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The only thing more I have to say is it's hard to get used to the different type of recovery AAS has. I'm so used to going low with normal air slash.Erico9001 said:Wow holy crap. I never bothered around with AAS before, so I never noticed this.. Damn that helpless state has ****ing amazing air speed! It's insane!
And wow.Masonomace said:I'd like to talk more about Advancing Air Slash. This custom could use some attention & love atm. Anytime a player feels comfy from a safe distance, they're really not, since the 2nd hit of AAS zooms forward & gets in their personal space real quick.
For a example of its capability, go into Training Mode as the 1st player Shulk with the AAS custom on & die in order to spawn in the middle, & set the 2nd player CPU Behavior to Jump. The 2nd hit of AAS basically hits with the edge of that slash.
So here's my analysis of AAS
Air Speed after use of the move (same speed with both first and second strike) appears to be exactly the same as Shulk's normal air speeds. It is effected by Monado Arts still, so Monado Shield still has crappy air speed. This is a pretty big realization though, and it makes quite a difference.
It goes without saying the AAS has better horizontal recovery than AS. You can recover from pretty damn far away. To help you visualize this horizontal recovery without having to go in the game, here's an example: The stage is battlefield, and you're off the stage. Shulk's body is just touching off camera. When you are directly horizontal from the edge, so Shulk is level with it, you can use AAS to recover. Even from such a great distance!
As for height, it has a maximum height of normal air slash's first strike only. Once you hit B the second time, there is no longer and more vertical distance. Furthermore, you cancel out some of the vertical height when you press B quickly. The second strike of air slash sort of interrupts the first strike then.
So I did some testing to learn what's the best way to recover with AAS with a custom stage. I do a full hop from the platform then combine up B and drifting to see how far up and to the right I end up on the platforms
I start out with a simple AAS, not forwarded.
Then I do the forwarded version. As expected, the forwarded version has greater recovery distance. I proceed with the rest of the tests to be forwarded from here on. When I did this AAS, I did it shortly after I jumped and drifted in helpless state to the platform.
Another forwarded version. The only difference from this one and the last one is I made sure to use AAS at a lower height (longer delay after the jump). As you can tell, it's the same position as the above one, even though I spent a longer time drifting not in helpless state. This proves that AAS helpless drift is the same speed as the normal drift. You will cover the same distance if you are really high above the edge using it as if you are somewhat higher. I can confirm height does matter though, which I will show soon.
If you put a nice delay between the first and second strikes of air slash, you get noticeably larger recovery distance (same platform but more to the right, if I had another platform on top it might be on it).
Now here's what I get when activating AAS when I just become level with the top platform:
For maximum distance, Air Slash should always be used before your feet are just slightly above the land you intend to land on. Any time before then will produce the same distance/everything.
Finally, here's the distance if you only use 1 strike of advancing air slash:
^These two different pictures are again, one used when high up and one used when lower to show that the air speed is the same. Unlike both hits of AAS, just one hit of AAS should not matter at all when you use it, as long as you're close enough to the ledge to make it to it. Use it when you like. Unlike normal air slash, you don't need to save it til the last minute for best distance.
Speaking of normal Air Slash, here's the maximum results for that:
Also, here's the lowest platform in which AAS can recover by running off the side, drifting, and using the up B. For AAS, this distance is largest when Up B is used ASAP.
https://d3esbfg30x759i.cloudfront.net/ss/zlCfzS_mmqkoK0rsLj
Now... here's the lowest platform from which normal AS can do the same thing.
https://d3esbfg30x759i.cloudfront.net/ss/zlCfzS_mpP0QDpo8ED
In both instances, AAS has better recovery. The only situation I'd imagine normal AS is actually better is when directly below the stage.
So that's my in depth analysis of the recovery.
-
With AAS, the improved air speed of free fall also helps when using AS to attack opponents off the stage and drift back to the platform. For certain combos which end with air slash, Shulk cannot make it back to the stage. However, with AAS, they can actually make it back to the stage depending on how high they are in relationship to the stage when using it.
Furthermore, unlike normal Air Slash, when AAS is used along the lip of the stage, the second strike snaps you instantly to the stage. This makes it safer in respects.
As Masonomace showed, AAS has great distance.
AAS can also hit light characters like Jigs, which normal AS cannot usually hit.
AAS seems worse at hitting already airborne opponents when they are at the top of the first strike's arc, as the second strike goes too low to hit them then.
So... I'm really liking AAS now.
I dig this. It's a bit difficult describing a Custom Special on its own if another Custom Special isn't involved with it. My example of this is Hyper Buster + Advancing Air Slash since drifting backwards improves the safety of the move on-hit than it would using AS or MAS (the damage you ask? 23%!). Or another example being Hyper Speed + Mighty Air Slash since the air speed increase can make Mighty Air Slash drifting away at early percentages safer (the damage in Training Mode goes from the vanilla 19% to HSpeed 12%, but hey, damage is damage).But I think that Hyper and Decisive are better used with certain other customs rather than being used alone.
This is slightly unimportant because it's trivial, but throwing it out there. Combining the strength of Hyper Smash + Power Vision forwarded is a borderline Melee Jigglypuff REST Down-B. It gets better depending on the move countered, but that's self-explanatory.Even if you take damage after, it won't matter because Shulk can KO at ridiculously early percentages with the help of:
- Hyper Smash
- Power vision
These 2 are the reasons why you'd stop caring about the defense debuff from buster. It won't matter. Your opponent will still need to KO you at ~110%+ (More or less, unless you're using with HSmash) while you can KO them at ~35%+ if we're looking at power vision and ~70%+ if we're looking at hyper smash
I dig this. I used to believe that Hyper Shield wasn't useful in the beginning but I was wrong. It's still a shame that HMArts only last for 6 seconds, but when I think about it, if HMArts lasted for at least 8 - 10 seconds then it would be more popular than the regular MArts imho. That said, 6 seconds of HShield to c-c-c-combo break, live in the 200% area like it's nothing, have heavily increased defense (basically 50% damage reduction), & having the strongest bubble shield in the game gives me the greatest confidence knowing how safe I feel using OoS options no matter how low my bubble shield gets (oh & HShield regenerates our bubble shield much faster than Shield. Think about the times a character used a shield-breaking move just once & you shielded it). I also agree that the difference of mobility between Shield & HShield leaves little to discuss because both are bad at mobility anyhow. No one uses either to recover with off-stage despite Shield having enough air speed to barely get by. Both still do great rolling around to cover distance & can both use dash attack OoS when a strong move connects on shield.I still think hyper shield is much better than normal for performing better at situations it's useful in.
With normal you're still prone to getting knocked off the stage at high percents, likely forcing you to switch
out involuntarily, and your weight isn't increased enough to prevent combos, which still do reasonable damage.
By comparison in hyper you need to be at ludicrous percents to be sent any reasonable distance, and as
such you're much more likely to break combos. And any combos that still do work on you cause laughable damage.
The fact that normal shield has better mobility is kind of a moot point since the point of shield
isn't to get in on your opponent, it's more to limit your opponent's offence by lowering damage during
juggles and increased punish ability through lower hitstun taken and a stronger shield.
Thanks to @ erico9001 's post just now, I feel that the Up-B & Down-B customs could use more discussion (along with the Side-B customs). Mostly my top two atm:Alright, I'd say that we're just about done with hyper arts. So, which custom would you guys want to return to or discuss next?
You guys can suggest custom sets by the way. Just make sure you post your reasons
Answer: yes you can mash B as fast as you want & both hits will connect consistently. But I'm not sure if AS & AAS have the same knockback, I just know that AAS launches them more horizontally forward, which is better for AAS to be used the closer you are to the ledge area.I also have a question. do the hits of advancing air slash link better than the default? if that's true than I think im gonna try it out. I can sacrifice a little vertical recovery, for a slightly better attack that deals more damage. I know the knockback of advancing air slash is the same as the default so that's also good.
I tested both slashes on the center of final destination on Mario. AS KO'ed at 151% and AAS KO'ed at 150%. the knockback is pretty much the same.Answer: yes you can mash B as fast as you want & both hits will connect consistently. But I'm not sure if AS & AAS have the same knockback, I just know that AAS launches them more horizontally forward, which is better for AAS to be used the closer you are to the ledge area.
Oh really, only two weeks? Well, discussion should be going by faster now that we are through the monado art customs. What exactly is in two weeks though that makes that the deadline? Shulk is a very complex character, so his customs naturally are going to take longer than the other characters.I like advancing air slash just because Shulk doesn't really need the slight extra jump from normal air slash since he has so much recovery from jump, and the odd angle of the slash leads to some neat approaches and recoveries at the right distance. It's also a bit stronger, but that's mostly negligible. I really think it deserves at least one set (either 1323 or 1123). Also this thread should probably be discussing custom sets since there's only about 2 weeks before all 10 sets need to be ready. What have you guys been thinking the 10 sets should look like?
EVO's deadline is Marth 27, so Amazing Ampharos want's the project done by March 17 so he has 10 days to solve any unforeseen issues. That gives us about 12 days to decided which 10 sets are best.Oh really, only two weeks? Well, discussion should be going by faster now that we are through the monado art customs. What exactly is in two weeks though that makes that the deadline? Shulk is a very complex character, so his customs naturally are going to take longer than the other characters.
The two hits of AAS do connect better, both against very light characters (like Jiggs) and very heavy characters. However, you do need to get used to not being able to hit opponents who are as high up in the air above you.dash vision looks cool, but I still prefer power vision because that counter is just too powerful to ignore.
I also have a question. do the hits of advancing air slash link better than the default? if that's true than I think im gonna try it out. I can sacrifice a little vertical recovery, for a slightly better attack that deals more damage. I know the knockback of advancing air slash is the same as the default so that's also good.
I would say so, and I feel like I'm missing something when regarding this move. We've covered recovery potential, combo potential and it's kill potential and how it can be used with Decisive arts and Hyper arts but I feel like there's something I'm not getting. Maybe I'll update this post if there's anything else I find. Anyone else get anything?(I guess we've started discussing AAS?)
The horizontal distance it goes does eliminate the use of a reversed air slash for ledge trumping and guarding the edge while off the stage with the opponent. That's something I just kind of wanted to bring up... I have no idea if that's what you're thinking about though.I would say so, and I feel like I'm missing something when regarding this move. We've covered recovery potential, combo potential and it's kill potential and how it can be used with Decisive arts and Hyper arts but I feel like there's something I'm not getting. Maybe I'll update this post if there's anything else I find. Anyone else get anything?
I see that you posted about AAS having better horizontal drifting distance in between the 2 slashes, which is great because Speed does this the best. Delaying the 2nd slash longer increases sideways length which is always a plus. Jump mode however makes it better & worse at the same time; you do increase the 1st slash's height, but the falling speed + air speed are canceling each other out so therefore delaying the slash isn't as effective than Speed. But don't get me wrong, it's always better to delay the 2nd slash if you need the horizontal squeeze of recovery regardless of which Art is active.I would say so, and I feel like I'm missing something when regarding this move. We've covered recovery potential, combo potential and it's kill potential and how it can be used with Decisive arts and Hyper arts but I feel like there's something I'm not getting. Maybe I'll update this post if there's anything else I find. Anyone else get anything?
The trouble that AS & MAS have is they recover mostly from low if not very low, which does put a damper on Shulk if a character edge-guards you heavily & can read your recovery pattern (Villager bowling ball / walk-off B-air / aggressive Up-B from G&W or Marth etc.). Yet AAS doesn't need to recover from low. Actually, AAS is very safe when recovering from mid to mid-low. The advancing 2nd slash can not only auto-snap the ledge at anytime during the advance facing forward (or behind if you're very close to the ledge like you would be for a reversed facing AS), but you can use AAS prematurely & use the 2nd slash to hit someone near the ledge or someone going towards you & still snap the ledge. Not even a Shulk Vision countering a well-used AAS can be punished & that's a slowdown effect.Whenever I try to recover, I usually go below the stage and try to snap to it with AS, but there are those few frames just before grabbing it that leave me open, and end up getting stage spiked by certain characters (such as Mario's b-air).
How would you guys try to give yourselves a bit of defense against stage spikes, especially if you can't tech that well.
What I usually try to do is a backwards AS in order to try to keep my opponent away or at least cancel their attack, but that isn't always reliable. Any ideas/input?
Mighty air slash actually goes a bit higher than standard air slash if I recall correctly. It just doesn't extend its hitboxes as far.Before we start analyzing the Up B customs, I'd like to bring up Decisive Monado Arts so I can immediately shoot it down for being the worst of the three options. While being in Speed for such a long time is sooooo nice, not being able to switch Arts completely invalidates what I perceive to be the purpose of the Monado Arts - accelerating the game state.
If you go into Buster, you're stuck if they're in kill range until it wears off, which decelerates the game state. The same with Smash; you're stuck if you kill them, making it worthless unless used on the last stock. However, you were already in the late game, so it's still not really doing much....
You don't want to be in Shield for that long. We become Little Mac without the speed; that was fine, if you could switch out of it....
There is one more problem. You can't MALLC in Decisive....
Alas, with such problems in exchange for a longer Speed Art, I do not think it is worth it.
Now, onto the Up B customs. To what purpose does each move serve? As far as I can tell, Mighty Air Slash is for higher damage, which accelerates the game state, so that's a plus. It does 31% in Hyper Buster if both connect, 19% in Vanilla, and 26% in regular Buster; that is a healthy chunk of their stock we're taking away. Furthermore, it seems that it doesn't reduce recovery rate much; theoretically with Jump, recovery shouldn't be an issue.
Advancing Air Slash is an intriguing move.... I'm not entirely sure what its purpose is; not to say it doesn't have one. It seems that its aim is to kill, either through its pseudo-knockback with the second slash, or stage spiking. With Hyper Smash, it kills at around 90% facing the edge, and around 110% with regular Smash, which brings me to the conclusion that we're aiming for stage spiking... How, I'm not too sure. While I'm fairly convinced on Mighty Air Slash as a great OoS option that can do great damage, I can't help but feel I'm missing something with Advancing Air Slash.
I'm just replying to say that you're correct to the max. Air Slash & Mighty Air Slash can hit someone at the same height even when both are augmented by the same Jump Art, but the difference of height is huge especially when you account Hyper Jump + Mighty Air Slash. You'll never be dunked by a Meteor Smash ever again.Mighty air slash actually goes a bit higher than standard air slash if I recall correctly. It just doesn't extend its hitboxes as far.
Also I definitely think decisive Monado arts deserves at least 2113 since a lot of people seem to like it and if it is good in doubles like @Masonomace said we should definitely include it in the list.
You'd use Vision because a said tournament wouldn't allow customs. But in all seriousness, Dash Vision is much better in that you can punish someone from mid to long range with a quick & unblockable move. Those character MUs that zone us forcing to approach them? Now we can use that opportunity to Dash Vision in order to break the gap between us & the opponent & knock them off-stage for complete stage control & star edge-guarding them, & it's even better if we get them just close enough to be slowed down ensuring the counterattack is guaranteed. Vision & Power Vision don't have a larger slowing distortion effect. Dash Vision's launching knockback angle is perfect for this strategy as well, & since Dash Vision has greater frame advantage than Vision or Power Vision do, we can capitalize off a moment that neither Vision nor a Power Vision would.If we assume that Dash Vision is more accurate, and that Power Vision is for early kills essentially, the question we need to ask is, "why are we using Vision?"
Well, the obvious answer to that is that we're reading a move, and want to punish; however, if you already have a read, then is it possible that there is a better punish?
While Dash Vision may be able to hit more consistently, there are more likely better options, like using the flyswatter FAir, and it covers more options as well, such as a grab or a bait. It is nigh impossible to punish as hard as Power Vision can, since it can kill as early as 40%, and I apologize for sounding like a broken record, but if you get a kill that early, the game state is clearly accelerated. Compounded with the Arts, and in particular, the Hyper Arts, lead to an unwinnable game state for your opponent, due to being so far ahead.
The frame data below this sentence is all that I could find. I don't think we have counter frame windows & invincibility & all that yet.What's the frame data on all of the vision?
I'm trying to do this but what am I supposed to be looking for?UPDATE: Something CRAZY I'm doing with Dash Vision is blowing my mind. The problem though is that I haven't been able to recreate this scenario except for one way:
Conclusion: Unless it's a strong hit in combination hitting with the sourspot of Dash Vision used in this manner, I don't think it'll work but someone should totally make a Youtube video of this. My webcam quality is borderline decent but I can upload it if need be.
- Go to Training Mode
- Set CPU to whoever (I did Mario)
- Start at the 1st player spawn on Final Destination & have your CPU set to control to be nearby
- Spawn a Bob-omb & make the CPU scoot it closer to you so that you don't have to move
- Grab the Bob-omb & make the CPU die so that he spawns in the middle of FD
- Smash or Light throw the Bob-omb upward
- Time your SH > Dash Vision in the way I explained above
- Witness the result of sliding FD length. Enjoy!
You're looking for Shulk connecting the Dash Vision's sourspot, followed by a HUGE slide of distance. That's when you know it's correct. Apologies in advance because this process is tedious.I'm trying to do this but what am I supposed to be looking for?
I should probably say that I wasn't really clear when I explained my finding. Speed actually makes your Freefalling state travel faster horizontally. Sorry I should have read over what I was saying.I see that you posted about AAS having better horizontal drifting distance in between the 2 slashes, which is great because Speed does this the best. Delaying the 2nd slash longer increases sideways length which is always a plus. Jump mode however makes it better & worse at the same time; you do increase the 1st slash's height, but the falling speed + air speed are canceling each other out so therefore delaying the slash isn't as effective than Speed. But don't get me wrong, it's always better to delay the 2nd slash if you need the horizontal squeeze of recovery regardless of which Art is active.
Wow. You weren't kidding.You're looking for Shulk connecting the Dash Vision's sourspot, followed by a HUGE slide of distance. That's when you know it's correct. Apologies in advance because this process is tedious.
I remember you explained that phrase to me, but yeah, I still don't get what you are meaning by accelerating the game state. If it's something along the lines of giving Shulk mostly improved attributes which serve to give him a more advantageous position against his opponents (which is the purpose of monado arts), then I disagree. If that's not what you mean, I don't see any point in what you're saying.Before we start analyzing the Up B customs, I'd like to bring up Decisive Monado Arts so I can immediately shoot it down for being the worst of the three options. While being in Speed for such a long time is sooooo nice, not being able to switch Arts completely invalidates what I perceive to be the purpose of the Monado Arts - accelerating the game state.
You're assuming that you will actually get the opponent to kill percents and not be able to switch out. However, let's say you put on decisive Buster at 0%, you need to deal at least 80% damage on the opponent within 20 seconds to be put in this situation of not being able to kill. In actuality, this is unlikely to happen. You are still fine activating Buster, even at mid percents. Even if the opponent does start to get up to kill percents, getting them even higher ~120% will not be disadvantageous by any measure. After mid percents, you still have the power to not activate Buster if you suspect you would get the opponent to very nice kill percents without being able to switch out.If you go into Buster, you're stuck if they're in kill range until it wears off, which decelerates the game state.
Yeah, this is actually somewhat true for decisive Smash. This is not true under a few conditions:The same with Smash; you're stuck if you kill them, making it worthless unless used on the last stock. However, you were already in the late game, so it's still not really doing much....
Shield admittedly has a different role in decisive monado arts. It is better used at lower percents if at all. It could still be good in Neutral against Jigglypuff. It's important to note that decisive arts decreases the damage and knockback shield shulk takes. It's even harder to get Shulk off of the stage, especially if Shulk is careful about staying away from the edge.You don't want to be in Shield for that long. We become Little Mac without the speed; that was fine, if you could switch out of it....
For this, keep in mind that the project for the sets is to find the customs combination which is most common, thus reducing the amount of time needed in a tournament for people to import their individual sets at tournaments. MALLC is a very uncommon technique, so this argument does not apply. It is a worthwhile point for the viability of the arts in general, but not for establishing these sets. Also, if we are to look into viability, the MALLC is not necessary for success in a competitive environment.There is one more problem. You can't MALLC in Decisive....
No, monado speed is not the only good attribute of the decisive arts. You don't even bring up Monado Jump, which is often used to get in on projectile users, and so is also greatly boosted by the decisive arts. Don't forget about Buster, as I certainly love my Buster.Alas, with such problems in exchange for a longer Speed Art, I do not think it is worth it.
It is default. I Power Vision a Ganon's B-Reversed Warlock Punch & it deals 50% while OHKO'ing him at 0%. As for Hyper Buster, the highest damage I've dealt is doing the same thing I just typed but with Hyper Buster + Forwarded Power Vision, which dealt 84%. I'm not sure if there's a move stronger than Ganon's B-Reversed Punch since it deals 37% but yeah.Is the damage only for default, becuase I think the maximum damage for hyper buster is 88%.
For sure! Drifting in freefall state after an AAS with any Speed Art is amazing.I should probably say that I wasn't really clear when I explained my finding. Speed actually makes your Freefalling state travel faster horizontally. Sorry I should have read over what I was saying.
But dat Dash Vision though. Seriously, it's something that should be part of a set. If DMArts are more for doubles play then perhaps just having SMArts in the DV set would be a good idea. Maybe 1322 for a good tech chasing, combo one. It doesn't last as long as DMArts but it's still good.
And hot damn that's awesome!!!!!! If my only source wasn't a smart phone with the ability to capture in glorious 60fps then I would record this for you. Sadly, I don't have someone willing to do it for me.