True, Back Slash's buff has made BSL irrelevant. But maybe a damage buff could help out? or less lag... and as for BSC, make it have more damage or less lag or something, so really the same for the two i guess.
What could make MAS better, do you think?
I still think a general aerial frame-data buff would help out a lot. But then maybe Shulk would have to receive a nerf?
BSC's endlag reduction would be fitting for one, but it needs to be a lot endlag shaved because the endlag currently for the move while considering the traits about it just doesn't cut it. BSL doing more damage & a longer-lasting Landing phase hitbox window would also be great, since that's what the move's best focus is around. It can keep the endlag since your startup is faster & you fall significantly faster than any BS variant.
MAS would be excellent if many things got changed about it. Currently right now, it's looked at as the worst AS variant simply because:
- Range is terrible
- Proper DI against the first hit's sweetspot makes them fly away too far from the second hit
- You have to use the scooping first hit so that an opponent cannot DI out of the second hit
- The sourspot rising first hit despite going higher, the hitbox itself doesn't last as long as AS or AAS rising up
This is all very difficult to get around with what you have using MAS. The vertical height traveled is great sure, but things to help make it more safe & not so much as a commitment would be the following (IMO):
- Slightly more disjointed range somewhere within the startup or the rising sourspot (Think about the last time you used Ftilt. Ftilt's Blade hitbox is a lot more dominant & larger in comparison to the Beam)
- Having a patch fix on the move's set knockback so that the move properly connects better for when you read the opponent's air movement from above
- Not have awful horizontal drifting during the attack & freefalling after the move finishes
- Allow MAS to act with fastfall more quickly after the second hit's hitbox ends & starts the endlag freefall animation
But yeah, while it would be great to have faster startup & understandable endlag / FAF animation fixes to Shulk's aerials, I could really be fine with just frame speed buffs to the second hit of Uair & Dair. Right now, what I hear & notice myself with Shulk's aerials that get disappointed with the most is that when players use Uthrow > Uair while
Monado Jump is active or they buffer the art's deactivation, they drift too far to a side reading the opponent's DI that the first hit lobs them up but then drift-by too soon before the second hit of Uair comes out. While that is kind of on them, Shulk does possess terrible air acceleration so it's understandable for that. My own issue with the second hit of Dair is that when I use Dair on-stage to pressure shields with
Monado Enchant active, it doesn't lock them into forcefully holding shield so a perfect shield drop to whatever can punish Shulk before the second hit even appears. Even then, not perfect shielding & just shield dropping into a fast-frame oos option stops my Dair attempt. . .