So you guys like the amount of
Buster combos? 'Cus this post & my next post are about to make the list MUCH bigger.
The theme of these combos? Edge-slipping combos aka True Combos, & I'll give a taste of this damage. . .but first an explanation:
If you tried doing edge-slipping setups with any other Art including Vanilla, then you may get some scenarios where a move could force them to fall off the platform such as
Smash Art DAir, but then how will you lock them with a move upon them tumbling backwards & hitting the floor? The answer is you can't, it's impossible.
The only way you can get these kinds of edge-slipping combos with Shulk is using the Buster Arts & that's final. The knockback decrease that also means the change of flinching / tumble state / etc., all that ties into why these edge-slipping combos happen.
So with that said, in Training Mode CPU is Mario, CPU Behavior is set to Control, stage is Battlefield, damage is set to 0% for example. My focus was to edge-slip Mario on one of the lower level platforms towards the center in order for these crazy combos to work since trying to Edge-Slip lock on the platform edge closest to the stage's ledge can result in Mario drifting toward it & tumbling off the floor & offstage thus avoiding our lock. At low percents, the moves regardless of being
Blade sweetspot or
Beam sourspot that can force the tumble state falling off the platform's edge and or lock them into a forced getup floor option are:
- FTilt (You can either stand on the platform & Edge-Slip them with FTilt, or use FTilt to lock their tumble landing. You cannot FTilt Edge-Slip & try to FTilt lock after)
- FSmash 2nd hit angled up, down, or straightforward (If you hit with the 1st hit, the opponent will be knocked up off the ground & the forced getup won't occur)
- DSmash all 5 hits (It's not possible to actually connect all 5 hits let alone even get 2 of the 3 frontal hits of DSmash to lock them. Even Bowser, who were to be Edge-Slipping from a Beam sourspot FAir for example, will be locked by just the 1st hit of DSmash & be knocked away too far by the 3rd hit (2nd front hit))
- FAir
- BAir
- DAir 2nd hit (The 1st & 2nd hits can both connect for Edge-Slipping as long as the 2nd hit makes them slip off. For locking, you must only connect with the 2nd hit because the 1st hit will bring them back up & the 2nd hit would either Meteor them in place or launch them away with little hitstun)
- Back Slash's front hit hitting from below aka the hitbox above Shulk
- Back Slash Leap front hit
- Back Slash Charge front hit
Note: Back Slash Leap's front hitbox can induce the Edge-Slip or lock them into a forced getup, but causing the Edge-Slip with BSL will have too much endlag for you to even string a platform-drop through FAir to lock Mario.
Do not use BSL for Edge-Slipping.
To lock with BSL, a Short Hopped FAir or BAir FF'd from underneath the platform receiving FAir's 17 landing lag frames or BAir's 21 landing lag frames will allow a BSL lock. However, you must be drifting accordingly toward their direction & be far enough from the platform above you because BSL lands on top of it, & being too close to their tumble landing will result hitting their back. That sounds nice since it deals 22%, but they have frame advantage recovering quicker from their hitstun than our endlag. If you choose to use BSL as a lock, you'll at best get a FTilt, DTilt, dash grab, Air Slash, AAS, & to an extent MAS, but you have to have the right mix of fast landing drifting & strict timing or else the MAS won't reach.
And while it's great that BSL can lock, there's so much more damage potential with other options for locking.
Note: Back Slash Charge's front hitbox can surprisingly be the Edge-Slip starter & the lock, buuuut because of the horrible endlag you barely have any amount of frame advantage doing either. Since all of BSC's front hitboxes are petty in damage & knockback, it's much harder to to get an Edge-Slip not to mention we're using a
Buster Art. Mario could be holding towards the opposite direction & not slip off the platform, while Shulk suffers endlag to the max. You're not guaranteed true combos / damage when using BSC as the Edge-Slip, but you do get a tech case scenario due to having frame advantage.
All in all, don't use BSC to Edge-Slip.
