but I thought nair beats banana?Or throw a banana at you.
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but I thought nair beats banana?Or throw a banana at you.
You wait until the n-air finishes, then you throw the banana (or during the ending).but I thought nair beats banana?
laaaame...hopefully diddys won't know that and we can use this to our advantage. Quick delete the post! D;You wait until the n-air finishes, then you throw the banana (or during the ending).
It reduces damage so yeah, it slightly reduces knockback but not by muchDoes speed monado decrease knockback?
At first I was going to legit throw out my wishlist for a lot of characters but I'll do just Shulk:What's your wishlist for 1.05?
Why?Serious wishing Santa Smash:
- B-air having a slight decrease of start-up time. But I don't want that frontward hit-box B-air has be removed
Speed Monado does that already. Not as good as jump's boost thoughMake Speed Monado increase Shulk's horizontal aerial acceleration, so that he can make it back to the stage with both Speed and Jump, and also achieve better followups in Speed.
It increases his aerial speed, but does it increase his aerial acceleration? as in, how fast he gets to max speed once moving.Speed Monado does that already. Not as good as jump's boost though
WhoopsIt increases his aerial speed, but does it increase his aerial acceleration? as in, how fast he gets to max speed once moving.
It very well might, but if it does, I don't think it's very much, so I'd like it to be a little more
B-air's start-up could be a smidgen faster, but mostly I want the front-hitting portion of B-air to stay there. That's my quirk to the max. In my subjective opinion, I'd like more people using the close-ranged frontal hit of B-air for its gimping-worthy nature.Why?
If you want it then...B-air's start-up could be a smidgen faster, but mostly I want the front-hitting portion of B-air to stay there. That's my quirk to the max. In my subjective opinion, I'd like more people using the close-ranged frontal hit of B-air for its gimping-worthy nature.
Wait so what happened with this post then?But I don't want that frontward hit-box B-air has be removed.
It actually is. Vanilla base hit is 7%. Tipper is 8%
- N-air deal 7% with the Beam area & 8% with the Monado sword area. I think that's fair don't you?
Nuffin Muffin, has is okay to say because it described B-air's possession of the frontward hit-box. To works too though.If you want it then...
Wait so what happened with this post then?
No I mean I want the current N-air getting reversed. I want the Sweetspot 8% damage to come from Shulk's red Monado sword, & the sourspot 7% come from the beam. As of now we're dealing 7% with the red blade which is majorly our sweetspot, but atm it's not.It actually is. Vanilla base hit is 7%. Tipper is 8%
Brah. You've been spending too much time on speed monado but I cannot blame you. lol
All I'm really trying to say is I used to avoid Buster/Jump with people that combo but there's not actually much to fear. If Buster and Jump do not change your weight, you'll still get out of the combo at the same percent you do in Vanilla Shulk. If Jump makes you lighter, you should actually get out earlier. In addition, if the opponent does not adjust to the extra damage you are taking, he could mess up the combo. However, since Buster does not increase damage much, you might not get out of the combo earlier - in which case you'll have taken a bit more damage.@ erico9001 hmm. . .I steered away from the thought of actually using Jump as a means of avoiding early combos by taking a smidgen extra damage % for it, but then again Jump in Neutral is funny. Until we learn most if not everything about the MArts DMArts & HMArts, I won't go too far into discussion pertaining to Jump's usage of combo escaping like Buster, though I will try it out & see how it do. While they both have lowered Damage Defense & Weight to help escape, I can say from my experience with using Smash for this kind of occasion despite the 50% damage reduction, apparently having lowered Knockback Defense(?) & reduced Weight helps him escape out of early combos very easily, so easily that I was escaping Sheik's F-tilt strings after her first F-tilt, including her D-throw shenanigans, & also avoiding a good majority of rapid jabs to prevent being hit from the finisher. The best part, Smash doesn't have lowered Defense so it's not as grieving as Jump or Buster, that I would imagine they'd be.
OBJECTIONNuffin Muffin, has is okay to say because it described B-air's possession of the frontward hit-box. To works too though.
Yeah I tried out using Jump & Buster in the same manner we use Smash for avoiding early combos, & just from trying it out once or twice the additional damage really isn't all that much. It was starting to become a slight problem utilizing Jump or Buster to avoid combos the moment a character used a relatively beefy-strong aerial after their follow-up & dealt 2% more rather than 1% from baby hits like Sheik's F-tilt, or a projectile like Mario's fireball.All I'm really trying to say is I used to avoid Buster/Jump with people that combo but there's not actually much to fear. If Buster and Jump do not change your weight, you'll still get out of the combo at the same percent you do in Vanilla Shulk. If Jump makes you lighter, you should actually get out earlier. In addition, if the opponent does not adjust to the extra damage you are taking, he could mess up the combo. However, since Buster does not increase damage much, you might not get out of the combo earlier - in which case you'll have taken a bit more damage.
