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Every projectile NAir cancels

Maple42

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For the public and reference for a later post. ~
(It probably would've been easier to list what it doesn't cancel)
In bold are especially important.
*Note: Doesn't list projectiles it can break, such as Diddy Kong's Peanut Popgun and Samus' missiles

*These work in Vanilla, Jump, Speed, Shield, and Smash

Mario's Fireball
Luigi's Fireball
Peach's Turnip
Luma's Star Bits
Mr. Game and Watch's Bacon
Link's Boomerang
Link's Arrow

Toon Link's Boomerang
Toon Link's Arrow
Samus' uncharged Charge Shot
ZSS' uncharged Paralyzer
ZSS' charged Paralyzer

Robin's Thunder
Palutena's Autoreticle
Pit's Arrow
Pikachu's Thunder Jolt
Lucario's uncharged Aura Sphere
Lucario's charged Aura Sphere

Greninja's uncharged Water Shuriken
Ness' PK Thunder
Villager's FAir
Villager's BAir

Wii Fit Trainer's uncharged Sun Salutation
Dark Pit's Arrow
Megaman's Buster Pellets
Megaman's Metal Blade

Megaman's Leaf Shield
Mewtwo's uncharged Shadow Ball

~

*Under Hyper Buster
Wii Fit Trainer's Sun Salutation
 
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SafCar

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Nice to know there's some way to get past the faster characters' projectiles. It's annoying when I face ZSS and she combos me to oblivion.
 

Maple42

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Yee, the amount of space NAir affords is a great tool against semi-zoning tools such as that. u w u
I was especially surprised about it canceling a fully charged Aura Sphere! However, it might not do that at higher Aura levels.
 

notyourparadigm

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Villager fair, but no Villager bair? That (excuse the pun) doesn't seem fair. But great list! Will definitely have to keep this in mind against campy projectile users.
 

Maple42

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Urgh, whoops ~! I usually don't think of those as separate moves; thanks for the catch ~!
 

MarioFireRed

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Quick question are all of these tested with Shulk having no art on and would having any of the other arts, specifically Buster, allow him to cancel more projectiles?
 

SafCar

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Urgh, whoops ~! I usually don't think of those as separate moves; thanks for the catch ~!
There are different properties between Villager's Fair and Bair. Not a fan of him myself, but a fellow Smasher mains him and knows the difference between them.
 

Maple42

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@mMarioFireRed, yes, these were tested with Vanilla Shulk; I don't know what actually causes projectiles to be cancelled, so I can't answer whether Buster's increased damage output affects projectile negation ^^;

*Gasp* Berserker-sempai noticed me
 
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erico9001

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Quick question are all of these tested with Shulk having no art on and would having any of the other arts, specifically Buster, allow him to cancel more projectiles?
@mMarioFireRed, yes, these were tested with Vanilla Shulk; I don't know what actually causes projectiles to be cancelled, so I can't answer whether Buster's increased damage output affects projectile negation ^^;
A hitbox must deal 9% more damage in order for it to out-prioritize the other hitbox. If within a 9% range, the two hiboxes will cancel each other out. However, there is no prioritization when an aerial hitbox is colliding with either another aerial attack or a grounded attack. However, aerial attacks will collide with projectiles. This is different from grounded attacks, however, as the aerial attack will still persist even though out-prioritized. The aerial attack never stops, unless if the character's hurtbox is hit by the projectile. What this means is if an aerial attack meets a projectile while within the 9% range, the projectile will be cancelled out in practice. The aerial attack would have been cancelled too if it was grounded, but it continues going as it is an aerial attack. There are cases with characters where the hitbox of their attack lies within the character's hurtbox. The hurtbox will be hit by an incoming hitbox before the reciever's hitbox has the chance to collide and possibly cancel the other hitbox. When a move has hitboxes which go outside of the character's hurtbox, the move is considered to be disjointed. Shulk's attacks are all disjointed, as the Monado is not apart of Shulk's hurtbox.

Here are some examples:
1) Shulk's jab attack, 3.5 damage, connects with the hitbox of another Shulk's F-tilt (blade), 13 damage. 13 – 3.5 = 9.5, which is greater than or equal to 9. The F-tilt will go through the jab. It will probably hit Shulk's hurtbox, as Jab 1 is not very disjointed (the hitbox is comparibly near to the hurtbox).

2) Shulk's jab attack, 3.5 damage, connects with the hitbox of another Shulk's F-tilt (blade). However, the Shulk using F-tilt is in Monado Speed, so it does 10.4 damage. 10.4 – 3.5 = 6.9, which is less than 9. The jab and the Speed F-tilt will cancel each other, and neither person will be hurt.

3) Shulk's Neutral Air (beam) while in Monado Shield, 5.6 damage, runs into Ganondorf's fully charged forward smash. Ganondorf's forward smash does 24 damage uncharged, and fully charged smash attacks deal 1.4x (same multiplier as Monado Buster!) the damage of uncharged smash attacks. Therefore, Ganondorf's fully charged smash attack deals 33.6 damage. Shulk's Neutral Air is well disjointed. Shulk's Neutral Air and Ganondorf's forward smash will go through each other, but Shulk's Neutral Air will outrange it. Therefore, Ganondorf will be hit and Shulk will take no damage.

4) Two Shulks are in the air at the same height, and they both use Forward air on each other. One of them is in Monado Buster, and one of them is in Monado Shield. Both players will be hit by the opponent's forward air at the same time.

5) Samus's Charge Shot deals 25% damage. Monado Buster Shulk's Neutral Air deals 9.8 damage. 25 – 9.8 = 15.2, which is greater than 9. Samus's Charge Shot will go through Monado Buster Nair, which will continue to act, and will hit Shulk's hurtbox, as Charge Shot is quite large.

6) How much damage does an aerial attack need to have to outprioritize Samus's fully charged Charge Shot? 25 – 9 = 16. 16 damage. Buster Back air does 16.8 damage, so it out-prioritizes Samus's Charge Shot, and would continue through to hit Samus. Grounded attacks which deal anywhere between 16-33.9 damage would cancel with Samus's Charge Shot.

So yes, it does mater what Monado Art Shulk is in. Also, if we can get the damages of all projectile moves, we can see what out-prioritizes what using the damage data charts in the metagame thread.
Shulk's Move-set Damage Values (WIP)
This table was brought to you by the Shulk boards including Shulk players from all around. Thank you all to the max. :)

Patch v1.0.4 Shulk's damage increased slightly, so the damage numbers in the tables may change in time. The / symbol between numbers define the move having multiple hits, varying from 2 to 3 hits

Note: For this table, MArts & DMArts deal the same damage therefore these Arts have the same Damage Data:


Vanilla = Jump = DJump & HJump
Speed = DSpeed
Shield = DShield
Smash = DSmash

The exception is DBuster, since it's stronger than Buster. To show the difference, the (D) beside Buster in the table below will represent DBuster's damage in parenthesis with a different color to avoid confusion.

BusterDBuster
Move | Vanilla | Speed | Shield | (D) Buster | Smash
Jab combo | 3.5 / 3.5 / 5.3 | 2.8 / 2.8 / 4.24 | 2.45 / 2.45 / 3.71 | (5.39 / 5.39 / 8.162) 4.9 / 4.9 / 7.42 | 1.75 / 1.75 / 2.65
Jab-3 sourspot | 4.2 | 3.36 | 2.94 | (6.468) 5.88 | 2.1
Dash Attack | 11 | 8.8 | 7.7 | (16.94) 15.4 | 5.5
F-tilt Blade | 13 | 10.4 | 9.1 | (20.02) 18.2 | 6.5
F-tilt Beam | 11.5 | 9.2 | 8.05 | (17.71) 16.1 | 5.75
U-tilt Blade | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4
U-tilt Beam | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
D-tilt Blade | 9 | 7.2 | 6.3 | (13.86) 12.6 | 4.5
D-tilt Beam | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
F-smash 1st / 2nd | 5.5 / 13 | 4.4 / 10.4 | 3.85 / 9.1 | (8.47 / 20.02) 7.7 / 18.2 | 2.75 / 6.5
F-smash 2nd | 11.5 | 9.2 | 8.05 | (17.71) 16.1 | 5.75
U-smash 1st / 2nd | 4.5 / 13.5 | 3.6 / 10.8 | 3.15 / 9.45 | (6.93 / 20.79) 6.3 / 18.9 | 2.25 / 6.75
D-smash Front Blades | 14 / 10 / 6 | 11.2 / 8 / 4.8 | 9.8 / 7 / 4.2 | (21.56 / 15.4 / 9.24) 19.6 / 14 / 8.4 | 7 / 5 / 3
D-smash Front Beams | 11 / 8 / 4 | 8.8 / 6.4 / 3.2 | 7.7 / 5.6 / 2.8 | (16.94 / 12.32 / 6.16) 15.4 / 11.2 / 5.6 | 5.5 / 4 / 2
D-smash Back Blades | 12 / 8 | 9.6 / 6.4 | 8.4 / 5.6 | (18.48 / 12.32) 16.8 / 11.2 | 6 / 4
D-smash Back Beams | 10 / 6 | 8 / 4.8 | 7 / 4.2 | (15.4 / 9.24) 14 / 8.4 | 5 / 3
N-air Blade | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
N-air Beam | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4
F-air Blade | 7.5 | 6 | 4.9 | (11.55) 10.5 | 3.75
F-air Beam | 6 | 4.8 | 4.2 | (9.24) 8.4 | 3
B-air Blade | 12 | 9.6 | 8.4 | (18.48) 16.8 | 6
B-air Beam | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4
U-air 1st / 2nd | 5 / 10 | 4 / 8 | 3.5 / 7 | (7.7 / 15.4) 7 / 14 | 2.5 / 5
U-air 2nd | 7.5 | 6 | 5.25 | (11.55) 10.5 | 3.75
D-air 1st / 2nd | 7 / 11 | 5.6 / 8.8 | 4.9 / 7.7 | (10.78 / 16.94) 9.8 / 15.4 | 3.5 / 5.5
D-air 1st / 2nd | 5 / 10 | 4 / 8 | 3.5 / 7 | (7.7 / 15.4) 7 / 14 | 2.5 / 5
Side-B Front Hilt & Beam | 9 | 7.2 | 6.3 | (13.86) 12.6 | 4.5
Side-B Front Blade | 10 | 8 | 7 | (15.4) 14 | 5
Side-B Back Hilt & Beam | 14 | 11.2 | 9.8 | (21.56) 19.6 | 7
Side-B Back ( Blade ) | 16 | 12.8 | 11.2 | (24.64) 22.4 | 8
Side-B Back Tipper Grounded | 13 | 10.4 | 9.1 | (20.02) 18.2 | 6.5
Up-B 1st starting hit / 2nd | 6 / 5.5 | 4.8 / 4.4 | 4.2 / 3.85 | (9.42 / 8.47) 8.4 / 7.7 | 3 / 2.75
Up-B 1st later hit | 5 | 4 | 3.5 | (7.7) 7 | 2.5
Down-B sweetspot | 10 | 8 | 7 | (15.4) 14 | 5
Down-B sourspot | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
Down-B Forwarded sweet | 13 | 10.4 | 9.1 | (20.02) 18.2 | 6.5
Down-B Forwarded sour | 10 | 8 | 7 | (15.4) 14 | 5
Pummel | 3 | 2.4 | 2.1 | (4.62) 4.2 | 1.5
F-throw | 3 / 8 | 2.4 / 6.4 | 2.1 / 4.9 | (4.62 / 12.32) 4.2 / 11.2 | 1.5 / 4
B-throw | 3 / 9 | 2.4 / 7.2 | 2.1 / 6.3 | (4.62 / 13.86) 4.2 / 12.6 | 1.5 / 4.5
U-throw | 3 / 4 | 2.4 / 3.2 | 2.1 / 2.8 | (4.62 / 6.16) 4.2 / 5.6 | 1.5 / 2
D-throw | 3 / 4 | 2.4 / 3.2 | 2.1 / 2.8 | (4.62 / 6.16) 4.2 / 5.6 | 1.5 / 2