Now as for BSC locking, you can Short Hop FAir or BAir provided with the right drifting to distance yourself & ofc fast falling your aerial to land quicker followed by immediately using BSC to lock. I find it easier to use the
Beam sourspots for Edge-Slipping. After this you have a very short window of frame advantage but you're right in front of the tumbled victim, & the only options you have are Jab1 into Jab Combo or standing grab into a throw preferably DThrow into DTilt / FTilt / AS / AAS / MAS for heavier characters.
While it's cool that even BSC can get lock combos, there's very little to be said about it since you can extend your lock combos even further with other better options.
Now then, how about a taste of damage?
Buster Shulk EdgeSlip Combo:
Blade SH FAir edge-slip
(10.5%) >
Blade FTilt lock
(18.2%) > SH
Blade NAir
(9.8%) > DThrow
(4.2% + 5.6%) > Instant Dash Attack
(15.4%)
Total Damage? = 63.7%!
This combo is guaranteed IF you input every option quickly & IF the Mario doesn't hold towards
/
DI'ing. So Instant Dash Attack can be guaranteed, plus Dash Attack needs some love in our combos <3. But Mario trying to input doublejump still gets hit by DA, & if he tries NAir, he can't get it out in time to challenge IDA & his NAir is frame 3. . .what?
You're not happy with that? Try this next combo!
Buster Shulk EdgeSlip Combo:
Blade SH BAir edge-slip
(16.8%) >
Blade FTilt lock
(18.2%) > SH
Blade NAir FF'd
(9.8%) > Air Slash
(8.4% + 7.7%)
Total Damage? = 60.9%!
Drift your BAir toward them but not too far that you'd be in front of their landing. Be as close as you can be so that you don't have to drift as much for your SH NAir & always make sure to FF it because if you don't, Mario can land on the floor & put up shield before your Air Slash 1st hit can connect. Doing this combo correctly becomes guaranteed on Mario.
What? Still not happy?
Buster Shulk EdgeSlip Combo feat. Chain Attack!:
--Buster Art staying on whole time--
Blade SH BAir
(16.8%) >
Blade FTilt
(18.2%) > SH
Blade NAir
(9.8%) >
Chain Attack light hit (4.2%) > RIki
(2.8%) > Shulk
(2.8%) > Shulk
(2.8%) > Dundun
(2.8%) > Shulk
(2.8%) > Dundun
(2.8%) > Dundun
(2.8%) > Shulk
(2.8%) > Dundun
(2.8%) > Dundun
(2.8%) > Shulk
(16.8%) > Shulk
(7%)
Total Damage? = 100.8%!! WOW! INCREDIBLE!
--Buster Art deactivated during the SH Blade NAir-- . . . wait what?
Explanation: When you land to the ground with an aerial, you can buffer deactivating the Art during the landing lag. In this case, if you were to mash B as you're falling to the ground after the NAir connects, your
Buster Art will deactivate & you'll use your Chain Attack Final Smash without any trouble.
[Buster is active] Blade SH BAir
(16.8%) >
Blade FTilt
(18.2%) > SH
Blade NAir
(9.8%) [Buster is deactivated] > Chain Attack light hit
(3%) > Riki
(2%) > Shulk
(2%) > Shulk
(2%) > Dunban
(2%) > Shulk
(2%) > Dunban
(2%) > Dunban
(2%) > Shulk
(2%) > Dunban
(2%) > Dunban
(2%) > Shulk
(12%) > Shulk
(5%) [Deadly Blow effect appears here, & it looks awesome]
Total Damage? = 84.8%!! And it KOs!
════════════════════════════════════════════════════════════════════════════════════
So what about
DBuster &
HBuster you ask? I'm sure we'd love to know that.
All I will say is that after doing Edge-Slipping combos with
HBuster, I'm terrified of that player who would utilize
HBuster in this manner. . .what you want an example?
HBuster Shulk EdgeSlip Combo:
SH
Blade BAir
(20.16%) > SH
Blade FAir lock FF'd
(12.6%) >
Blade OR
Beam FTilt lock
(21.84% OR
19.32%) > SH
Blade NAir
(11.76%) > Jab Combo
(5.88% + 5.88% + 8.904)
Total Damage? = 87.024% if the FTilt lock was Blade OR 84.504% if the FTilt lock was Beam
This combo can go smoothly if you master your drifting & fast falling for your aerials. After your SH BAir hits Mario you must immediately Fast Fall it & begin your next input: SH FAir. You should SH first & then FAir followed with drifting towards them & FF'ing once you know your drifting won't go past Mario when at this point he's already tumbling to the floor. Once you've FF'd & drifted your SH FAir, go for the quick FTilt input upon landing & hope you drifted & FF'd enough to get the Blade hitbox but if not, Beam is fine too. Treat your SH NAir like all the others you've read up 'till now & input SH NAir by jumping forward & press NAir while still holding towards Mario getting up but FF it once you've gotten close enough & waste no time to mash A for Jab Combo.
- - -
Did I mention that
HBuster can make Down Smash lock? This Art I swear. .
EDIT:
HBuster Shulk EdgeSlip Combo feat. Chain Attack!:
(Make sure to go to the right side a little past Mario's standing position on the platform above you & have it set to 1/2 (Hold L) speed. Next you cycle to HShield for an easier time & press A on the Smash Ball item but don't worry, the Smash Ball will appear as soon as you Hold L. Next you quickly cycle to HBuster out of a Short Hop & input FAir to destroy the Smash Ball spawning in fornt of you & while falling or fast falling, you'll happen to HALLC which is great. Turn around to face towards the stage & prepare for your SH BAir input. .Now you have the Smash Ball aura & HBuster active! Let's get this deadly combo started: )
[HBuster is active] SH
Blade BAir drifted toward Mario
(20.16%) > SH then
Blade FAir then drift + FF towards him
(12.6%) >
Blade FTilt OR
Beam FTilt lock
(21.84% OR
19.32%) > SH drifting towards Mario, input
Blade NAir as soon as you can & drift toward followed by FF'ing it
(11.76%) >
[Deactivate HBuster here or don't since HBuster won't last long enough for Riki's first hit no matter how fast you do this] > Chain Attack light hit
(5.04% or 3%) > Riki
(2%) > Shulk
(2%) > Shulk
(2%) > Dunban
(2%) > Shulk
(2%) > Dunban
(2%) > Dunban
(2%) > Shulk
(2%) > Dunban
(2%) > Dunban
(2%) > Shulk
(12%) > Shulk
(5%) [Deadly Blow effect appears here, & it looks awesome]
Total Damage? = 108.4% if FTilt was Blade, 105.88% if FTilt was Beam O_O. . .
Okay fine,
DBuster gets one too!
DBuster Shulk EdgeSlip Combo feat. Chain Attack!:
SH
Blade BAir drifting toward him & FF it
(18.48%) > SH then
Beam FAir while drifting toward Mario & FF
(9.24%) >
Beam FTilt
(17.71%) > Dash to SH & keep drifting towards Mario & finally FF
Beam NAir
(12.32%) > Chain Attack light hit
(4.62%) > Riki
(3.08%) > Shulk
(3.08%) > Shulk
(3.08%) > Dunban
(3.08%) > Shulk
(3.08%) > Dunban
(3.08%) > Dunban
(3.08%) > Shulk
(3.08%) > Dunban
(3.08%) > Dunban
(3.08%) > Shulk
(18.48%) > Shulk
(7.7%)
Total Damage? = 119.35%!!! New Record for highest damage in a Shulk true combo!
That
DBuster true combo is very specific & I wish you good luck on recreating it yourselves. The "Altogether for a chain attack!" shulk combo thread has been justified for actually having true combos with our final smash. Lol. Too bad the
DBuster combo above doesn't KO Mario.
*Edited typos & fixes*