Also I did some more thinking on using MSmash early on. It's a good idea as long as you know the opponent is capable of comboing you. I look at it this way:
If the opponent was going to combo you to 40% anyways (while you deal 0% damage), getting out of the combo even if you're to only deal half damage is a good idea. Then you could possibly have the opponent at 20% damage when he's got you at 40% damage. Furthermore, if the opponent relies on combos, then you could possibly even be in the lead in terms of damage, despite only dealing half damage yourself.
The sorting war of Customs still rages on, we gotta master dealing 18% with BSL so that it becomes our most-used Side-B.OBJECTION
It should be "has to" in that case.
*cough*
Ahem. Glad we sorted out Shulk's custom moves.
Eh. It's too impractical to land the hit. I can see it as very difficult to land plus, it doesn't have that much utility outside of damage and recovery. Also, it's so EASY to hit Shulk out of BSLThe sorting war of Customs still rages on, we gotta master dealing 18% with BSL so that it becomes our most-used Side-B.
Alas I agree. I've been half-serious every time I mention BSL's 18%. The damage augmented with Buster is great damage without the rogue 18%, but it's too bad the ending lag is long despite having fast start-up. We should probably utilize the fast start-up of BSL by baiting the opponent while we land. The perfect example would be to do:Eh. It's too impractical to land the hit. I can see it as very difficult to land plus, it doesn't have that much utility outside of damage and recovery. Also, it's so EASY to hit Shulk out of BSL
What a shame
I don't play against that many characters, but I've gimped all these characters with Smash:As said by most everyone else, Smash is very useful to get out of combos such as Sheik's dthrow, Rosalina's uthrow > utilt > uair strings, etc. However, what I don't see a lot of is usage of is Smash at low percent on characters who don't have a very good recovery and can be gimped by the increased knockback very easily. Some characters that come to mind that I commonly do this on are Little Mac, Ganondorf, Captain Falcon, Sheik, and Peach once she's used up her float. Has anyone else found success with low percent Smash gimps? If so, what other characters do you do it on?
I've actually seen this happen to a friend of mine when I was sparring him. His Mac was in the air, he had his counter animation start up, but he still got hit by my Pit's Uair. And again. And again.Whats my wishlist?
You know those times where you get hit but you swear on your life you hit counter before you were hit?
Then you already know my wish.
Eh. That's not all. I found one more fun **** in the lab with Monado jump. I'll make the post about it later. Busy testing itI've actually seen this happen to a friend of mine when I was sparring him. His Mac was in the air, he had his counter animation start up, but he still got hit by my Pit's Uair. And again. And again.
Also Beserk those Buster D-Throw D-Tilt strings seem interesting. Another option against Diddy is always a good thing.
You can also use d-throw -> dash -> f-air while in Speed until 50%. It deals around 10 damage, but it something you can follow up a grab while in Speed Art.I've actually seen this happen to a friend of mine when I was sparring him. His Mac was in the air, he had his counter animation start up, but he still got hit by my Pit's Uair. And again. And again.
Also Beserk those Buster D-Throw D-Tilt strings seem interesting. Another option against Diddy is always a good thing.
Combo'ing off buster d-throw to d-tilt. All of these are true combos. Only works on certain characters. I set them to level 1 in training mode. Try it out
Default buster
Pikachu (Works from 11-27%)
Fox (Works from 11-29%)
Falco (Works from 11-26%)
Sheik (Works from 12-22%)
ZSS (Works from 11-30%)
Greninja (Works from 13-34%)
Diddy Kong (Works from 13-27%)
Dark Pit (Works from 13-18%)
Pit (Works from 13-18%)
Bowser (Works from 16-28%)
Donkey Kong (Works from 16-32%)
King Dedede (Works from 15-31%)
Bowser Jr (Works from 13-19%)
Captain Falcon (Works from 14-22%)
ROB (Works from 14-32%)
Decisive buster
Pikachu (Works from 10-26%)
Fox (Works from 11-29%)
Falco (Works from 10-25%)
Sheik (Works from 11-21%)
ZSS (Works from 10-29%)
Greninja (Works from 12-33%)
Diddy Kong (Works from 12-26%)
Dark Pit (Works from 12-17%)
Pit (Works from 12-17%)
Bowser (Works from 15-27%)
Donkey Kong (Works from 15-31%)
King Dedede (Works from 14-30%)
Bowser Jr (Works from 12-18%)
Captain Falcon (Works from 13-21%)
ROB (Works from 13-31%)
It doesn't work on all characters but hey, it works against the relevant characters like Diddy. Lol. Fun fact: I tried doing this on HBuster against ZSS. Started working at 59%. You can see the knockback nerf clearly. LOL
D-throw (Buster) to full jab works ONLY on two characters
Bowser (0-26%)
Donkey Kong (0-13%)