InfinityZERO
Smash Apprentice
After spending a lot of time fighting and watching top Shulks on the Video thread, to step up our game, do we need to start practicing predicting Vision and have become core gameplay?
Reasoning I'm Arguing for this
All players have patterns, by about 2 lives you should be able to predict your opponent some what. If you're at a tournament, you've got another round if you lose.
Vision is hands down the BEST counter in the entire game. Unblockable, slows down the area around you and the attacker so *POSSIBLY* undodgable, great damage, great active time/frames *WHEN NOT STALE* and great knockback. I kinda think of Vision, but don't use it as well, as like Cammy's Hooligan throw from Street Fighter. It gets in the opponents head and makes them focus more on throws or hesitate when throwing out attacks. Or they don't learn, are you get free damage, kills, and knockback.
Smash 4 has been more about "committing to an attack" to quote a local tournament player in my area.
Shulk doesn't have much in terms to ability. SH Nair, Fair, Uthrow (combos), Dthrow (finishers), Utilt, Jab combo and Bair are really what our core game and the top players have in their tool box. Everything else is either situational or trash. By trash, I mean INCREDIBLY situational, or use it on an opponent you're disrespecting because they just aren't very good.
Situational
Air Slash
DSmash (rollers)
FSmash (pivot Smash as an anti-air)
Bthrow (you use this because you can't kill with Dthrow because you're the wrong direction)
Dtilt (have to watch Shulk get back up when he finishes, although or possibly can be part of the core game)
Ftilt
Trash
off stage Nair (the end lag will get you killed unless you have MA Jump off stage)
FThrow
USmash (in almost any situation, Utilt is better. Shulk has a reverse Ganon problem)
Back Slash
Uair (need to be inside the opponent almost)
Dair (refer to Uair, but the way to consistently spike has incredibly tight timing or you get out prioritized by an Up B)
I'd put this in the Meta topic, but I think this needs it's own topic. I'm hoping to see some good discussion on this. I recognize that some of other characters can snuff Vision out. Yoshi eggs, Link's Dair (it bounces or good Links throw this out so close to the ground that you can't Vision), Uairs (when they're above you), Mac's ground KO punch, ****ing Diddy's Side B command throw, and a couple others that don't come to mind.
Does anyone know how long it takes before Vision "recharges?" By that I mean that mean when the active frames max out? So if I spam Vision, it decreases in active frames. How long does it take to revert back to max?
Also how do people feel about using this topic to list Visionable situations, kinda like berserker01's combo thread? For example, if someone chases you off stage when you come back on, 99% aren't doing empty jumps they want to attack you. So if they come after you, Vision!
Reasoning I'm Arguing for this
All players have patterns, by about 2 lives you should be able to predict your opponent some what. If you're at a tournament, you've got another round if you lose.
Vision is hands down the BEST counter in the entire game. Unblockable, slows down the area around you and the attacker so *POSSIBLY* undodgable, great damage, great active time/frames *WHEN NOT STALE* and great knockback. I kinda think of Vision, but don't use it as well, as like Cammy's Hooligan throw from Street Fighter. It gets in the opponents head and makes them focus more on throws or hesitate when throwing out attacks. Or they don't learn, are you get free damage, kills, and knockback.
Smash 4 has been more about "committing to an attack" to quote a local tournament player in my area.
Shulk doesn't have much in terms to ability. SH Nair, Fair, Uthrow (combos), Dthrow (finishers), Utilt, Jab combo and Bair are really what our core game and the top players have in their tool box. Everything else is either situational or trash. By trash, I mean INCREDIBLY situational, or use it on an opponent you're disrespecting because they just aren't very good.
Situational
Air Slash
DSmash (rollers)
FSmash (pivot Smash as an anti-air)
Bthrow (you use this because you can't kill with Dthrow because you're the wrong direction)
Dtilt (have to watch Shulk get back up when he finishes, although or possibly can be part of the core game)
Ftilt
Trash
off stage Nair (the end lag will get you killed unless you have MA Jump off stage)
FThrow
USmash (in almost any situation, Utilt is better. Shulk has a reverse Ganon problem)
Back Slash
Uair (need to be inside the opponent almost)
Dair (refer to Uair, but the way to consistently spike has incredibly tight timing or you get out prioritized by an Up B)
I'd put this in the Meta topic, but I think this needs it's own topic. I'm hoping to see some good discussion on this. I recognize that some of other characters can snuff Vision out. Yoshi eggs, Link's Dair (it bounces or good Links throw this out so close to the ground that you can't Vision), Uairs (when they're above you), Mac's ground KO punch, ****ing Diddy's Side B command throw, and a couple others that don't come to mind.
Does anyone know how long it takes before Vision "recharges?" By that I mean that mean when the active frames max out? So if I spam Vision, it decreases in active frames. How long does it take to revert back to max?
Also how do people feel about using this topic to list Visionable situations, kinda like berserker01's combo thread? For example, if someone chases you off stage when you come back on, 99% aren't doing empty jumps they want to attack you. So if they come after you, Vision!
Last edited: