Kerreb17
Smash Cadet
I thought I'd make a rundown of what arts are best to use in certain points of the match. This was made mostly for Decisive Arts (2) users, since they have to choose more carefully, but this should be generally useful for everyone. Keep in mind that this is just theory, so please criticize and contribute so we can nail this down.
Just a quick reminder of the arts and their pros/cons so you can follow along easily.
翔 (Jump)
+Vertical Movement
-Weight
-Damage Defense
疾 (Speed)
+Horizontal Movement
-Vertical Movement
-Damage Dealt
盾 (Shield)
+Weight
+Damage Defense
-Vertical Movement
-Horizontal Movement
-Damage Dealt
斬 (Buster)
+Damage Dealt
-Damage Defense
-Knockback Defense
撃 (Smash)
+Knockback Dealt
-Damage Dealt
-Damage Defense
-Weight
With this in mind, I'll list what I believe to be the optimum scenarios for each buff and debuff in terms of health. Health estimate ranges are more of a reference and not exact.
Low (<50%)
Mid (50-120%)
High (>120%)
Beneficial (+)
Detrimental (-)
Preference (+/-)
N/A (0)
Shulk Health | Low | Mid | High
+V. Movement | + | + | +
+H. Movement | + | + | +
+Weight | - | - | +
+% Defense | + | + | 0
+% Dealt | 0 | 0 | 0
+KB Dealt | 0 | 0 | 0
+Enemy Health | Low | Mid | High
+V. Movement | + | + | +
+H. Movement | + | + | +
+Weight | 0 | 0 | 0
+% Defense | 0 | 0 | 0
+% Dealt | + | +/- | -
+KB Dealt | - | + | +
Understanding this, we can replace the buff/debuff under the individual arts with Shulk Health/Enemy Health gears from the two charts above.
翔 (Jump)
| Shulk % | Enemy %
+V. Movement | +LMH | + LMH
-Weight | +L -H | 0
-Damage Defense | -L | 0
= | +LM | +LMH
Jump is an all around around good skill to have, due to its movement bonuses. Reduced weight is alright at lower percents, where you might bounce out of some otherwise solid combos. When Shulk is at high %, however, the reduced weight makes it difficult to run this outside of its greater ability to recover.
疾 (Speed)
| Shulk % | Enemy %
+Horizontal Movement | +LMH | +LMH
-Vertical Movement | -LMH | -LMH
-Damage Dealt | 0 | -L +H
= | 0 | +H -L
Movement boosts are always welcome. The % Dealt decrease, however, makes Speed better to use against high % opponents instead of lower % ones.
盾 (Shield)
| Shulk % | Enemy %
+Weight | +H -LM | 0
+Damage Defense | +L -MH | 0
-Vertical Movement | (-LMH) | (-LMH)
-Horizontal Movement | (-LMH) | (-LMH)
-Damage Dealt | 0 | +H -L
= | -MM | +H -L
Shield...has a lot of detriments; so the movement modifiers were removed from the rough calculation. The reduced movement is a deal breaker though, as it not only makes it harder for you to avoid attacks, but also makes it more difficult to recover. The increased weight makes low % combos easier. At high percents, Shield is only good at keeping you on the stage, but once you're off the stage, it's a tough road back.
斬 (Buster)
| Shulk % | Enemy %
+Damage Dealt | 0 | +L -H
-Damage Defense | +H -L | 0
-Weight | +LM -H | 0
= | +M | +L
You can generally avoid buster's detriments when you're at medium %. The ability to rack up damage on opponents at low % is useful, and the main reason why it's seeing use so often.
撃 (Smash)
| Shulk % | Enemy %
+Knockback Dealt | 0 | +MH -L
-Damage Dealt | 0 | +H -L
-Damage Defense | -L | 0
-Weight | +L -H | 0
= | -H | +MHH -LLL
Smash is perfect to use against high % opponents, alright at getting medium % opponents of the stage, but abysmal against low % opponents. Avoid using Smash while at a high %, because you could very easily leave the field before you're opponent, and that's no good.
So finally, we can generally fit all of the data into the below graph. This, again, is only a guideline. I limited each field to one art, though realistically more than one art might be good in a certain situation. Take these observations with a grain of salt.
Shulk/Opponent | Low | Mid | High
Low | 翔 | 翔 | 撃
Mid | 斬 | 翔 | 撃
High | * | 疾 | 盾
*Nothing fits this spot very well. Speed and Shield are the only arts that could even contend here, but both suffer the % Dealt penalty. I would honestly just go without an art in this situation.
Again, feel free to comment back on this and offer your input.
Just a quick reminder of the arts and their pros/cons so you can follow along easily.
翔 (Jump)
+Vertical Movement
-Weight
-Damage Defense
疾 (Speed)
+Horizontal Movement
-Vertical Movement
-Damage Dealt
盾 (Shield)
+Weight
+Damage Defense
-Vertical Movement
-Horizontal Movement
-Damage Dealt
斬 (Buster)
+Damage Dealt
-Damage Defense
-Knockback Defense
撃 (Smash)
+Knockback Dealt
-Damage Dealt
-Damage Defense
-Weight
With this in mind, I'll list what I believe to be the optimum scenarios for each buff and debuff in terms of health. Health estimate ranges are more of a reference and not exact.
Low (<50%)
Mid (50-120%)
High (>120%)
Beneficial (+)
Detrimental (-)
Preference (+/-)
N/A (0)
Shulk Health | Low | Mid | High
+V. Movement | + | + | +
+H. Movement | + | + | +
+Weight | - | - | +
+% Defense | + | + | 0
+% Dealt | 0 | 0 | 0
+KB Dealt | 0 | 0 | 0
+Enemy Health | Low | Mid | High
+V. Movement | + | + | +
+H. Movement | + | + | +
+Weight | 0 | 0 | 0
+% Defense | 0 | 0 | 0
+% Dealt | + | +/- | -
+KB Dealt | - | + | +
Understanding this, we can replace the buff/debuff under the individual arts with Shulk Health/Enemy Health gears from the two charts above.
+V. Movement | +LMH | + LMH
-Weight | +L -H | 0
-Damage Defense | -L | 0
= | +LM | +LMH
Jump is an all around around good skill to have, due to its movement bonuses. Reduced weight is alright at lower percents, where you might bounce out of some otherwise solid combos. When Shulk is at high %, however, the reduced weight makes it difficult to run this outside of its greater ability to recover.
+Horizontal Movement | +LMH | +LMH
-Vertical Movement | -LMH | -LMH
-Damage Dealt | 0 | -L +H
= | 0 | +H -L
Movement boosts are always welcome. The % Dealt decrease, however, makes Speed better to use against high % opponents instead of lower % ones.
+Weight | +H -LM | 0
+Damage Defense | +L -MH | 0
-Vertical Movement | (-LMH) | (-LMH)
-Horizontal Movement | (-LMH) | (-LMH)
-Damage Dealt | 0 | +H -L
= | -MM | +H -L
Shield...has a lot of detriments; so the movement modifiers were removed from the rough calculation. The reduced movement is a deal breaker though, as it not only makes it harder for you to avoid attacks, but also makes it more difficult to recover. The increased weight makes low % combos easier. At high percents, Shield is only good at keeping you on the stage, but once you're off the stage, it's a tough road back.
+Damage Dealt | 0 | +L -H
-Damage Defense | +H -L | 0
-Weight | +LM -H | 0
= | +M | +L
You can generally avoid buster's detriments when you're at medium %. The ability to rack up damage on opponents at low % is useful, and the main reason why it's seeing use so often.
+Knockback Dealt | 0 | +MH -L
-Damage Dealt | 0 | +H -L
-Damage Defense | -L | 0
-Weight | +L -H | 0
= | -H | +MHH -LLL
Smash is perfect to use against high % opponents, alright at getting medium % opponents of the stage, but abysmal against low % opponents. Avoid using Smash while at a high %, because you could very easily leave the field before you're opponent, and that's no good.
So finally, we can generally fit all of the data into the below graph. This, again, is only a guideline. I limited each field to one art, though realistically more than one art might be good in a certain situation. Take these observations with a grain of salt.
Shulk/Opponent | Low | Mid | High
Low | 翔 | 翔 | 撃
Mid | 斬 | 翔 | 撃
High | * | 疾 | 盾
*Nothing fits this spot very well. Speed and Shield are the only arts that could even contend here, but both suffer the % Dealt penalty. I would honestly just go without an art in this situation.
Again, feel free to comment back on this and offer your input.
Last edited: