Your main combo tool that you'll covert into from most hits. You can double up the back knuckle with another or go for a halfmoon kick follow up to mixup your offense or you can simply stop after one and attempt a throw or normal. On hit you'll generally want to go into the punch follow up as that will always combo. There is a decently sized window for canceling into the follow up so you can catch people hesitating with a late follow up.


HellFire:  A devastating super to end combos with as it does very high damage. It usually ends up activating the Illusion gougi in most combos however this does use up a bullet from Sharon's pistol. Be wary of using this as the go to super as her other two won't use up her bullets such as Shuttle Combination that also grants are hard knockdown. The super is a single hit so it is great at avoiding damage scaling on top of being incredibly fast.


                                 Combo Examples

                                                                     Chain Combo
                                      Cr.LK, Cr.MK, Cr.HP, Halfmoon Kick, Hellfire






 
 
 






                                                                  Link Combo
                                  Cr.LK, Cr.MP x 2, Cr.Mk, Gale Hammer Punch














                                             Tech

               Dark Fire can combo easily into itself or chip the opponent to death









 





                              Sky Dancer can make Dark Fire absolutely terrifying 










 
 
 


                                 General Strategy

Playing Sharon well should make the opponent cautious about there choices in neutral. In a perfect round every bullet from Dark Fire will lead into a mixup, pressure, a combo, or a reset situation. She can play a somewhat hit and run style because of her bullets but even without them her mobility and normals can be enough to do so. She doesn't lack in a department outside of having no meterless reversal but that's a small price to pay. Using Gale Hammer Punch and it's follow ups is key for conditioning your opponent to make a mistake that you will take advantage of. Be wary of characters with air options as they can be harder to pin down with a general approach. Stay sharp, make every bullet count, and try to capitalize on every opportunity so this secret agent will complete her mission.



                                     Frame Data




 
 
 
 





































       Back to Pullum or onto the cybernetic Area

 
Sharon chain combo example-min.gif
Sharon link combo example-min.gif
Sharon tech 1 example-min.gif
Sharon tech 2 example-min.gif
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