Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Since no one paid attention >_>
@ Masonomace has been working on a project about the safety of buster attacks on hit against certain characters or weight classes. If you can help, PLEASE DO. Thanks
~~~~
Buster Shulk's safety
Jab combo
: Safe starting at 0%
Jab combo (crouched against)
: Safe starting at 10%
Dash attack
: Safe starting at 30% (if your Dash attack is too close upon hitting him, he can buffer D-air before landing, which you can perfect shield at 30%)
Dash attack (crouched against)
: Safe starting at 60%
F-tilt Blade
: Safe starting at 20%
F-tilt Blade (crouched against)
: Safe starting at 45%
F-tilt Beam
: Safe starting at 15 – 20%
F-tilt Beam (crouched against)
: Safe starting at 40 – 45%
U-tilt Blade
: Safe starting at 0% (He can attempt D-air right before touching the ground, but we can perfect shield it)
U-tilt Blade (crouched against)
: Safe starting at 0% (must be spaced away from his D-air landing range) OR 40% (up close, we can perfect shield his D-air landing)
D-tilt Blade
: Safe starting at 0%
D-tilt Blade (crouched against)
: Safe starting at 20% (Before 20%, it's a stalemate of who does what, but you're still unsafe because you can only perfect shield his jab-1, so wait until prior to 20% if the Bowser crouches a lot)
D-tilt Beam
: Safe starting at 0%
D-tilt Beam (crouched against)
: Safe starting at 0% (Bowser crouching extends his hand out, making it safer to zone a crouching Bowser)
F-smash Uncharged 1st & 2nd Blades
: Safe starting at 20%
F-smash Uncharged 1st & 2nd Blades (crouched against)
: Safe starting at 15% (Bowser crouching against F-smash's 1st hit makes him pounce on the ground & slide away)
F-smash Uncharged 1st & 2nd Blades angled up
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled up (crouched against)
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled down
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled down (crouched against)
: Safe starting at 20%
F-smash Uncharged 2nd hitting Beam
: Safe starting at 25%
F-smash Uncharged 2nd hitting Beam (crouched against)
: Safe starting at 50%
F-smash Uncharged 2nd hitting Beam angled up
: Safe starting at 20%
F-smash Uncharged 2nd hitting Beam angled up (crouched against)
: Safe starting at 40%
F-smash Uncharged 2nd hitting Beam angled down
: Safe starting at 25%
F-smash Uncharged 2nd hitting Beam angled down (crouched against)
: Safe starting at 45%
U-smash Uncharged 1st & 2nd hit (up close)
: Safe starting at 30% (Technically before 30% he can input D-air before landing & punish us. . .although we deal 25% & he only can punish us with at most 2%)
U-smash Uncharged 1st & 2nd hit (up close) (crouched against)
: Never safe (he can crouch the 1st hit of U-smash & perfect shield the 2nd hit even at 999%. . .U-smash's hard-counter confirmed)
U-smash Uncharged 1st & 2nd hit (1st hit knockup into the 2nd hit)
: Safe starting at 15% (We can perfect shield any aerial he tries, & can roll away from his Flying Slam command grab)
U-smash Uncharged 1st & 2nd hit (1st hit knockup into the 2nd hit) (crouched against)
: Safe starting at 15% (Same result even when he crouches)
F-air Blade
: Safe starting at 0% (with FF)
F-air Blade (crouched against)
: Safe starting at 0% (spaced well with FF) OR 5% (being very close with FF)
F-air Beam
: Safe starting at 0%
F-air Beam (crouched against)
: Safe starting at 0% (Space this out a bit, with FF)
B-air Blade (in front or behind)
: Safe starting at 0% (with FF)
B-air Blade (in front or behind) (crouched against)
: Safe starting at 20% (from the front with FF) OR 15% (from the back slightly spaced with FF)
B-air Beam
: Safe starting at 0% (with FF)
B-air Beam (crouched against)
: Safe starting at 0% (with FF)
D-air Grounded 1st hit & 2nd hitting Meteor effect
: Safe starting at 70% (with FF)
D-air Grounded 1st hit & 2nd hitting Meteor effect (crouched against)
: Safe starting at 95 – 100% (with FF)
D-air Grounded 1st hit & 2nd hitting Beam (no Meteor effect)
: Safe starting at 15% (with FF)
D-air Grounded 1st hit & 2nd hitting Beam (no Meteor effect) (crouched against)
: Safe starting at 40 – 45% (with FF)
Back slash Front hit
: Safe starting at: 50% (strong 14% hit. Roll away to avoid his Dash options)
60% (Base 12% hit. Roll away to avoid his Dash options)
50% (tipper 12% hit. Roll away to avoid his Dash options)
Back Slash Front hit (crouched against)
: Safe starting at 75% (strong 14% hit. Roll away to avoid his running dash options)
110% (base 12% hit. Roll away to avoid his running dash options)
60% (tipper 12% hit. Roll away to avoid his running dash options)
Back slash Rear hit
: Safe starting at 25% (strong 22% hit. Roll away to avoid his running dash options)
40% (base 19% hit. Roll away to avoid his running dash options)
20% (tipper 19% hit. Roll away to avoid his running dash options)
Back Slash Rear hit (crouched against)
: Safe starting at 55% (strong 22% hit. Roll away to avoid his running dash options)
75% (base 19% hit. Roll away to avoid his running dash options)
50% (tipper 19% hit. Roll away to avoid his running dash options)
Air slash
: Safe starting at 55% (with delaying the 2nd slash, drifting backwards in between slashes, & FF'ing to the ground)
Air Slash (crouched against)
: NEVER SAFE (he can crouch the 1st hit & not be launched high enough to be hit by the 2nd slash at 999%. . .)
