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Optimum Arts Usage

Kerreb17

Smash Cadet
Joined
Apr 6, 2014
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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 | | |
Mid | | |
High | * | |

*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.
 
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Masonomace

Yeah Shulk, get stuck in!
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Masonomace
Btw recently discovered by Aero, Shield increases the shield health of your bubble shield. So that in turn makes OoS options safer for Shield Art. It also makes shield damaging moves like Marth's Shield Breaker fully charged & Samus' Charge Shot including Bowser's DownB bomb less of a threat.
 

Kerreb17

Smash Cadet
Joined
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Messages
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Location
Lakeland, FL
3DS FC
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Btw recently discovered by Aero, Shield increases the shield health of your bubble shield. So that in turn makes OoS options safer for Shield Art. It also makes shield damaging moves like Marth's Shield Breaker fully charged & Samus' Charge Shot including Bowser's DownB bomb less of a threat.
I had no idea. Good find, though I'm not sure if it affects shield's placement much. It's still pretty situational and not too great at anything except stock tanking, as far as I've noticed.
 
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Masonomace

Yeah Shulk, get stuck in!
Joined
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Location
Independence, MO
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I had no idea. Good find, though I'm not sure if it affects shield's placement much. It's still pretty situational and not too great at anything except stock tanking, as far as I've noticed.
Yeah. To me it feels like a huge advantage because I was wishing it was true when I speculated about it back in late September & how much a stronger shield would help out Shield's turtling potential for dashing+shield movement or shield+stopping to rolls. It wouldn't just increase the stock tanking duration but also his defensive-grounded game-play when being fished by KOing moves. A stronger shield makes those 16 seconds solid guarantee we wouldn't lose stage control just because of a low / small shield & be forced to roll & be predictable off punishes. So yeah holding our ground & anticipate any grabs is crucial. It's my opinion but I'd set Shield to be tied for the 4th most useful Art.:shades:

EDIT: And Hyper Monado Shield's shield health is even stronger than regular Shield's shield. Apparently Hyper Monado Shield Shulk can tank a FCSB tippered from Marth, which is amazing & a life saver due to the short duration-span of Hyper Monado Arts.
 
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Kerreb17

Smash Cadet
Joined
Apr 6, 2014
Messages
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Location
Lakeland, FL
3DS FC
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Yeah. To me it feels like a huge advantage because I was wishing it was true when I speculated about it back in late September & how much a stronger shield would help out Shield's turtling potential for dashing+shield movement or shield+stopping to rolls. It wouldn't just increase the stock tanking duration but also his defensive-grounded game-play when being fished by KOing moves. A stronger shield makes those 16 seconds solid guarantee we wouldn't lose stage control just because of a low / small shield & be forced to roll & be predictable off punishes. So yeah holding our ground & anticipate any grabs is crucial. It's my opinion but I'd set Shield to be tied for the 4th most useful Art.:shades:

EDIT: And Hyper Monado Shield's shield health is even stronger than regular Shield's shield. Apparently Hyper Monado Shield Shulk can tank a FCSB tippered from Marth, which is amazing & a life saver due to the short duration-span of Hyper Monado Arts.
Maybe it's just because I play Decisive Arts, or maybe it's personal preference on my part. I would rather be able to move around and escape pressure than have to play the "when's he gonna grab" game and be essentially locked to the ground due to my poor mobility. It doesn't so much matter if your shield is strong if you can't escape pressure easily. Seeing as our good out to reckless pressure is Vision, opponents will easily go for grabs as our only options are stopped by grabs. Then shield's weight kicks in and you have some rough combos to deal with. It might seem like an insular opinion, but that's just how I see it.

I don't like Shield at all, but I see what you're talking about. But, back on topic, how do these new OoS options affect for the results for the thread?
 
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I'm baffled that people don't like Shield.

I stay in Shield literally 100% of the time.
I stay in shield when I take a stock.

Even if I'm sub 100%. Lol

Sometimes, I just use it when I'm 70%+. The damage reduction is something that I've neglected too much. It's a bit too slow for me but the buffs though


I only started drooling over these arts when I went with decisive arts
 
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