Berserker.
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Ike's jab is 1 frame faster, and I actually tested this out too . Uhh, if they are a certain distance from each other, then the jabs will cancel each other, but that point is actually beyond when either Shulk or Ike would be in range to hit one another with it (Shulk's jab does actually out-range Ike's, but that information has no use). As always, Shulk should maintain distance from Ike.At first it felt like Shulk would have the advantage because of range, but after learning more about the MU I can feel it's pretty even. I've been on both ends of the MU since I use both characters.
Ike has a superior jab and grab game. He can rack up damage nicely with combos as well. Shulk can have more mobility, though, and more range on most moves.
Spacing is key, as Shulk would want to be outside of Ike's jab range and Ike would want Shulk to be inside his jab range. Ike's jab is 1 frame faster and has more range.
Shulk can get a lot of mobility with Speed, though, so he can control space better, but most of Ike's moves are still slightly faster. Ike will have to adapt to the arts just like Shulk would (like in pretty much all Shulk MUs).
Here's some frame data: https://docs.google.com/spreadsheet...Owju2Vq5a4irDPLvwfxuOKVGxk/edit#gid=440614687
It has just about the same range as mighty air slash's first hit, and is less than F-tilt. Therefore, we have a lot of moves that out-range it.Maximum Horizontal RangeNote: All of Shulk's moves are listed from 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 the first time for this.
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 (Exceptions like NAir are loved & appreciated, because NAir, you break the B & B "rule"<3. I also did not test move techniques like Jump Canceled Vision).
- 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
I don't think Ike's Aether can be countered with grounded Vision, unless there's something I'm missing here. If you counter the initial throw of the sword, Ike won't come upwards until after Vision's hitbox is gone. To me, it seems the only way it is possible for Shulk to counter Ike's aether is if Shulk jumps above the spot where the Ike's sword is spinning (after Ike used up B), uses counter, and falls down onto the spinning sword with the counter. Then, Ike is killed or gimped when he does his leap up to the sword.As for specials, Air Slash suffers the same limitation of Aether which is that it is extremely easy to gimp via Counter. (...) Speaking of counters, I do believe Shulk has one of the best in the game with it's range. (Better even than Lucario or Greninja as I can trick them into flying off stage or into a compromising situation, which is hard to do for Shulk unless he's airborne.) It makes returning to stage for Ike dangerous since I don't know when you'll attempt to intercept my Quick Draw or Aether with Vision and take me out.
Normally you'd be right, but I've had Shulk's counter hit on Stages where Aether can Shark, as the sword is thrown through the stage behind Shulk (assuming he's at the edge and too close to be hit by the Shark) and then moves towards the edge when Ike flies up to snap the ledge. The sword intercepts the vision right as Ike is high enough to Counter, and with the step back Shulk makes before the counter actually connects he can even hit Ike if the Vision if fired backwards (I've used Sharking with Aether on Marth/Lucina before to have their Counter fire backwards and allow me to safely get the ledge, which is harder to do with Shulk). You won't see Ike hit with this often because most good Ike players will avoid Sharking and go for a deep recovery/ ledge snap with Aether against characters with a Counter that has range.I don't think Ike's Aether can be countered with grounded Vision, unless there's something I'm missing here. If you counter the initial throw of the sword, Ike won't come upwards until after Vision's hitbox is gone. To me, it seems the only way it is possible for Shulk to counter Ike's aether is if Shulk jumps above the spot where the Ike's sword is spinning (after Ike used up B), uses counter, and falls down onto the spinning sword with the counter. Then, Ike is killed or gimped when he does his leap up to the sword.
In the air, Ike will rely on n-air and fast falling n-airs for spacing in a rush while on the ground his Jab and d-tilt is what is designed to keep rushdown opponents at bay. N-air may not have the range of some of Shulk's moves, but it covers a whopping 230-ish degrees around him and comes out fast enough with Fast Falling that he can using it retreating and followup with a jab combo or other moves. Also, d-tilt has great speed and range that also pops up a target for aerial followup. This allows Ike to turn the tables on his would-be 'grappler' and make them sting.Ike doesn't really have much fast "get off me" attacks (maybe his BAir?), so it's important for Shulk to not let up on his offense.
I've actually landed a few KOs on Shulk because they were trying to challenge the Quick Draw. I recommend punishing the landing of it rather than the QD itself since it can KO at around 130%.That's why it's better to come after Ike while he's attempting to recover with Quick Draw.
I have too, though I'd recommend more keeping Shulk's decision random. A good Ike will use the auto-cancelling off a QD to his advantage to keep Shulk from being able to chase him down, so there will be a bit of risk-reward intercepting him in either situation.I've actually landed a few KOs on Shulk because they were trying to challenge the Quick Draw. I recommend punishing the landing of it rather than the QD itself since it can KO at around 130%.
ehh.. probably power vision for early kills. Any of the custom arts could be used. I could see decisive arts being pretty good, though, because there doesn't seem to be real need for switching arts. I'm also curious about how Ike handles decisive Sheild Shulk. For recovery, either advancing air slash or regular air slash. Both have their merits. I do not think Mighty Air Slash would be very good here; it would probably make it easy for Ike to stage spike Shulk with a Bair. Back Slash Leap might be better than normal Back Slash, because the extra range of normal back slash isn't really useful here. However, that would not make a big difference. Shulk's customs make a big difference to how he is played, but nothing really stands out to me for them in this MU.Have to admit I'm not sure what Side B or Up B options Shulk would go for.
Eruption is Ike's go-to kill move for low and deep recoveries, which compliments the low knockback angles of his f-throw and b-throw nicely. Most Ike's will use it to abuse the human error involved with snapping to the ledge or hoping to flood the area with so much hitbox that maneuvering around him is impossible (A full charged Eruption has a massive hitbox both below and above Ike!). Shulk is harder to hit with anything but a full charged Eruption if the player is good with aiming his AirSlash just out of range (which allows the second slash to knock Ike out of his charge). You are more likely to see Good Ike players try for a spike or Counter against a good Shulk (unless they could get you far enough out off stage to get the Eruption to a good charge level for the expanded hitbox), while learning Ike's will attempt to punish your get-up options instead of you edge snap.I'm not sure if this has been mentioned, but Ike's Eruption can be a pretty detrimental edge-guarding tool. If Shulk doesn't snap perfectly to the ledge, we're eating that Eruption. My doubles partner dabbled in Ike(GameplayZero, if you know him) and showed me just how much of a pain in the rear this can be to deal with unprepared. Obviously, there are ways around this, such as recovering high or hitting Ike out of Eruption if he's early in the charge (this one is admittedly more risk than it may be worth) or the obvious option of just making sure you snap to the ledge. The Advancing Airslash Custom could make this issue less of a deal, but without customs, I'd just say to be careful with our recovery options. I haven't seen many Ike mains take advantage of this, but it is a problem when they do and I feel my fellow Monado boy's need to know about it. Perhaps this is just a case of me not knowing an easy way to deal with Eruption, but as of this moment, I feel this is an important tidbit.