@ Masonomace has been working on a project about the safety of buster attacks on hit against certain characters or weight classes. If you can help, PLEASE DO. Thanks
~~~~
Buster Shulk's safety
Jab combo
: Safe starting at 0%
Jab combo (crouched against)
: Safe starting at 10%
Dash attack
: Safe starting at 30% (if your Dash attack is too close upon hitting him, he can buffer D-air before landing, which you can perfect shield at 30%)
Dash attack (crouched against)
: Safe starting at 60%
F-tilt Blade
: Safe starting at 20%
F-tilt Blade (crouched against)
: Safe starting at 45%
F-tilt Beam
: Safe starting at 15 – 20%
F-tilt Beam (crouched against)
: Safe starting at 40 – 45%
U-tilt Blade
: Safe starting at 0% (He can attempt D-air right before touching the ground, but we can perfect shield it)
U-tilt Blade (crouched against)
: Safe starting at 0% (must be spaced away from his D-air landing range) OR 40% (up close, we can perfect shield his D-air landing)
D-tilt Blade
: Safe starting at 0%
D-tilt Blade (crouched against)
: Safe starting at 20% (Before 20%, it's a stalemate of who does what, but you're still unsafe because you can only perfect shield his jab-1, so wait until prior to 20% if the Bowser crouches a lot)
D-tilt Beam
: Safe starting at 0%
D-tilt Beam (crouched against)
: Safe starting at 0% (Bowser crouching extends his hand out, making it safer to zone a crouching Bowser)
F-smash Uncharged 1st & 2nd Blades
: Safe starting at 20%
F-smash Uncharged 1st & 2nd Blades (crouched against)
: Safe starting at 15% (Bowser crouching against F-smash's 1st hit makes him pounce on the ground & slide away)
F-smash Uncharged 1st & 2nd Blades angled up
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled up (crouched against)
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled down
: Safe starting at 15%
F-smash Uncharged 1st & 2nd Blades angled down (crouched against)
: Safe starting at 20%
F-smash Uncharged 2nd hitting Beam
: Safe starting at 25%
F-smash Uncharged 2nd hitting Beam (crouched against)
: Safe starting at 50%
F-smash Uncharged 2nd hitting Beam angled up
: Safe starting at 20%
F-smash Uncharged 2nd hitting Beam angled up (crouched against)
: Safe starting at 40%
F-smash Uncharged 2nd hitting Beam angled down
: Safe starting at 25%
F-smash Uncharged 2nd hitting Beam angled down (crouched against)
: Safe starting at 45%
U-smash Uncharged 1st & 2nd hit (up close)
: Safe starting at 30% (Technically before 30% he can input D-air before landing & punish us. . .although we deal 25% & he only can punish us with at most 2%)
U-smash Uncharged 1st & 2nd hit (up close) (crouched against)
: Never safe (he can crouch the 1st hit of U-smash & perfect shield the 2nd hit even at 999%. . .U-smash's hard-counter confirmed)
U-smash Uncharged 1st & 2nd hit (1st hit knockup into the 2nd hit)
: Safe starting at 15% (We can perfect shield any aerial he tries, & can roll away from his Flying Slam command grab)
U-smash Uncharged 1st & 2nd hit (1st hit knockup into the 2nd hit) (crouched against)
: Safe starting at 15% (Same result even when he crouches)
F-air Blade
: Safe starting at 0% (with FF)
F-air Blade (crouched against)
: Safe starting at 0% (spaced well with FF) OR 5% (being very close with FF)
F-air Beam
: Safe starting at 0%
F-air Beam (crouched against)
: Safe starting at 0% (Space this out a bit, with FF)
B-air Blade (in front or behind)
: Safe starting at 0% (with FF)
B-air Blade (in front or behind) (crouched against)
: Safe starting at 20% (from the front with FF) OR 15% (from the back slightly spaced with FF)
B-air Beam
: Safe starting at 0% (with FF)
B-air Beam (crouched against)
: Safe starting at 0% (with FF)
D-air Grounded 1st hit & 2nd hitting Meteor effect
: Safe starting at 70% (with FF)
D-air Grounded 1st hit & 2nd hitting Meteor effect (crouched against)
: Safe starting at 95 – 100% (with FF)
D-air Grounded 1st hit & 2nd hitting Beam (no Meteor effect)
: Safe starting at 15% (with FF)
D-air Grounded 1st hit & 2nd hitting Beam (no Meteor effect) (crouched against)
: Safe starting at 40 – 45% (with FF)
Back slash Front hit
: Safe starting at: 50% (strong 14% hit. Roll away to avoid his Dash options)
60% (Base 12% hit. Roll away to avoid his Dash options)
50% (tipper 12% hit. Roll away to avoid his Dash options)
Back Slash Front hit (crouched against)
: Safe starting at 75% (strong 14% hit. Roll away to avoid his running dash options)
110% (base 12% hit. Roll away to avoid his running dash options)
60% (tipper 12% hit. Roll away to avoid his running dash options)
Back slash Rear hit
: Safe starting at 25% (strong 22% hit. Roll away to avoid his running dash options)
40% (base 19% hit. Roll away to avoid his running dash options)
20% (tipper 19% hit. Roll away to avoid his running dash options)
Back Slash Rear hit (crouched against)
: Safe starting at 55% (strong 22% hit. Roll away to avoid his running dash options)
75% (base 19% hit. Roll away to avoid his running dash options)
50% (tipper 19% hit. Roll away to avoid his running dash options)
Air slash
: Safe starting at 55% (with delaying the 2nd slash, drifting backwards in between slashes, & FF'ing to the ground)
Air Slash (crouched against)
: NEVER SAFE (he can crouch the 1st hit & not be launched high enough to be hit by the 2nd slash at 999%. . .)