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"Altogether for a chain attack!"-Shulk combo thread

erico9001

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Current results with D-throw -> Air Slash (so far have tested what Berserker did with D-throw -> D-tilt)
Mario 0-12%...28-35%
Luigi 0-4%...20-21%
Bowser 0-40% (41% first hit only)
Bowser Jr. 0-35%
Wario 0-28%
Donkey Kong 0-53%
Diddy Kong 5-34%
Sheik 4-24%
ZSS 4-31%
Pit 0-23%
Paulutena 0-16%
DDD 0-37%
Fox 4-30%
Falco 4-31%
Pikachu 0-40% (40-44% first hit only)
Charizard 0-32%
Greninja 5-34%
ROB 0-32% (heading right) or 0-29% (heading left). Does ROB have a different animation based on the direction he is sent?
C. Falcon 6-25%
Wii Fit Trainer 0-19%
Doctor Mario 0-13%...28-35%
Dark Pit 0-23%
Mega Man 6-31%

-
I have the latest patch yeah, v1.0.2 for WiiU. If it means anything (I don't think it does) I'm using the Gamecube adapter & I've been testing it on FD too.
Ah, I've figured it out. There are different combo percents for if you're going left vs if you're going right. You were going right; I was going left. Try it out yourself! Umm, I hope this realization doesn't mean we have to test all these characters over -.-

edit: Okay, that's all the testing I'm doing today. I'll continue this some other time.
 
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Masonomace

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Ah, I've figured it out. There are different combo percents for if you're going left vs if you're going right. You were going right; I was going left. Try it out yourself! Umm, I hope this realization doesn't mean we have to test all these characters over -.-
Ah you're right, I just noticed this now, & now I'm sad that it varies based on the direction Shulk faces. . .:ohwell:
 

erico9001

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Buster D-throw -> Air Slash (24.5%–25.2% damage) or (17.5%-18.2% damage if the second hit of air slash misses)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Mario 0-12% (gap) 28-35%
Luigi 0-4% (gap) 20-21%
Bowser - Left: 0-40% (41% first hit of air slash only) - Right: 0-42%
Yoshi 0-32%
Rosaluma 0-1% (Must be the first strike of the battle)
Bowser Jr. 0-35%
Wario - Left: 0-28% - Right: 0-29%
Donkey Kong 0-53%
Diddy Kong 5-34%
Game & Watch 0-14%
Little Mac 0-17%
Link 0-11%
Zelda 0-1% (Must be the first strike of the battle)
Sheik 4-24%
Ganondorf 6-22%
Toon Link 0-12%
Samus 0-25%
ZSS 4-31%
Pit 0-23%
Paulutena 0-16%
Marth 0-11%
Ike 0-22%
Robin 0-13%
Duck Hunt 0-11%
Kirby 0-8% (only the first hit of air slash, but it looks safe as long as you don't go for the second hit of air slash)
DDD 0-37%
Meta Knight 0-13%
Fox 4-30%
Falco 4-31%
Pikachu - Left: 0-40% (41-44% first hit of air slash) - Right: 0-41% (42-44% first hit of air slash)
Charizard 0-32%
Lucario 0-13%
Jigglypuff - Does not work at all
Greninja 5-34%
ROB - Left: 0-29% - Right: 0-32%
Ness 0-1% (must be your first strike of the battle)
C. Falcon 6-25%
Villager 0-5%
Olimar 0-20%
Wii Fit Trainer 0-19%
Shulk 0-18%

Jump Shulk 4-17%
Buster Shulk 0-17%
Shield Shulk 46-85% (first hit of air slash only)
Smash Shulk - Does not work at all
Doctor Mario 0-13% (gap) 28-35%
Dark Pit 0-23%

Lucina 0-11%
Pac-Man 0-7%
Mega Man 6-31%
Sonic 0-11%

Assumption: Opponent does not go off the edge


Only a few characters vary based on left vs right: Bowser, Wario, Pikachu, and Rob. There is a chance that some characters vary by less than 1% with this combo, and may be pushed over that 1% for other combos. In that case, we should probably retest all percents on at least one other range based combo to make sure it is really just these four characters. Once we determine what characters are dependent on direction, we only need to test for direction with those specific characters in any future combos.
 
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Never mind. I don't think I can reliably test this :T
 
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S.F.L.R_9

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*D-throw to f-tilt (Buster) data goes in this post*

- Will be updated soon
^^ What about Buster dthrow to fsmash? I don't really see it ever brought up even though fsmash does 25% compared to 16% for ftilt. Only downside is that it doesn't work on every character at 0%. If you'd like, I'd be willing to do some research tomorrow to find out who it works on and at what percent.
 
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^^ What about Buster dthrow to fsmash? I don't really see it ever brought up even though fsmash does 25% compared to 16% for ftilt. Only downside is that it doesn't work on every character at 0%. If you'd like, I'd be willing to do some research tomorrow to find out who it works on and at what percent.
Yeah, it'd be nice if you researched on that. Thanks
 

FreedomTP

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Found out that landing with Up Air so that the hitbox hits a standing character (rather than an airborne one) gets some pretty cool setups. Don't have a way to test for DI, so some might not be accurate.

Vanilla Shulk: Falling U-air -> Up Tilt (18%)

Mario 0-33%
Luigi 0-25%
Peach 0-26%
Bowser 0-34%
Yoshi 0-26%
Rosalina 0-25%
Bowser Jr. 0-27%
Wario 0-34%
Game & Watch 0-22%
Donkey Kong 0-35%
Diddy Kong 0-36%
Link 0-34%
Zelda 0-27%
Sheik 0-27%
Ganondorf 0-35%
Toon Link 0-25%
Samus 0-35%
Zero Suit 0-32%
Pit 0-30%
Palutena 0-25%
Mark 0-34%
Ike 0-36%
Robin 0-35%
Kirby 0-22%
Dedede 0-40%
Little Mac 0-31%
Fox 0-30%
Falco 0-31%
Charizard 0-30%
Lucario 0-36%
Jigglypuff 0-17%
Greninja 0-31%
Duck Hunt 0-35%
R.O.B. 0-39%
Ness 0-28%
Captain Falcon 0-42%
Villager 0-29%
Wii Fit Trainer 0-25%
Dr. Mario 0-31%
Dark Pit 0-31%
Lucina 0-32%
Shulk(Vanilla) 0-33%
PAC-MAN 0-31%
Mega Man 0-42%
Sonic 0-30%

Note that the timing for shorter characters ends up being so precise it's not really worth it. I couldn't even hit Meta Knight or Pikachu. There are Buster and Jump combos for the falling up air as well, but I'll post the percents later.
 

S.F.L.R_9

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Buster dthrow to fsmash

These characters can either airdodge, jump away, or hit the ground and shield before fsmash comes out.
:4mario::4drmario:
:4luigi:
:4bowserjr:
:4wario2:
:4diddy: (sadly)
:4littlemac:(at around 30ish% Mac enters his falling animation and you can fsmash him if he doesn't tech)*
:4link: *
:4sheik:*
:4ganondorf:
:4zss:
:4myfriends:
:4kirby:
:4metaknight:
:4fox:
:4falco:
:4pikachu: Pikachu can work at exactly 30%, but most of the time he'll fall underneath fsmash.
:4jigglypuff:
:4greninja:
:4falcon:
:4shulk: Vanilla, Jump, and Smash
:4megaman:

:4peach:: 0-18%
:4bowser:: 7-42%
:4yoshi:: 0-30%
:rosalina:: 0-1% (first hit of match) Sometimes at 1% only the first hit of fsmash connects, but that seems to be a rare occurrence.
:4dk:: 9-47%
:4gaw:: 0-13%
:4zelda:: 0-26%
:4tlink:: 0-24% (may work later depending on how Tink DIs)
:4samus:: 0-27%
:4pit::4darkpit:: 8-34%
:4palutena:: 22-33%
:4marth::4lucina:: 0-33%
:4robinm:: 22-34%
:4duckhunt:: 15-33%
:4dedede:: 0-29%
:4charizard:: 12-39%
:4lucario:: 9-35%
:4rob:: 9-37%
:4ness:: 0-34%
:4villager:: 0-39% (Villager can airdodge at 25-39ish% but you can punish the landing lag very easily)
:4olimar:: 0-31%
:4wiifit:: 0-34%
:4shulk: Shield 90-105ish%
:4pacman:: 0-34%
:4sonic:: 16-34%
edit: Didn't seem to notice any inconsistencies based on left vs. right, fixed DK's percent.
 
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erico9001

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Buster dthrow to fsmash

These characters can either airdodge, jump away, or hit the ground and shield before fsmash comes out.
:4mario::4drmario:
:4luigi:
:4bowserjr:
:4wario2:
:4diddy: (sadly)
:4littlemac:(at around 30ish% Mac enters his falling animation and you can fsmash him if he doesn't tech)*
:4link: *
:4sheik:*
:4ganondorf:
:4zss:
:4myfriends:
:4kirby:
:4metaknight:
:4fox:
:4falco:
:4pikachu: Pikachu can work at exactly 30%, but most of the time he'll fall underneath fsmash.
:4jigglypuff:
:4greninja:
:4falcon:
:4shulk: Vanilla, Jump, and Smash
:4megaman:

:4peach:: 0-18%
:4bowser:: 7-42%
:4yoshi:: 0-30%
:rosalina:: 0-1% (first hit of match) Sometimes at 1% only the first hit of fsmash connects, but that seems to be a rare occurrence.
:4dk:: 0-47%
:4gaw:: 0-13%
:4zelda:: 0-26%
:4tlink:: 0-24% (may work later depending on how Tink DIs)
:4samus:: 0-27%
:4pit::4darkpit:: 8-34%
:4palutena:: 22-33%
:4marth::4lucina:: 0-33%
:4robinm:: 22-34%
:4duckhunt:: 15-33%
:4dedede:: 0-29%
:4charizard:: 12-39%
:4lucario:: 9-35%
:4rob:: 9-37%
:4ness:: 0-34%
:4villager:: 0-39% (Villager can airdodge at 25-39ish% but you can punish the landing lag very easily)
:4olimar:: 0-31%
:4wiifit:: 0-34%
:4shulk: Shield 90-105ish%
:4pacman:: 0-34%
:4sonic:: 16-34%
Don't forget to test both left and right. DK, for instance, can shield before the F-smash comes out until 10% when going left, but cannot when going right. Looks good so far, though!
 
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S.F.L.R_9

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Don't forget to test both left and right. DK, for instance, can shield before the F-smash comes out until 10% when going left, but cannot when going right. Looks good so far, though!
Oh alright, thanks for the tip. Do you happen to know if there any other characters besides DK that this happens to?
 

erico9001

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Oh alright, thanks for the tip. Do you happen to know if there any other characters besides DK that this happens to?
I'm really not sure. In D-throw -> Air Slash, it was Bowser, Wario, ROB, and Pikachu. DK was not affected with Air slash, and he is now for F-smash. I've tested Bowser's lower range for F-smash, and it is still 7% for each direction... so... I have no idea who will and will not be affected.

It doesn't take nearly as long to double check for left/right, though. The percents are always ballpark of what they were in the other direction, so it goes by pretty fast. First, test if it works at the same percent as the other direction. Then, test the percents at 1% above and 1% below that percent. If there's a change, just adjust by 1 until you are at the right percent, since it should be about the same.
 
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FreedomTP

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All of these were tested with the 3DS version on Omega Battlefield, so they might not be accurate to different stages.
Jump Shulk: Falling U-Air -> U-Air (25%) You will have to double jump for the later percents.

Mario 25-82% Starts killing at 66%
Luigi 15-76% Starts killing at 62%
Peach 20-73% Starts killing at 57%
Bowser 25-91% Starts killing at 75%
Yoshi 23%-80% Starts killing at 65%
Rosalina 32-70% Starts killing at 54%
Bowser Jr. 22-90% Starts killing at 71%
Wario 30-100% Starts killing at 73%

I'm gonna start rounding down to the nearest 5% here, 'cause I'm tired of testing to be exact.

Game & Watch 25-65% Starts killing at 55%
Donkey Kong 25-100% Starts killing at 80%
Diddy Kong 25-100% Starts killing at 70%
Link 15-90% Starts killing at 75%
Zelda 20-85% Starts killing at 70%
Sheik 20-85% Starts killing at 70%
Ganondorf 25-100% Starts killing at 75%
Toon Link 25-85% Starts killing at 65%
Samus 25-95% Starts killing at 70%
Zero Suit 15-95% Starts killing at 65%
Pit 20-95% Starts killing at 75%
Palutena 20-80% Starts killing at 60%
Mark 25-95% Starts killing at 75%
Ike 25-105% Starts killing at 75%
Robin 20-110% Starts killing at 70%
Dedede 20-120% Starts killing at 85%
Little Mac 20-95% Starts killing at 65%
Fox 25-90% Starts killing at 65%
Falco 20-90% Starts killing at 65%
Charizard 20-105% Starts killing at 70%
Lucario 20-100% Starts killing at 70%
Jigglypuff 15-75% Starts killing at 50%
Greninja 20-95% Starts killing at 65%
Duck Hunt 20-95% Starts killing at 70%
R.O.B. 20-110% Starts killing at 75%
Ness 15- 90% Starts killing at 65%
Captain Falcon 20-110% Starts killing at 80%
Villager 20-95% Starts killing at 65%
Wii Fit Trainer 20-85% (Possibly later as well) Starts killing at 65%
Dr. Mario 20-100% Starts killing at 70%
Dark Pit 20-100% Starts killing at 70%
Lucina 15-100% Starts killing at 70%
Shulk(Vanilla) 20-100% Starts killing at 70%
PAC-MAN 20-95% Starts killing at 65%
Mega Man 20-110% Starts killing at 75%
Sonic 20-90% Starts killing at 65%

To me, it doesn't seem worth it to try this combo at anything other than the kill percents listed, and even less worth it against the short characters. Most of the percents listed were based on what the game told me was a combo, so there is a possibility that some characters can get hit by this at even higher percents.

Next up: Buster FF U-Air -> D-Air
 

mario123007

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"Sigh" This Shulk utilize too much air combo... so he did manage to KO Rosalina, but he was too far to recover, ever with the jump monado.
 

Nammy12

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"Sigh" This Shulk utilize too much air combo... so he did manage to KO Rosalina, but he was too far to recover, ever with the jump monado.
Considering how laggy Shulk's ground attacks are, his aerials are a huge part of his game especially nair/fair.
That jump mode combo is generally a finisher since there is no way he would ever make it back.
 

mario123007

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Considering how laggy Shulk's ground attacks are, his aerials are a huge part of his game especially nair/fair.
That jump mode combo is generally a finisher since there is no way he would ever make it back.
But in the end, both Rosalina and Shulk ended with 1 stock 0%, fair deal, this means you have to at least maintain to an even match besides than giving you an advantage, because this means you will still have a chance of winning.
 
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Nammy12

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But in the end, both Rosalina and Shulk ended with 1 stock 0%, fair deal, this means you have to at least maintain to an even match besides than giving you an advantage, because this means you will still have a chance of winning.
Thats why you don't go for it unless you can end the match with it or already have a stock advantage/too much damage so you do a pseudo ganoncide.
 

Masonomace

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@ erico9001 erico9001

Can you test buster d-throw to f-tilt? Not sure if I can reliably test this
I could see this being character-dependent between the Blade & Beam hits, & I stopped believing the combo counter, so yeah. Also for those reading I tested the D-throw > F-tilt combo with Shulk going to the left, since some combos were differed because of that. Anyways, here's a disclaimer:

Disclaimer: I didn't include DI as a character's option against the throw. I tested the combo mostly with going left, & some right.

EDIT: Finished!

Buster | D-throw (9.8%) » F-tilt Blade (18.2%) or Beam (16.1%)
:4shulk:(Hyper Shield): Doesn't work. Hyper Shield Shulk can hold shield. So mix up after D-throw
:4shulk:(Decisive Shield): 89 – 94%
:4shulk:(Shield): 59 – 63%
:4bowser:: 0 – 42%
:4dk:: 0 – 39%
:4dedede:: 3 – 30%
:4charizard:: 3 – 26%
:4bowserjr:: F-tilt doesn't combo, but D-throw deals 11-ish% to him instead of the usual 9.8% in Training Mode. Or you can mix it up
:4ganondorf:: Doesn't work if he holds shield, but you can replace F-tilt with D-tilt at the lower percentages from 0 – 14%, or mix it up.
:4samus:: F-tilt doesn't work, so mix it up after D-throw.
:4myfriends:: F-tilt doesn't work since he can hold shield, so mix it up
:4wario:: 9 – 13%
:4rob:: 0 – 37%
(This is a good result!. . .but I didn't account for him firing a gyro. That may need additional testing)
:4falcon:: F-tilt doesn't work since he falls quicker to the ground & can hold shield, but D-tilt works better after D-throw for him
:4link:: F-tilt doesn't work if he shields, & D-tilt doesn't help either unless he's at a very early percentage. . .like 0 – 2%
:4yoshi:: F-tilt doesn't work if he buffers a Doublejump out of hit-stun. Mix it up with something else if he decides to jump, like U-tilt. U-tilt hits him, but he'll Super Armor through it, but hey, free 11.2%!:shades:

:4shulk:(Vanilla): 0 – 1% (. . .This will need testing in an actual match)
:4mii:/:4miif:(Max Weight Mii): ??
:4megaman:: F-tilt doesn't work if he shields. but D-tilt works better for him
:4mii:/:4miif:(Default Weight Mii): ??
:4lucario:: 0 – 3%
(This may need testing in an actual match) (Lucario can use his Doublejump to avoid F-tilt from 4% beyond, so mix it up with U-tilt or D-tilt at early percentage)
:4drmario:: 0 – 8%
:4mario:: 0 – 8%
:4villager:/:4villagerf:: F-tilt doesn't work if he / she Doublejumps out of hit-stun, U-tilt doesn't reach, & D-tilt doesn't work either. Time to mix it up with an aerial, or Air Slash!
:4mii:/:4miif:
(Min Weight Mii): ??
:4luigi:: F-tilt doesn't work because Luigi flies back too far from the D-throw. Try Air Slash or an aerial follow-up
:4wiifit:/:4wiifitm:: F-tilt doesn't work if she / he uses their Doublejump.
:4darkpit:: F-tilt doesn't work
:4pit:: F-tilt doesn't work
:4robinm:/:4robinf:: 0 – 7%
:4sonic:: F-tilt doesn't work
:4pacman:: F-tilt doesn't work if he Doublejumps out of hit-stun, but you can beat this option with Air Slash instead
:4greninja:: F-tilt doesn't work because falls too quickly to the ground & puts up a shield. D-tilt works better for him
:4ness:: F-tilt doesn't work if he Doublejumps out of hit-stun, but like Pac-Man, you can beat this option
:4tlink:: F-tilt doesn't work because he flies too far away from the D-throw. D-tilt is better to use for him
:4diddy:: F-tilt doesn't work if he falls & then holds the shield button to perfect shield our F-tilt. D-tilt is better
:4palutena:: F-tilt doesn't work regardless of her shielding or not. D-tilt is better for her
:4duckhunt:: F-tilt doesn't work if he Doublejumps away & out of hit-stun. Otherwise he'd be hit within the 0 – 19% range by F-tilt. D-tilt is better for this
(He can't get to the ground to put up shield during this range. The most interesting trade is that Duck Hunt can summon a trick shot as he's being hit, which won't hurt you)
:4lucina:: F-tilt doesn't work if she Doublejumps out of hit-stun
:4marth:: See Lucina
:4shulk:
(Smash): F-tilt doesn't work
:4peach:: F-tilt doesn't work if she Doublejumps or floats away out of hit-stun
:4zelda:: F-tilt doesn't work regardless if she Doublejumps or not, because of D-throw launching her too far away. D-tilt is better for her anyway
:4sheik:: F-tilt doesn't work if she holds the shield button to perfect shield it. D-tilt is better for her
:4littlemac:/:4wiremac:: Only at 6%?
(This may be scrapped & left said as, "F-tilt isn't that useful out of D-throw for him". D-tilt is a better tilt for him)
:4falco:: 18 – 21% (This is odd, & may need testing in an actual match, but D-tilt works too)
:4zss:: F-tilt doesn't work if she just holds the shield button to perfect shield the hit. D-tilt is better for her
:4metaknight:: F-tilt doesn't work if he just holds the shield button to perfect shield the hit. D-tilt is slightly better for him
:4fox:: 18 – 24%
(Anything below this range, Fox can perfect shield the F-tilt by holding the shield button. Or you could stick with D-tilt too)
:4olimar:/:4alph:: F-tilt doesn't work if he Doublejumps out of hit-stun. D-tilt works better for him
:4pikachu:: F-tilt doesn't work if he holds shield to perfect shield the hit. D-tilt works better for him
:rosalina:: F-tilt doesn't work because of D-throw launching her too far, but we do hit Luma if it's in front of her
:4kirby:: F-tilt doesn't work if he Doublejumps out of hit-stun
:4gaw:: F-tilt doesn't work if he Doublejumps away & out of hit-stun. Otherwise he'd be hit within the 0 – 10% range by F-tilt
:4jigglypuff:: F-tilt doesn't work if she Doublejumps out of hit-stun
:4shulk:
(Hyper Smash): Doesn't work. Hyper Smash Shulk flies too far from just the D-throw
 
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(HBuster) FF N-air to jab deals 32% damage and starts working on Mario at 42%. Also d-throw can't combo into d-smash in HBuster

DBuster's percentages are basically the same as buster combos since it technically does more knockback than buster so you just need to scale down the numbers

FF N-air > Mighty air slash in buster art deals 36% damage
 
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AlvisCPU

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This thread hasn't been touched in a little while but it's proving to be pretty valuable just by reading through here - if there's anything you'd like tested, I'm happy to put in some time to help out.
 
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This thread hasn't been touched in a little while but it's proving to be pretty valuable just by reading through here - if there's anything you'd like tested, I'm happy to put in some time to help out.
There isn't really much to test atm. Most combos are found out of the blue, and we haven't found much so far

BUT, I think Hyper Jump u-tilt > double jump+u-air is a true combo. I've pulled it off in training mode a bunch of times. Timing is tight. It can KO as far as I remember. Not sure about the percentages for each character
 
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AlvisCPU

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There isn't really much to test atm. Most combos are found out of the blue, and we haven't found much so far

BUT, I think Hyper Jump u-tilt > double jump+u-air is a true combo. I've pulled it off in training mode a bunch of times. Timing is tight. It can KO as far as I remember. Not sure about the percentages for each character
Fair enough. I just figure that if I'm going to be practising combos and mucking around in Training Mode, I may as well contribute if I can. After sitting in the Social Threads for so long, I hadn't realised how much the useful stuff had grown.

That's some very tight timing - even in 1/4x, I can't get it to true combo. To be fair, I've only been trying for about 10-15mins and maybe I'm just using the wrong %s or characters.

I've been stringing together Nair->Dtilt->Dash->Grab->Bthrow->Back Slash (combos until Back Slash) for a while now. If they miss the tech and their % is such that the back throw doesn't send them far enough, you can land a back Back Slash. It sounds like I can get more consistent use out of [...]->Grab->Dthrow->Dash->Fair if I learn the timing - you can get some nice hits with Back Slash, but I can never get it off more than twice because it becomes predictable.
 

erico9001

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For what it's worth, MALLC'd Bair -> (now in Monado Buster) Dash Grab -> D-throw -> F-smash is a 45% true combo.
This thread hasn't been touched in a little while but it's proving to be pretty valuable just by reading through here - if there's anything you'd like tested, I'm happy to put in some time to help out.
Actually, the lower percents on the Buster D-throw -> D-tilt combo need to be retested. Berserker used the combo counter, which isn't actually accurate for this combo on the lower percents. It will probably work from 0% for most characters. The main thing to check for is when the opponent can shield it, so just hold the shield button one one controller and attack with the other. Some very light chracters may be able to jump out of it... jiggs and smash shulk come to mind.

Once that's done, we can compare all the different Buster D-throw combos to see what is the best at different percents.

@ Berserker. Berserker. - I'm curious about the op of this thread. Are you going to put the combos that have been found in this thread into the op? If not, I think it's a good idea to at least link to them in the op.
 
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Yeah. I'll get to that atm

Edit: aaaaaand... I'm done editing the OP
 
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Masonomace

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I might pick back up on doing some more combos. Btw, would the Buster D-throw > Air Slash combo have the same result if instead we replaced Air Slash with Advancing Air Slash? They both come out on frame 10 & both of their vanilla 1st hits deal 6% (8.4% if it's Buster). The only difference besides their different DI angles is that AAS deals more damage (19.6% with Buster in Training Mode).

I'll check it out later if I have time tonight.
 
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erico9001

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I might pick back up on doing some more combos. Btw, would the Buster D-throw > Air Slash combo have the same result if instead we replaced Air Slash with Advancing Air Slash? They both come out on frame 10 & both of their vanilla 1st hits deal 6% (8.4% if it's Buster). The only difference besides their different DI angles is that AAS deals more damage (19.6% with Buster in Training Mode).

I'll check it out later if I have time tonight.
Not exactly. What would be changed is the later percents, where with AS sometimes only the first strike hits. This may be better or worse, but I'm predicting better since AAS is usually better for connecting the two strikes.

One case to look at is Pikachu from 41-44% (going left) and 42-44% (going right)
Pikachu - Left: 0-40% (41-44% first hit of air slash) - Right: 0-41% (42-44% first hit of air slash)

I would look at this, but I should go to bed now.
 
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Jump art combos

U-tilt > F-air > F-air

Will get into percentage specifics soon. I think N-air > U-tilt > F-air > F-air works but I need to test this

Edit: I'll work on u-tilt > f-air > Air slash first. It's a lot easier

Mario (51-66%)
[..wip...]
 
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erico9001

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I'm curious about the hyper arts right now.
-I don't think I've brought up hyper buster's D-throw -> jab combo in this thread yet. It works against many people, but I don't have percents.
-Hyper Jump clearly has an improved ability to connect aerials. It will have much wider percents on the same combos that jump has.
-Hyper Speed can do D-throw -> Dash -> Fair sooner. Just to pick a random character, Robin usually starts at 10% but I got it to work at 5% with hyper. However, Shulk cannot jump high enough to reach him at later percents.
 

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A basic rule of thumb from my experience is tat SHFF nair leads into a LOT of stuff on most of the cast, many of which are strings but some of which are combos, and it varies by Art, % and scenario. I usually find myself using SHFF into F-tilt, F-smash, pivot attacks or grabs, U-tilt, D-tilt or even U-Smash. Nair just has the speed, low landing lag, and variable trajectory to set up anything.

Speed Art + B-throw + Back Slash is a thing, doesn't always work since its very dependent on reaction and is only a true combo on certain characters and certain %, but with Speed its much harder for your opponent to DI away.

A favorite string of mine is SHFF nair --> f-tilt --> sliding U-Smash --> SH u-air --> Air Slash (higher percentages). Works at 0% as a reliable string on any heavier character and is a dependable way to build up around 45% while giving Shulk momentum, but a good player will easily escape it. Still fun to pull off.

Fair strings into dairs are common and effective, although I'm still practicing getting gutsy enough to do them consistently since I don't fully trust my knowledge of AS or my Jump Art-switch reflexes when going so far offstage.

Advancing Air Slash is really effective as an OoS option and is a good follow-up from many attacks.

Bair strings are a thing on inexperienced players. Shulk can SH bair all day long and use it to poke both on the ground and offstage, meaning its possible to knock an opponent offstage with one bair and then follow-up with a second for a gimp or KO. Works really well when you fast fall the first bair in Jump (making it harder to telegraph) and then SH in Jump offstage and start the move immediately off the ground. If your timing is right, its very hard to avoid and the start-up lag has its downsides minimized.

Its gimmicky, but SH dair --> U-Smash and FH dair --> Uair work very well on stage when dair is sweet-spotted. Both U-Smash and U-air have enough raw power to make this an effective KO tool, but its not a true combo.

U-tilt strings many times on fast fallers and heavy weights in Buster and can be easily followed up with nair or one or two fairs for good damage. U-Smash is also an option on a fast-fall read and will add almost 30% more.

Nearly any juggle can be reliably followed up with Uair or AS in general actually while your in Jump mode. Shulk's insane aerial mobility in Jump can make these good sniping tools after knocking an opponent airborne, and are semi-reliable follow-ups even at the top blast zone off-screen. Many people use AS offensively offstage for gimping pressure, but I prefer it above the stage because its much safer, and at high heights (easily achieved by Jump) it will KO off the top at slightly above 100%. AS utility as a juggle follow-up is under appreciated since its risky.

D-throw sets up into F-Smash or fair, depending on the character.

Sorry if any of these are redundant, I haven't read every post. Just contributing what I know from experience.
 

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So I went into training mode to mess around with a few arts, which is really helpful to do from time to time. Always great to practice control of the character. While I was training a few things I usually do crossed my mind. I had assumed all of these were just pseudo combos until now. The ones that do work are mid percent combos (exact percent varies by character of course).

Up tilt - > up air (true)

Up tilt -> down air (not true; if it is I can't get it)

Down tilt -> forward air (not true)


Down tilt -> dash -> forward air (true)

The inputs for the last combo are about the same as the ones for our down throw combo in the art, but because of down tilt's IASA frame the timing feels a lot more strict. Personally, at least.
 
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DrShankums

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Jump dtilt>fair is a true combo on marth at 70% , the dtilt needs to be hit pretty much as close as possible. I think there could be fair followups, I imagine another fair> airslash. I've been looking at jump combos, and I do agree zatch fthrow is his best throw for the art. It sends them in in a in a very favorable angle.
 
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D-tilt -> Fair is a great follow-up. The opponent can be classically conditioned to air dodge the Fair, which means you can then land without the Fair and punish his air dodge with something scary.
 

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D-tilt -> Fair is a great follow-up. The opponent can be classically conditioned to air dodge the Fair, which means you can then land without the Fair and punish his air dodge with something scary.
Not sure if this is the right place to ask, or even a valid question because it depends on the player, but what do you all think are good Shulk attack strings that can condition someone like this?

I know with Palutena I've gotten pretty good at going dthrow->nair/uair/fair, so I can sometimes swap for a dthrow, bait the air dodge and then send them a charged up-smash. It feels amazing, but for some reason I've never put this kind of thought into Shulk. I imagine uthrow->utilt, or utilt in general, could bait an air dodge and be swapped for a side smash or something. Because I near-constantly pull SH nairs everywhere, when an opponent starts to read my horrendous repetition like a book I can get sometimes get some SHFF grabs if I'm quicker than their attempted shield grab.
 

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Not sure if this is the right place to ask, or even a valid question because it depends on the player, but what do you all think are good Shulk attack strings that can condition someone like this?
It's about intimidation. When we have the opponent in the air they have to either fear our range or eat an attack before they hit the ground. Jumping away or airdodging seem to be the two most common responses to aerial pressure; if they can't challenge our range somehow it's only logical. Something that's really effective that I don't see people do against Shulk often is tech roll to avoid certain pseudos.

Use your true combos to condition responses; even though it might be pointless the opponent will almost always count on you screwing up your timing. Take advantage of their responses by mixing things up when you feel bold. It has most to do with what the opponent is expecting, so just focus on making reads after you get the upper hand from neutral somehow.
 

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Not sure if this is the right place to ask, or even a valid question because it depends on the player, but what do you all think are good Shulk attack strings that can condition someone like this?

I know with Palutena I've gotten pretty good at going dthrow->nair/uair/fair, so I can sometimes swap for a dthrow, bait the air dodge and then send them a charged up-smash. It feels amazing, but for some reason I've never put this kind of thought into Shulk. I imagine uthrow->utilt, or utilt in general, could bait an air dodge and be swapped for a side smash or something. Because I near-constantly pull SH nairs everywhere, when an opponent starts to read my horrendous repetition like a book I can get sometimes get some SHFF grabs if I'm quicker than their attempted shield grab.
I think the D-throw -> Dash -> Fair combo is also good for that. Since the opponent doesn't know when the combo stops working, they will often try to air dodge it.

Also, if they jump away and we land without doing the Fair, that could put us into this good situation:
Monado Speed: Walking+U-tilt for juggles

In the past, I've found that Monado Speed's walk speed is faster than Vanilla's run speed. Also, I've found that Monado Jump's horizontal air speed is about the same as Vanilla's run speed. Well, I've recently learned that Monado Jump is the fastest non-customs air speed (only behind lightweight Paulutena and Shulk's custom monado arts).

The logic follows that Monado Speed's walk speed is faster than every character's horizontal air speed. While walking, Monado Speed can keep up with all falling opponents. This is great, because then there is Shulk's Up Tilt. Due to its reach and long-lasting hitbox, it's great for juggling. It also has the property of not immediately stopping Shulk when it is used, so he slides while using it from a walk. This makes for a useful strategy.

> Simply walk below the opponent while tracking his movement, and repeatedly hit him with Up Tilt when he comes within range. The strategy is effective, because Up-tilt's range usually is unchallengeable. If they air dodge, either another Up Tilt will be ready by the time their air dodge is over, or they will hit the ground mid air dodge and suffer landing lag.

It has limitations, as opponents with slower fall speeds could possibly air dodge while within range of the move and still be able to act before they suffer air dodge landing lag. For such characters, it should be worthwhile to read the air dodge, and then delay the Up Tilt to hit when the air dodge is over. Characters with multiple jumps could also be troublesome. With multiple jumps, they can immediately change direction, and if they do so while we use the U-tilt, we may not be able to get to them before they land. However, this will still work on the majority of the cast.
Hmm... I could also see Nair -> Fair working for this purpose with several different monado arts. That would work at kill percents with monado buster.
Imagine how hype it would be if you were in buster and the opponent was at vanilla kill percents, you Nair'd -> short hopped to fake the opponent out into air dodging, meanwhile deactivating monado buster during the short hop, and then met their air dodge on the ground with a killing up smash!

D-throw -> Jump -> Fair could probably work in Monado Jump. Monado Speed too. Other arts might not be able to get to the opponent in time... but maybe if at lowish percents?
 

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D-throw -> Jump -> Fair could probably work in Monado Jump. Monado Speed too. Other arts might not be able to get to the opponent in time... but maybe if at lowish percents?
It's a good pseudo. Really good combined with Jump. D-throw (any art) into a Jump chase can be lethal.

D-throw + buffered deactivation -> short hop forward + select Jump -> MALLC n-air -> f-air -> f-air -> Air Slash is a true combo after the MALLC n-air. Because of Buster d-throw's innately low knockback it's only be able to set up stuff like this at mid percents.

Speaking of, there's quite a bit more to this that I'm wanting to share with you all. Just building on some ideas I've made, having to do with transitioning between arts during combos/attack strings. I'll write something up if there's interest.
 
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