Front & Back Floor Attack | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
Front & Back Trip Attack | 5 | 4 | 3.5 | (7.7) 7 | 2.5
Ledge attack | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5
════════════════════════════════════════════════════════════════════════════════════
Below are HMArts aka Hyper Monado Arts. HJump isn't listed because it deals the same damage Vanilla Jump & DJump deal.
Move | HSpeed | HShield | HBuster | HSmash
Jab combo | 2 / 2 / 3 | 1.96 / 1.96 / 2.968 | 5.88 / 5.88 / 8.904 | 1.4 / 1.4 / 2.12
Jab-3 sourspot | 2 - 3 | 2.352 | 7.056 | 1.68
Dash Attack | 7 | 6.16 | 18.48 | 4.4
F-tilt Blade | 8 | 7.28 | 21.84 | 5.2
F-tilt Beam | 7 | 6.44 | 19.32 | 4.6
U-tilt Blade | 5 | 4.48 | 13.44 | 3.2
U-tilt Beam | 4 | 3.92 | 11.76 | 2.8
D-tilt Blade | 5 | 5.04 | 15.12 | 3.6
D-tilt Beam | 4 | 3.92 | 11.76 | 2.8
F-smash 1st / 2nd ( Blade ) | 3 / 11 | 3.08 / 7.28 | 9.24 / 21.84 | 2.2 / 5.2
F-smash 2nd | 7 | 6.44 | 19.32 | 4.6
U-smash 1st / 2nd | 2 / 9 | 2.52 / 7.56 | 7.56 / 22.68 | 1.8 / 5.4
D-smash Front Blades | 8 / ? / ? | 7.84 / 5.6 / 3.36 | 23.52 / 16.8 / 10.08 | 5.6 / 4 / 2.4
D-smash Front Beams | 7 / ? / 2 | 6.16 / 4.48 / 2.24 | 18.48 / 13.44 / 6.72 | 4.4 / 3.2 / 1.6
D-smash Back Blades | 7 / ? | 6.72 / 4.48 | 20.16 / 13.44 | 4.8 / 3.2
D-smash Back Beams | 6 / ? | 5.6 / 3.36 | 16.8 / 10.08 | 4 / 2.4
N-air Blade | 4 | 3.92 | 11.76 | 2.8
N-air Beam | 5 | 4.48 | 13.44 | 3.2
F-air Blade | 4 | 4.2 | 12.6 | 3
F-air Beam | 3 | 3.36 | 10.08 | * 2.4
B-air Blade | 7 | 6.72 | 20.16 | 4.8
B-air Beam | 5 | 4.48 | 13.44 | 3.2
U-air 1st / 2nd | 3 / 6 | 2.8 / 5.6 | 8.4 / 16.8 | 2 / 4
U-air 2nd | 4 | 4.2 | 12.6 | 3
D-air 1st / 2nd | 4 / 7 | 3.92 / 6.16 | 11.76 / 18.48 | 2.8 / 4.4
D-air 1st / 2nd | 3 / 6 | 2.8 / 5.6 | 8.4 / 16.8 | 2 / 4
Side-B Front Hilt or Beam | 5 | 5.04 | 15.12 | 3.6
Side-B Front Blade | 6 | 5.6 | 16.8 | 4
Side-B Back Hilt or Beam | 8 | 7.84 | 23.52 | 5.6
Side-B Back Blade | 10 | 8.96 | 26.88 | 6.4
Side-B Back Tipper Grounded | 8 | 7.28 | 21.84 | 5.2
Up-B 1st starting hit / 2nd | 3 / 4 | 3.36 / 3.08 | 10.08 / 9.24 | 2.4 / 2.2
Up-B 1st later hit | 3 | 2.8 | 8.4 | 2
Down-B sweetspot | 6 | 5.6 | 16.8 | 4
Down-B sourspot | 4 | 3.92 | 11.76 | 2.8
Down-B Forwarded sweetspot | 8 | 7.28 | 21.84 | 5.2
Down-B Forwarded sourspot | 6 | 5.6 | 16.8 | 4
Pummel | 1 - 2 | 1.68 | 5.04 | 1.2
F-throw | 1 / 6 | 1.68 / 4.48 | 5.04 / 13.44 | 1.2 / 3.2
B-Throw | 1 / 6 | 1.68 / 5.04 | 5.04 / 15.12 | 1.2 / 3.6
U-throw | 1 / 3 | 1.68 / 2.24 | 5.04 / 6.72 | 1.2 / 1.6
D-throw | 1 / 3 | 1.68 / 2.24 | 5.04 / 6.72 | 1.2 / 1.6
Front & Back Floor Attack | 4 | 3.92 | 11.76 | 2.8
Front & Back Trip Attack | 3 | 2.8 | 8.4 | 2
Ledge attack | 4 | 3.92 | 11.76 | 2.8
════════════════════════════════════════════════════════════════════════════════════
Note: I highly suggest you read the Shulk-Exclusive Abbreviation list if you don't know the abbreviations in the two tables below.​

This table's a recap of the first table but instead with Custom Specials. The MArts & DMArts that deal the same damage are:

Vanilla = Jump = DJump = HJump
Speed = DSpeed
Shield = DShield
Smash = DSmash

The only MArt & DMArt that doesn't share this pattern is Buster & DBuster because DBuster has a stronger damage multiplier than Buster, so the (D) like in the first table, will also represent DBuster's damage in parenthesis here as well.

BusterDBuster
Custom Special Move | Vanilla | Speed | Shield | (D) Buster | Smash
BSL Front Startup Hilt | 4 | 3.2 | 2.8 | (6.16) 5.6 | 2
BSL Front Startup Blade | 6 | 4.8 | 4.2 | (9.24) 8.4 | 3
BSL Back Startup Hilt | 11 | 8.8 | 7.7 | (16.94) 15.4 | 5.5
BSL Back Startup Blade | 12 | 9.6 | 8.4 | (18.48) 16.8 | 6
BSL Front Falling Blade | 10 | 8 | 7 | (15.4) 14 | 5
BSL Front Falling Beam | 9 | 7.2 | 6.3 | (13.86) 12.6 | 4.5
BSL Back Falling Blade | 16 | 12.8 | 11.2 | (24.64) 22.4 | 8
BSL Back Falling Beam | 14 | 11.2 | 9.8 | (21.56) 19.6 | 7
BSL Front Landing (Unknown) | 10 | 8 | 7 | (15.4) 14 | 5
BSL Front Landing Tipper | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4
BSL Back Landing (Unknown) | 18 | 14.4 | 12.6 | (27.72) 25.2 | 9
BSL Back Landing Tipper | 16 | 12.8 | 11.2 | (24.64) 22.4 | 8

BSC Front Startup Hilt | 4 | 3.2 | 2.8 | (6.16) 5.6 | 2
BSC Front Startup Blade | 6 | 4.8 | 4.2 | (9.24) 8.4 | 3
BSC Back Startup Hilt | 13 | 10.4 | 9.1 | (20.02) 18.2 | 6.5
BSC Back Startup Blade | 15 | 12 | 10.5 | (23.1) 21 | 7.5
BSC Front Falling Blade & Beam ? | 4 | 3.2 | 2.8 | (6.16) 5.6 | 2
BSC Front Falling Tipper | 3.5 | 2.8 | 2.45 | (5.39) 4.9 | 1.75
BSC Back Falling Blade & Beam ? | 11 | 8.8 | 7.7 | (16.94) 15.4 | 5.5
BSC Back Falling Tipper | 9 | 7.2 | 6.3 | (13.86) 12.6 | 4.5
BSC Front Tipper Ending Slide | 3 | ? | ? | ? | ?
BSC Back Tipper Ending | 12 | ? | ? | ? | ?
BSC Back Slide | 6 | ? | ? | ? | ?






AAS 1st starting hit / 2nd | 6 / 8 | 4.8 / 6.4 | 4.2 / 5.6 | (9.24 / 12.32) 8.4 / 11.2 | 3 / 4
AAS 1st later hit | 5 | 4 | 3.5 | (7.7) 7 | 2.5

MAS 1st starting hit / 2nd | 9 / 10 | 7.2 / 8 | 6.3 / 7 | (13.86 / 15.4 12.6 / 14 | 4.5 / 5
MAS 1st later hit | 7 | 5.6 | 4.9 | (10.78) 9.8 | 3.5

DV sweetspot | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4
DV sourspot | 5 | 4 | 3.5 | (7.7) 7 | 2.5
DV Forwarded sweetspot | 11 | 8.8 | 7.7 | (16.94) 15.4 | 5.5
DV Forwarded sourspot | 8 | 6.4 | 5.6 | (12.32) 11.2 | 4

PV sweetspot | 17 | 13.6 | 11.9 | (26.18) 23.8 | 8.5
PV sourspot | 14 | 11.2 | 9.8 | (21.56) 19.6 | 7
PV Forwarded sweetspot | 20 | 16 | 14 | (30.8) 28 | 10
PV Forwarded sourspot | 17 | 13.6 | 11.9 | (26.18) 23.8 | 8.5

Custom Special Move | HSpeed | HShield | HBuster | HSmash
BSL Front Startup Hilt | 2 | 2.24 | 6.72 | 1.6
BSL Front Startup Blade | 3 | 3.36 | 10.08 | 2.4
BSL Back Startup Hilt | 7 | 6.16 | 18.48 | 4.4
BSL Back Startup Blade | 7 | 6.72 | 20.16 | 4.8
BSL Front Falling Blade | 6 | 5.6 | 16.8 | 4
BSL Front Falling Beam | 5 | 5.04 | 15.12 | 3.6
BSL Back Falling Blade |10 | 8.96 | 26.88 | 6.4
BSL Back Falling Beam | 8 | 7.84 | 23.52 | 5.6
BSL Front Landing (Unknown) | 6 | 5.6 | 16.8 | 4
BSL Front Landing Tipper | 5 | 4.48 | 13.44 | 3.2
BSL Back Landing (Unknown) | 11 | 10.08 | 30.24 | 7.2
BSL Back Landing Tipper | 10 | 8.96 | 26.88 | 6.4

BSC Front Startup Hilt |
BSC Front Startup Blade |
BSC Back Startup Hilt |
BSC Back Startup Blade |
BSC Front Falling Blade & Beam ? |
BSC Front Falling Tipper |
BSC Back Falling Blade & Beam ? |
BSC Back Falling Tipper |
BSC Front Tipper Ending Slide |
BSC Back Tipper Ending |
BSC Back Slide |





AAS 1st early hit / 2nd | 3 / 5 | 3.36 / 4.48 | 10.08 / 13.44 | 2.4 / 3.2
AAS 1st later hit | 3 | 2.8 | 8.4 | 2

MAS 1st early hit / 2nd | 5 / 7 | 5.04 / 5.6 | 15.12 / 16.8 | 3.6 / 4
MAS 1st later hit | 4 | 3.92 | 11.76 | 2.8

DV sweetspot | 5 | 4.48 | 13.44 | 3.2
DV sourspot | 3 | 2.8 | 8.4 | 2
DV Forwarded sweetspot | 7 | 6.16 | 18.48 | 4.4
DV Forwarded sourspot | 5 | 4.48 | 13.44 | 3.2

PV sweetspot | 10 | 9.52 | 28.56 | 6.8
PV sourspot | 8 | 7.84 | 23.52 | 5.6
PV Forwarded sweetspot | 12 | 11.2 | 33.6 | 8
PV Forwarded sourspot | 10 | 9.52 | 28.56 | 6.8
:4shulk:Thanks for Feeling:4shulk:
 

Maple42

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4) Two Shulks are in the air at the same height....
This sounds like the setup to a joke > w >

But, wow! That's a lot of info to take in. I would absolutely adore testing all that. If you wanna split it up between us, I'd gladly help out.
 
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erico9001

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This sounds like the setup to a joke > w >

But, wow! That's a lot of info to take in. I would absolutely adore testing all that, since I'm a numbers kinda gal. If you wanna split it up between us, I'd gladly help out.
The damage percents for projectiles are all online, and they would even include hidden decimal places (As Smash bros always rounds down decimals). Smashwiki would probably have that information.
 

Maple42

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Alright, the results are in! Buster NAir cancels....
Absolutely nothing more than it did before ; w ;

To be fair, the only projectiles Vanilla NAir didn't cancel were Samus' fully charged Charge Shot, Robin's Thoron, Greninja's fully charged Water Shuriken, Mewtwo's fully charged Shadow Ball, and Wii Fit Trainer's fully charged Sun Salutation.

Hyper Monado doesn't cancel any of these either, except.... Sun Salutation
 
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N-air deals like... 8% damage tipped. 7% base

Buster deals 11.2% damage tipped. 9.8% base

So it makes sense that it didn't change that much :|
 

Maple42

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I'm glad we tested it, though, because we now know for sure that the dreadful Wii Fit Trainer match-up is a solid +2
 

erico9001

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How does being in Speed/Shield/Smash affect this?
 

Maple42

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Being in those Arts might decrease the amount of projectiles it cancels. I'll go number crunching later. ~

On a side note, I totally forgot to check Leaf Shield!

Here is a list of damage the moves listed in the original post do:
Mario's Fireball 4%
Luigi's Fireball 6%
Peach's Turnip 6%
Rosalina and Luma's Star Bits 2%
Mr. Game and Watch's Bacon 4%
Link's Boomerang 8%
Link's Arrow 12%
Toon Link's Boomerang 8%
Toon Link's Arrow 12%
Samus' uncharged Charge Shot 3%
ZSS' uncharged Paralyzer 4%
ZSS' charged Paralyzer 6%
Robin's Thunder 3%
Palutena's Autoreticle 3%
Pit's Arrow 10%
Pikachu's Thunder Jolt 6%
Lucario's uncharged Aura Sphere 4%
Lucario's charged Aura Sphere 11%
Greninja's uncharged Water Shuriken 3%
Ness' PK Thunder 9%
Villager's FAir 7%
Villager's BAir 7%
Wii Fit Trainer's uncharged Sun Salutation 5%
Dark Pit's Arrow 10%
Megaman's Buster Pellets 2%
Megaman's Metal Blade 6%
Megaman's Leaf Shield 3%
Mewtwo's uncharged Shadow Ball 3%
Now, for NAir in the different arts:
NAir Speed 6.4%
NAir Shield 5.6%
NAir Smash 4%

If I understand you correctly @ erico9001 erico9001 , an aerial needs to be within +/- 9% of the projectile; if that's the case, NAir cancels all the same projectiles despite the lower damage output c:
If you don't mind, could you check my logic? I'll add it to the OP if it's right.
 
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erico9001

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Here is a list of damage the moves listed in the original post do:
Mario's Fireball 4%
Luigi's Fireball 6%
Peach's Turnip 6%
Rosalina and Luma's Star Bits 2%
Mr. Game and Watch's Bacon 4%
Link's Boomerang 8%
Link's Arrow 12%
Toon Link's Boomerang 8%
Toon Link's Arrow 12%
Samus' uncharged Charge Shot 3%
ZSS' uncharged Paralyzer 4%
ZSS' charged Paralyzer 6%
Robin's Thunder 3%
Palutena's Autoreticle 3%
Pit's Arrow 10%
Pikachu's Thunder Jolt 6%
Lucario's uncharged Aura Sphere 4%
Lucario's charged Aura Sphere 11%
Greninja's uncharged Water Shuriken 3%
Ness' PK Thunder 9%
Villager's FAir 7%
Villager's BAir 7%
Wii Fit Trainer's uncharged Sun Salutation 5%
Dark Pit's Arrow 10%
Megaman's Buster Pellets 2%
Megaman's Metal Blade 6%
Megaman's Leaf Shield 3%
Mewtwo's uncharged Shadow Ball 3%
Now, for NAir in the different arts:
NAir Speed 6.4%
NAir Shield 5.6%
NAir Smash 4%

If I understand you correctly @ erico9001 erico9001 , an aerial needs to be within +/- 9% of the projectile; if that's the case, NAir cancels all the same projectiles despite the lower damage output c:
If you don't mind, could you check my logic? I'll add it to the OP if it's right.
Ah, looks good to me, then.

The last frontier would probably be custom moves.
 

Ace309

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Interesting. As a Shulk user, I will find this information very useful against projectile users who prefer to rely on them. Thanks for the help you've done for those who picked up Shulk ^-^ M O N A D O B O Y Z
 
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Virum

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I'm glad we tested it, though, because we now know for sure that the dreadful Wii Fit Trainer match-up is a solid +2
Do we though? Who has actually explored this match-up in depth enough to come to this kind of assertion? Shulk's match-ups are weird. He goes fairly even against characters who as a whole aren't very good such as Ike and DDD but also does well against most of the better characters in the game and honestly there's a lot of ignorance surrounding WFT. But that's a different topic entirely.

Not sure if this has been thrown out there yet, but it should be noted that Buster sweetspot BAir cancels every clankable projectile in the game (barring maybe max aura AS), with Buster FTilt trading. Of course, it's harder to get the clank with BAir comparative to NAir but it's worth noting nonetheless.
 

Masonomace

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I've wanted to contribute to this thread for a while but now I finally bring something to the table. I tested some stuff in Training Mode so I didn't account for staled moves. While tilts can clash or out-beat a projectile on the ground, it's just better to use aerials like N-air or B-air since aerials cannot clash priority. We also don't want to be challenging multi-hitting projectiles that stream for a while like Bowser's Fire Breath or Charizard's Flamethrower.
Here is a list of damage the moves listed in the original post do:
Mario's Fireball 4%
Luigi's Fireball 6%
Peach's Turnip 6%
Rosalina and Luma's Star Bits 2%
Mr. Game and Watch's Bacon 4%
Link's Boomerang 8%
Link's Arrow 12%
Toon Link's Boomerang 8%
Toon Link's Arrow 12%
Samus' uncharged Charge Shot 3%
ZSS' uncharged Paralyzer 4%
ZSS' charged Paralyzer 6%
Robin's Thunder 3%
Palutena's Autoreticle 3%
Pit's Arrow 10%
Pikachu's Thunder Jolt 6%
Lucario's uncharged Aura Sphere 4%
Lucario's charged Aura Sphere 11%
Greninja's uncharged Water Shuriken 3%
Ness' PK Thunder 9%
Villager's FAir 7%
Villager's BAir 7%
Wii Fit Trainer's uncharged Sun Salutation 5%
Dark Pit's Arrow 10%
Megaman's Buster Pellets 2%
Megaman's Metal Blade 6%
Megaman's Leaf Shield 3%
Mewtwo's uncharged Shadow Ball 3%
Now, for NAir in the different arts:
NAir Speed 6.4%
NAir Shield 5.6%
NAir Smash 4%
Hyper Smash N-air Blade deals 2.8%, which means it can destroy & carry on with the hitbox against every projectile listed in that spoiler above except for Link & Toon Link's Arrow. HSmash N-air is as low of damage as you'll get with N-air, so if HSmash can beat them, any Art can which is especially helpful for Speed DSpeed & HSpeed. The funny thing? HSmash N-air Beam deals 3.2%, & that beats Link's & Toon Link's full charged Arrow.:shades: I feel that Toon Link's projectiles should also be bolded like Link's are because Toon Link is heavy on a projectile game too.

VILLAGER'S TREE VS N-AIR?
Are we scared of the tree? Do we ever seem to be in the air by the time they're chopping at the tree murmuring timber, & not be in reach to Vision punish them for their carelessness? Owell but fear not because we can answer Timber with N-air too, & with HSmash N-air Blade no less! If you think you won't get the Vision counter in time & you try it anyway noticing that you're either not in range because Vision's stall-then-fall effect could mess you up, or you can't Fast Fall down there quick enough, any reason that may hold you back from attempting it, just N-air & use your mixture of drifting air speed / Fast Falling to throw out that slow, long, wide, ever-lasting hitbox to contest the tree & be done with Villager's antics.:shades:

How about Aura Sphere at dangerous Aura levels? For the lols:

AURA SPHERE VS HBUSTER N-AIR & OTHER MOVES (FYI, Lucario's Aura Cap maxes out at 190%)
Aura Sphere at max Aura deals 29%, & HBuster has the damage to contest it, beating it's priority or clashing with grounded moves. It's quite impressive really.

HBuster N-air Blade destroys full charged Aura Sphere at 104%, but we lose to Aura Sphere at 105% & onward.
HBuster N-air Beam destroys full charged Aura Sphere at 121%, but we lose to Aura Sphere at 122% & onward.

HBuster Air Slash 1st hit spaced destroys full charged Aura Sphere at 88%, but we lose to Aura Sphere at 89% & onward.

HM: HBuster B-air Blade destroys full charged Aura Sphere at 188%, but we lose to Aura Sphere at 189% & onward.
HM: HBuster F-tilt Blade destroys full charged Aura Sphere at 999%, but Shulk suffers lots of hitlag.:smirk:

Apologies in advance for not contributing that much.:(
 
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