ExcaliburGuy
Smash Apprentice
- Joined
- Jan 1, 2015
- Messages
- 169
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- FarmVille, Indiana!
- NNID
- ExcaliburGuy
- 3DS FC
- 0817-4246-5421
It's basically a fox trot into a forward smash.What's a kara-fsmash?
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It's basically a fox trot into a forward smash.What's a kara-fsmash?
I don't mind keeping thread ownership. I don't do enough on the boards.
I second this. I can't wait to praise the move only to know that the 1st hit of FSmash clashes with jabs & tilts.Edit: Also, we've been on Dash Attack for about a week now. Requesting moving on to FSmash?
But if Mace wants it, he can have it. I have been busy with other things lately.I don't mind keeping thread ownership. I don't do enough on the boards.
It's fine for damage when you're just trying to dish it out, like in Buster. It can consistently punish landings without the opponent probably popping out like if you tilt down, or missing if you tilt up (some landing squats make characters painfully short).Quick question: does untilted fsmash have a use? up tilted has more range and kill power and down tilted can hit on the ledge but normal doesn't seem to have anything going for it.
I apologize for the misconception of FSmash tilted upward having more range, since that was from my 1st test. From my 2nd test I realized that FSmash without being angled actually hits farther than angling it up or down. It will vary with hitting characters doing an action like standing walking running crouching or landing during one of their moves since their hurtbox makes them shorter or bigger, but I wanted to clear that up because of my mistakes.Quick question: does untilted fsmash have a use? up tilted has more range and kill power and down tilted can hit on the ledge but normal doesn't seem to have anything going for it.
Ok, that makes more sense. I thought that was strange, because that's not really how math works lolI apologize for the misconception of FSmash tilted upward having more range, since that was from my 1st test. From my 2nd test I realized that FSmash without being angled actually hits farther than angling it up or down. It will vary with hitting characters doing an action like standing walking running crouching or landing during one of their moves since their hurtbox makes them shorter or bigger, but I wanted to clear that up because of my mistakes.
Anyway, FSmash not angled is fine to use. Angling it up isn't really necessary to use at early percentages unless you want that early Buster FSmash satisfaction & to angle it up making sure that you won't be punished for the endlag, which is very understandable. The 1st hit of FSmash angled down can even hit characters who re-grab the ledge after being ledge-trumped & that can mean extra damage using both Blade hits of FSmash. It could be vital for securing a stock with a Smash Art active or tons of damage with a Buster Art active.
The weaknesses are pretty spot-on with how I feel about FSmash. I dislike that the 1st hit of FSmash will clash priority with things like a Jab1, or a tilt looking the other way (like what?), etc.. The second point in regards to Buster FSmash tipped & spaced well won't truly work unless they're Luigi, another character with bad traction, or if the opponent isn't aware of the mighty shield knockback & damage on shield we deal, & their reaction trying to punish our huge endlag is a whiff.FSmash has two main weaknesses. The first is that the first hit of FSmash for whatever reason loves clanking with weak hits like Falcon's jab (t-thanks, Sakurai...). The second is that it's unsafe on block, no matter how well you space it (I think using Buster hitting with the tip might be safe, but I'm not sure). It's still a really good punish move though, because of how much range it has and it comes out pretty fast (well, for Shulk standards lol). I think you might be able to do something like perfect pivot out of shield if you need a bit more range for both hits to connect in order to punish your opponent, but my execution needs work, so I haven't tried it much. Using Buster with this move does like 25-27% damage easily (and you can combo into it with NAir at mid percentages) and it's also pretty powerful on it's own if you want to KO your opponent. It's also really good if you pivot smash with it, making it a bit more safe and can catch rolling opponents.
Overall, I'd give it a 4/5. If the first hit had a bit more priority and it was a bit more safe on block, I'd give it a 5/5, but oh well. Basically, just mainly use this move as a punish move and be cautious about throwing this move out randomly in neutral, and you'll get some good results with it.
Agreed, DA is crap. I'm glad I'm not the only one who sees it and everyone seems to agree, because I weened myself off of DA shortly after I started using Shulk right after I learned how terrible it is. He's better off approaching with his many other Speed options.Dash attack : Monado lunge / Monado flop
I think there isn't much to say about this attack. Honestly, it's a contender for Shulk's worst move and that's saying a lot but you're probably here telling me, "just tell me when to use it goddammit." Well here's my answer:
You don't use it that much
Well, you CAN use it for long ranged punishment but er... take note that this is a frame 15 move whose hitbox is actually surprisingly short. It also has a relatively punishable ending lag window. Long ranged punishment and... that's about it. No seriously, you'd try to avoid resorting to using dash attack. I mean, its FAF is 53. That's really bad. Like, seriously crap. Let's look at Shulk's f-smash. This is a smash attack. Its hitbox comes out at frame 14. Yes, you heard me. Shulk's f-smash is actually a frame faster. Not only that, it also has longer range and it deals more damage and also has higher knockback.
While I'm at it, I ALMOST forgot, dash attack has impressive knockback. In smash, you can use dash attack to KO but you have better options like smash d-throw/b-throw, etc. In shield art, dash attack is actually more useful since Shulk's ground speed suffers heavily so you can use dash attack as sort of a way of moving around while punishing more accurately instead of overshooting with the move. And yes, you can overshoot this attack if you use it point blank.
So yeah. Horrible dash attack. Try not to use. If you see someone use it, it was probably an accidental input
Rating:
Alright, done with dash attack :D
Either or is fine with me. I have some helpful things to say about both moves, but I would start with D-smash first.It's been 3 days. Are we moving on to d-smash or u-smash?
Oh oops, I had that saved as a draft and forgot to post it! :xI'll go start with the f-smash write up
If you guys want to start d-smash, go ahead. @ erico9001 will probably be cool with it (I think... :|c)
Ah, no johns but I wanted to rate Smash D-smash 4/5 since Buster D-smash is 4/5. *secretly edits*I don't know Mace. I'd definitely rate Smash D-smash 4/5 because of the KO power. Smash d-smash + MADC is nuts.
I'll make my full input soon along with f-smash
1st hit of D-smash is ranked #31The Monado's Maximum Horizontal Range
Note: All of Shulk's moves are listed farthest to shortest. I used a custom stage I created to help assist with this, & used the Crate item to better determine the results. Not even Wii Fit Trainer was the greatest example to use for the first time.
Note: I only measured the range of Shulk's moves by the farthest they could reach aka the Beam aka the sourspot in most cases. The rare & proud exception to this "B & B rule" is N-air since the better spaced it is, the 1% more damage it will deal with the Beam.
- Back Slash Charge sliding hit-box as Shulk with any Art excluding all 3 Speed Arts
- Back Slash Charge sliding hit-box as Speed Shulk / DSpeed Shulk / HSpeed Shulk
- Dash Vision counterattack (This basically looks like a disjointed Tipper hit-box, but it's the sourspot)
- Advancing Air Slash 2nd hit
- Power Vision counterattack
- Vision counterattack
- Back Slash landing Tipper hit
- Instant Dash Attack as Speed Shulk
- Instant Dash attack as Vanilla Shulk / Jump Shulk / Buster Shulk / Smash Shulk
- Instant Dash Attack as Shield Shulk
- Back Slash Leap landing Tipper hit
- Forwarded Dash Vision counterattack
- Air Slash 2nd hit
- FSmash 2nd hit without angling
- Full Jab Combo (Rapidly tapping A)
- FSmash 2nd hit angled downward & upward
- BAir from behind
- Forwarded Vision counterattack
- Forwarded Power Vision counterattack
- FThrow collateral 3% hit
- Air Slash grounded 1st hit AND Advancing Air Slash grounded 1st hit
- DSmash 3rd hit from the front (It's actually the 5th hit of DSmash)
- DTilt
- FSmash 1st hit angled upward
- FAir
- FSmash 1st hit without angling
- FTilt
- FSmash 1st hit angled downward
- DSmash 2nd hit from the back (it's actually the 4th hit of DSmash)
- DSmash 1st hit from the back (it's actually the 2nd hit of DSmash)
- DSmash 1st hit from the front
- DSmash 2nd hit from the front (it's actually the 3rd hit of DSmash)
- Mighty Air Slash 2nd hit
- Jab-1 > Jab-2
- Ledge Attack from the ledge
- NAir from the front
- BThrow collateral 3% hit from behind
- Mighty Air Slash grounded 1st hit
- Jab-1
- NAir from behind
- UTilt
- USmash Front Ground-Hitting knock-up
- BAir front-facing hit
- Standing Grab
- USmash Back Ground-Hitting knock-up
- DAir
- UAir