Berserker.
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Now we have the custom sets out of the way, we can focus on discussing Shulk's customs without any need for rushing. So... what custom do you guys want to discuss?
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I can say 3 thing about it:I'd think Advancing Air Slash is probably worth a full discussion, as it's on like half of our sets.
Well we have discussed about everything before making the sets of course, but if any discussion is to be made IMO its about monado arts customs, Darts and Harts both. If shulk wants to shine they are what we should focus on.We've discussed Hyper Arts thoroughly before we decided to tackle the custom sets. You want to talk about Hyper arts again?
It's as if your using hyper arts like it's default arts. If that was your idea then you're doing it wrong.Well we have discussed about everything before making the sets of course, but if any discussion is to be made IMO its about monado arts customs, Darts and Harts both. If shulk wants to shine they are what we should focus on.
To me Harts have 2 drawbacks than cant be overcomed
HSmash seems the only one that stand out to me, as long as you land the hit before the opponent does.It's as if your using hyper arts like it's default arts. If that was your idea then you're doing it wrong.
It's all about precise usage and being good with vanilla Shulk. Each hyper art should be used at a certain moment. For speed, you can use it ANY time except for recovering low. For jump, you'd reserve it for off-stage purposes/recovering. For buster and smash, you'd use it once you're quite close to your opponent. It's a lot safer to activate buster or smash if you managed to throw them off or position them above you. Shield, you can also use this at any time unless you're off-stage.
What makes hyper arts really good and viable is Hyper Smash ALONE. The KO range for hyper smash is ridiculous.
Should also note, grabs are amazing with hyper arts. Boost pivot grab is insane in hyper speed. Shulk's b-throw deals 20% damage in HBuster. Also, his d-throw and b-throw become insane KO throws in hyper smash
These are just things that I've picked up from using Hyper Arts so yeah, imo
Being unable to switch arts is a bad thing already no matter how much you try to twist it.To me Darts are an upgrade of regular arts, as long as you commit to them. Being unable to change art is the drawback, but if you commit to the art you chose then there is no drawback. There shoulnt be a reason to regret choosing Dspeed ever; neither Dbuster as long as the opponent isnt in like 60% or more already; or Dshield as long as you are on 100% or more; and Dsmash if it is the last stock. I dont like Djump but you can only regret about the damage taken increase.
Both custom appeals to different playstyles and both seems legit.
Being unable to switch arts is a bad thing already no matter how much you try to twist it.
DShield is horrible. If you get knocked off stage, gg. I can see the appeal for Decisive arts. It's a LOT simpler to use and it's technically a straight upgrade from default arts. The main problem still is the lack of versatility and the loss of techs that we're currently implementing into Shulk's metagame. I know there's been talk of Shulk's versatility being a fluke in the Character Competitive Impressions thread but that's all a big huge nope.
I agree that every art basically plays similarly. You're always at mid-range with Shulk. It's just the methods of playing at mid-range which are radically different. You're still missing out on lacking an emergency recovery (jump art) in case you need it. What if you need shield to survive longer, but you can't even switch out from shield?
Literally, it's only DSpeed that attracts people to using Decisive arts since it can do "anything" and by that I meant, it doesn't excel at damaging, recovering, or KO'ing but it's still capable of doing the following and it requires low/borderline no risk. I'd say DBuster is also another reason since your attacks are more notably safer on shield but you can still feel the risk there (you still take +13% more damage). If you're committed to both of those arts then DArts is the custom for you
Those arts alone are the reason why Decisive arts is definitely viable but it's a blatant mistake to think that DArts is actually a straight upgrade from regular arts even with the said mentality.
- Arts don't last as long, making the intense drawbacks(foreshadowing) not as apparent if you know what you're doing in The Neutral stage position, and even obsolete if you're slick enough to avoid getting hit/letting the drawbacks be exploited before they run out.
Welcome to 24/7 Smashboards life style broEdit:Holy lord that was an enormous wall of text. Did I really just write that whole thing?
Is this what it's like to frequent Smashboards?
If there isnt much time to exploit the intense disadvantages that means that there is also less time to exploit the intense advantages. Hshulk is vanilla shulk most of the time with the chance to exploit an opening for Hsmash (and maybe Hbuster).This is another point I forgot to mention. There isn't much time to exploit the intense disadvantages
Welcome to 24/7 Smashboards life style bro
It really depends on where you are at the certain time or what the scenario is. If you use it when you're at an advantageous position, you're (almost always) guaranteed to have all the time to take advantage of Hyper art's buffs but even then, for as long as you're at mid-range with hyper arts.If there isnt much time to exploit the intense disadvantages that means that there is also less time to exploit the intense advantages. Hshulk is vanilla shulk most of the time with the chance to exploit an opening for Hsmash (and maybe Hbuster).
Certainly there are scenarios where you can take full advantage but its dependant to circinstances and opponents skill level.It really depends on where you are at the certain time or what the scenario is. If you use it when you're at an advantageous position, you're (almost always) guaranteed to have all the time to take advantage of Hyper art's buffs but even then, for as long as you're at mid-range with hyper arts.
It's really difficult to explain it in theory but in practice, it works really well. I've seen twitch footage (Thanks @ kj22 :D) of Hyper arts in action. I've also tried it in friendlies. It works if you're at a certain range.
HSpeed works 100% of the time though so that's an exception
You'd use hyper speed to control the flow of the match instead of dealing damageCertainly there are scenarios where you can take full advantage but its dependant to circinstances and opponents skill level.
My grip with Hspeed its the extreme damage reduction, I could swear that backthrow and complete jab combo does like 6%. Usually damage reduction of speed art doesnt matter that much, but with hspeed that reduction becomes a lot more obvious.
I agree. Seems useful to come back from disadvantage to neutral and hopefully advantage.You'd use hyper speed to control the flow of the match instead of dealing damage
Also can be used to kill, knockback is the sameYou'd use hyper speed to control the flow of the match instead of dealing damage
It is not. Damage output is an important part of the knockback formula.Also can be used to kill, knockback is the same
I thought speed didn't affect knockback? And isn't knockback calculated before the damage is applied?It is not. Damage output is an important part of the knockback formula.
Killing in speed or Dspeed is a just a little harder than in vanilla shulk, but killing in Hspeed is really hard.
Speed doesnt affect knockback per se, it lowers your damage output, but that as a result lowers the knockback dealt. Damage is part of the knockback formula and it is calculated after the damage is applied.I thought speed didn't affect knockback? And isn't knockback calculated before the damage is applied?
Also can be used to kill, knockback is the same
Kill percents will be lowered. The exact amount can be found by finding the difference between the damage dealt by the move while in Vanilla and while in Hyper Speed, and subtracting that difference from Vanilla's kill percent for the move. The reason for this is in the knockback formula, the damage used is the damage the opponent has AFTER the move hits. You can do similar calculations for the opponents' kill percents on you while you are in Jump or Buster (and also the calculation can be done for your own kill percents while in Shield). Or you can use it to compare the kill percents of Speed and Hyper Speed. Whatever you want (except for Smash stuff or Shield taking damage)It is not. Damage output is an important part of the knockback formula.
Killing in speed or Dspeed is a just a little harder than in vanilla shulk, but killing in Hspeed is really hard.
So the decrease in ko percent is negligible?Kill percents will be lowered. The exact amount can be found by finding the difference between the damage dealt by the move while in Vanilla and while in Hyper Speed, and subtracting that difference from Vanilla's kill percent for the move. The reason for this is in the knockback formula, the damage used is the damage the opponent has AFTER the move hits. You can do similar calculations for the opponents' kill percents on you while you are in Jump or Buster (and also the calculation can be done for your own kill percents while in Shield). Or you can use it to compare the kill percents of Speed and Hyper Speed. Whatever you want (except for Smash stuff or Shield taking damage)
The new kill percents will not be lowered very much, so Hyper Speed can still kill. Depending on the move used, you might need the opponent to have like ~4% more damage than if you were to kill them with normal Speed.
It really depends, all knockback reduction matters because it can be the difference between win and defeat.So the decrease in ko percent is negligible?
I've already said why i think the lack of cancellability is a huge detriment, but allow me to reiterate: It's not as simple as not choosing Buster or only choosing Buster/Speed/Shield when it's safe. Monado Arts are a matter of adapting to a fight, not being better in a situation you think will happen.Dshulk gameplay is Dbuster first to rack up damage dealing 80% in as low as 6 hits (backthrow and jab already does 19%),Dspeed to get the kill thanks to extra mobility and Dshield after that to survive till 180%-200%, thanks to AAS and the 5 sec arts cooldown of Darts that allows you to stay in Dshield till you die,no kidding. Against characters that can combo the hell out of you at low% (like sheik) you can always forget Dbuster and just stay in Dspeed most of the time thanks to the 5 sec arts cooldown of Darts. This is why there is no reson to regret the art chosen and being unable to cancel it becomes irrelevant.
I certainly agree here. Can't use it for low dasmage combos anymore, have to use it to reset the neutral in bad situations instead. 5-6% off a Nair just won't do it.My grip with Hspeed its the extreme damage reduction, I could swear that backthrow and complete jab combo does like 6%. Usually damage reduction of speed art doesnt matter that much, but with hspeed that reduction becomes a lot more obvious.
Also can be used to kill, knockback is the same
...And I suppose it can also be used to mix up the stage control and get a kill in? Didn't know this, guess I have more testing to do.It really depends, all knockback reduction matters because it can be the difference between win and defeat.
He said that the difference between killing in hspeed and regular speed is 4% (i havent tested it), but you also have to compare it between vanilla and hspeed. In the later case i can assure you that the numbers wont be that stretched.
It all depends on how much damage the move does too. 4% is really just an estimate I made up on the spot. Here are some real comparisons:It really depends, all knockback reduction matters because it can be the difference between win and defeat.
He said that the difference between killing in hspeed and regular speed is 4% (i havent tested it), but you also have to compare it between vanilla and hspeed. In the later case i can assure you that the numbers wont be that stretched.
I would say so. Although, it is possible for you to need to get one more hit to be able to kill while in hyper speed.So the decrease in ko percent is negligible?
That moment when we planned to discuss AAS but then jump straight to discussing Custom Arts instead? Owell I still dig it.I'd think Advancing Air Slash is probably worth a full discussion, as it's on like half of our sets.
The reason that Advancing Air Slash (AAS) is paired with dash vision is that the sets are supposed to be zone breakers. AAS has an incredible horizontal reach – a distance almost half of FD. If delayed well, the second hit can even hit some grounded opponents like Link. However, that's not the point. Think of Link jumping before he throws his boomerang or charges his arrow. Think of how mega man jumps as he uses his pellets. Oh, and of course there is Villager. Zoners often jump, and AAS is excellent at taking advantage of that.I got a tip from outside Smashboards that 3112 Shulk might be preferred as a set. Currenlty you guys have 3122 Shulk but mostly seem to prefer default Air Slash on Shulk. Is there a particular reason up-2 is included on that set and seems to always be paired with Dashing Vision? I am extremely hesitant to overturn a vigorous and democratic eight page discussion for a reason like that, but I would like to understand the reasoning you guys used so it can be fixed if it wasn't ideal or I can back you up effectively on that decision if it was.
We're more than happy to have contributed as much as we did:]Thank you; that was an excellent and detailed explanation. We will very likely stick with the list you guys developed as things stand; I just wanted to fully understand the situation.
The whole point of Niche is that a lot of players will want to use those sets sometimes. Like more players are going to want 1122 than want 2123, but they just aren't going to use them for every matchup.Not that it really matters but 2123 shouldnt have been put under optional. Its already better than the critical set 2113 for all the reasons we have agree on. Certainly better than the two niche sets ( they are niche for a reason ) so i would have swaped it with one of those niche.
Its not that important because the order wont matter at evo and in smaller events each one can transfer their own set from a 3ds if that it is allowed. if its not allowed then the set will already be in the wiiu.
But still a mistake IMO.
Decisive arts are bad and horrible against zoners. If you are getting zoned and are stuck in the wrong art, you are screwed.I don't have much experience with customs but wouldn't it be useful to have a niche/optional set with both Decisive Arts and Dash Vision in order to deal with zoning characters? (2XX2) Against these characters, we'd mostly want to be in Monado Speed (and Jump sometimes), so Decisive Arts make sense.
As for Dash Vision, it seems like it is the best counter against zoners, but on the other hand, since we're always in Monado Speed with Decisive Arts, we might spend most of our time inside their zone anyway so maybe Dash Vision isn't really needed and we can just resort to a 2XX3 set. I'm not too sure xD Any opinions?
The developers added that extra activation time so that we don't get stuck in the wrong art.Decisive arts are bad and horrible against zoners. If you are getting zoned and are stuck in the wrong art, you are screwed.
Yeah but if I switch to buster when it's advantageous to me, and then my opponent gets a good read, I'm stuck getting barraged by projectiles for a bunch of extra damage.The developers added that extra activation time so that we don't get stuck in the wrong art.
Well, the set would be meant to stay in Speed art for pretty much the whole match against zoners. And maybe use Jump when you're at high enough percentages so that the debuff doesn't matter anymore. Theoretically, it doesn't seem that riskyDecisive arts are bad and horrible against zoners. If you are getting zoned and are stuck in the wrong art, you are screwed.
That just seems like a waste of Shulk's potential. Decisive arts are pretty bad basically all the time by how limiting they are, and they hardly deserve the two sets they already have. And the sets aren't changing anyways now that they've gone public.Well, the set would be meant to stay in Speed art for pretty much the whole match against zoners. And maybe use Jump when you're at high enough percentages so that the debuff doesn't matter anymore. Theoretically, it doesn't seem that risky