Ok thank you I didn't know about Rage Effect.My replies are all in your quote. All of my text is lighter colored.
Good stuff Ace, though starting with any Art would vary on the MatchUp at the start of the match. If you're versing a character Shulk can handle fine, then Buster Blader them. Any character that can zone with projectiles that are poking you down with any bonus hazards they can lay out, is automatically a disadvantage for Buster Shulk. The way I see Buster honestly, is "Speeding up the Process". You take the risk of losing knock-back & your launch resistance decreased, for the price of dealing more damage. Buster is a very risky Art & otherwise to me isn't needed unless I feel like popping it on. For me, It's actually the most situational Art to use, unless you're doing smooth not taking damage, it's mostly a bad idea to keep it on let alone use it at all when you're getting dealt endless zoning of poking % damage.
Apologies for not discussing about Neutral though. I was only thinking of the tactics we could use in-between switching Arts. Neutral is pretty solid & is most likely used in Neutral game most of the time.
As for the timings on using Arts, I'd debate that Smash would rather be used when your % & the opponent's % are ripe. In Sm4sh, a certain effect called the 'Rage Effect', increases knock-back on attacks & grab throws the higher your current % is. So using Smash during our very high % to play the extremely risky-rewarding game, would pay off most definitely if scoring a KO. Smash depending on both ours & the opponent's %, could be activated earlier or later depending on their weight class. A light fighter like Marth would be around 70% for my tastes, whereas Bowser being Very Heavy would be around the 90% marker like you mentioned. Very Light characters like Jigglypuff would be a definite 50% Smash activation.
EDIT: This is what I mean by Rage Effect. Ladies & Gentlemen, & props to @warionumbah2 for this share in Lucario's overall changes thread. I give you this video.
Rage Effect not only further increases Shulk in general at high %, but:
- stock tanking with Shield while almost negating his indirect nerf of less damage, is compensated with more knock-back
- hunting off-stage opponents edgeguarding with Jump provided by the granting knock-back boost, edgeguarding got much more fun & interesting
- Buster's less knock-back initially being a setback to Shulk, now compensated a bit the more % he has. Still becomes a risky Art to use regardless of the small regain of some knock-back.
- Smash benefiting the most from the Rage Effect, his added knock-back value plus more knock-back scaling makes Smash alone more dangerous & risky, yet much more rewarding. Said earlier that Vision counter with the forward input change, plus the augment change of Smash, combined with Rage's Effect from having high %, all adds up to be formidable & noted.
But that's also why using Buster early on is a good strategy, I feel like what you're saying is actually complementary to what I believe.
I think there is definitely a point, a window (moment) relative to your own % and the one of your opponent when some arts don't worth being activated anymore during battle. I personally call the optimum moment to activate art "Optimal Activation Window". Some are short like the Buster effect, or quite long like the Smash effect, etc... For example when you're above 70 to 80% buster doesn't worth the risk anymore. That's why I would, in most cases, advice to use Buster early on, you have less chance to get knocked out.
I think knowing when to activate/deactivate shulk's art will be crucial in high level matches and that's what is exciting about maining Shulk.
Last edited: