NT 3000
Style>Winning
Lol no problemD'oh right. I forgot about that
Thanks for reminding me
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Lol no problemD'oh right. I forgot about that
Thanks for reminding me
For sure vision will be spammed. Although because of these big stages does that mean...people will leave to 200+ normally now? Going to be interesting for sure.So guys. . . .how do you think Shulk will do in 3v3 & 4v4 Team Battles? Is it a type of game mode Shulk may benefit from, or suffer?
I'm sort of iffy on it for now, because given the stage you play on, it's probably enough space to run around, but too small of a stage with that much chaos going on, I see us spamming Vision counter a lot. . .
I'm not entirely sure, but with that much chaos should Shulk really be hitting just one character who initiated the Vision proc'ing counter? I'd like if his Vision slowed down everybody & hit them all. Like if it at least dealt Battering damage to others nearby or something.For sure vision will be spammed. Although because of these big stages does that mean...people will leave to 200+ normally now? Going to be interesting for sure.
As far as I know when doing vision shulk is invincible so people trying to hit him out of it will get caught in the cross fire. I remember doing this in teams with forward vision.I'm not entirely sure, but with that much chaos should Shulk really be hitting just one character who initiated the Vision proc'ing counter? I'd like if his Vision slowed down everybody & hit them all. Like if it at least dealt Battering damage to others nearby or something.
I dig it, were you able to roll out of there safely or were you punished in the cross-fire?As far as I know when doing vision shulk is invincible so people trying to hit him out of it will get caught in the cross fire. I remember doing this in teams with forward vision.
If I recall its basically the whole animation. When he finishes swinging his arm back and the monado closes and he puts it on his back is when he is no longer invincible. Just double checked in training with 1/4th speed lolI dig it, were you able to roll out of there safely or were you punished in the cross-fire?
Having intangibility for the entire duration of Vision would make it quite the amazing situation-breaker!
Definitely does not reduce landing lag.I have a feeling that the difference might be much more noticeable if you use an uncharged f-smash. I don't know. Someone test this?
And I might have asked this too much so forgive me but, does speed reduce landing lag of aerial moves?
I would think it would not due to how the coding worked in Brawl. Although, I guess it could be different this time around.I have a feeling that the difference might be much more noticeable if you use an uncharged f-smash. I don't know. Someone test this?
And I might have asked this too much so forgive me but, does speed reduce landing lag of aerial moves?
The knockback on Smash seems impressive regardless. KO'ing at 63% is no joke. Actually, KO'ing at sub 100% is very impressive. Then again, all interesting to know. Thanks for testing yet again. Your effort is appreciatedI would think it would not due to how the coding worked in Brawl. Although, I guess it could be different this time around.
Using the same technique I first used on Bowser, but this time on Mario, I found it does not matter that it's being charged. I used F-tilt - 192% Vanilla 194% Shield. (it hit with the tip of the beam)
I think now I will test the other arts out.
Alright so with the first Bowser test (hitting him left)
Plain Shulk: 108%
Jump: 108%
Speed: 115%
Shield: 111%
Buster: 178%
Smash: 94%
With the second test (hitting him right)
Plain Shulk: 71%
Jump: 71%
Speed: 77%
Shield: 78%
Buster: 123%
Smash: 63%
Seems Shield and Speed have about the same knockback, but for some reason Speed has better knockback at low percentages and worse knockback at high percentages. Smash is a little surprising to me because I thought it increased the knockback more than that.
Another thought to get a quantitative measure is to use home run contest. For each time, I hit the sandbag with two jabs and then an additional one jab and push it fully to the wall by walking. The sandbag is at 9% damage. Then I fully charge a down smash. The distance from where the platform stops appears to be about 25 feet, so I added that to each distance.
Plain: 45.9 ->70.9
Jump: 45.9 ->70.9
Speed: 37.7 -> 62.7
Shield: 36.7 ->61.7
Buster: 27.5 ->52.5
Smash: 50.1 ->75.1
Same trend. Again, Speed sends the opponent a little farther at low percentages. The difference between Plain and Speed (or Shield) seems more significant at lower percentages. It looks like the opponent being easier to send farther away (either because of being a lighter character or higher damage) levels out the differences between modes to an extent.
Well, I'm not entirely sure what you're saying lol, sorry. But I threw together a replay here to show what I meant.
It's done just by starting up the arts, then pressing a direction and attack at the same moment that the art activates. He'll instantly shift in that direction doing the aerial. Sometimes he does F-air in his new direction, and sometimes he'll do the aerial from his original direction, but reversed. The first two instances of the tech in the video, respectively.
I messed up for a while in the video, but eventually show it somewhat works with his down-b. And technically his other specials, but those are even more pointless.
That dair setup with MA canceling....I'm stealing that sh**!! Lol also b reversed MAs with nair will work wonders for mind games. Good stuff!The knockback on Smash seems impressive regardless. KO'ing at 63% is no joke. Actually, KO'ing at sub 100% is very impressive. Then again, all interesting to know. Thanks for testing yet again. Your effort is appreciated
I was fiddling around with back slash. I noticed that some characters when using their attacks while facing forward sometimes face backward. Peach's d-smash, Link's d-smash---- Anyone's d-smash. What I'm suggesting here is that we find moves that make characters face backwards so that we can punish 'em with back slash
Discovered Shulk techs so far
DACUS *no video yet but confirmed*
Monado arts L-cancel
Reverse and dash dancing cancel art
B-reverse Monado arts
Credit doesn't go to me. It goes to Opana, PizzaWenisaur, DanGR (For the video), Claxus (For video), AlvisCPUThat dair setup with MA canceling....I'm stealing that sh**!! Lol also b reversed MAs with nair will work wonders for mind games. Good stuff!
Questions about these specific numbers:With hyper buster
Neutral jab
5-5-7 (17)
Ftilt
20/17
Utilt
11/10
Dtilt
13/10
F-smash
8-21 (29)
D-smash
11-18 (30 for some reason)
U-smash
7-21 (28)
Nair
11/10
Fair
10/8
Bair
18/11
Uair
6-21 (27)
Dair
10-15 (25)
All throws deal 2% more damage or something
Sorry but thank you. .It's fine. But that post in the 4v4 quartet kinda made it obvious that you didn't have the game (You didn't know about score display).
Don't stress yourself that much. Let us handle the bisecting
Also, hyper smash u-tilt can KO puff at around ~70%
Also, I finally got the mystery of back slash
The truth is. It doesn't have a cape effect. Rather, it has a similar case to f-tilt. For a short window, backslash has a hitbox slightly behind and above Shulk (Diagonal upper behind). So if you cross up back slash, you'll land the sweep spot.
It's uncharged. Blade hit. For allQuestions about these specific numbers:
F-smash = 8-21 (29) Is this Uncharged or Fullcharged? And for the clarification whether the Tip of the F-smash Beam was involved or not.
D-smash = 11-18 (30 for some reason) So these numbers are based off the 2 back hits from D-smash? Was this Uncharged or Fullcharged, & how close were you when dealing these numbers? Blade, Beam, Tip?
U-smash = 7-21 (28) Uncharged or Fullcharged?
Rest looks great berserk, thanks again to the max.
Dash pivot f-tilt hits if you land it close enough.Sorry but thank you. .
F-tilt has a similar case to Back Slash? Oh? Could you please eggsplain the whole F-tilt thing then? First time I've heard about this.
But then, wait, now that makes no sense for me because of all that studying up about EBS literally changing Mario's direction mirroring backwards before even hitting Mario & dealing damage in NinjaLink's video. Now Idk.
I don't think you'd have to make a table for DMarts. The buffs are exactly the same, justI may make a new table for DMarts & HMarts.
But. . .all that testing. . .
I feel lame for not buying Sm4sh to help with this. .but WiiU makes me glad I actually didn't.
DMarts has a slight buff increase (no debuff increase).I don't think you'd have to make a table for DMarts. The buffs are exactly the same, just
that they last longer and can't be cancelled.
Wouldn't Decisive Shield Art be great for stock tanking purposes in 2v2?
I talked about a vision in an earlier post forgot to add in the AOE part.DMarts has a slight buff increase (no debuff increase).
Like, decisive buster (54%) deals 14% more damage than default buster (40%)
@ Masonomace Power vision has an AoE time slow btw
I usually use M/HJump + Rising FH + N-air/F-air to recover instead of air slash. Legit stuffI talked about a vision in an earlier post forgot to add in the AOE part.
Side note: I love activating jump when coming back to the stage and then jumping at the right angle where the opponent is right at the edge of the stage waiting to punish and I perfectly cross them up with nair. If they shield Im still out of range and I ftilt to punish whatever OOS option they try. Feels so good. If ftilt lands I can chase them off stage and gimp because jump is still active.
Rising jumps with nair or fair are legit when recovering. Air slash ....it's awful lolI usually use M/HJump + Rising FH + N-air/F-air to recover instead of air slash. Legit stuff
Air slash is really good. SrsRising jumps with nair or fair are legit when recovering. Air slash ....it's awful lol
Honestly haven't found the ledge snap sweet spot yet for it. Granted I haven't been trying to look for it much.Air slash is really good. Srs
Especially with jump
Just ledge snap with it
Advancing air slashHonestly haven't found the ledge snap sweet spot yet for it. Granted I haven't been trying to look for it much.
No. It's still the same. I didn't see any sort of difference imo@ Berserker.
Right right. Isn't the Slowing Zone much smaller for the Powerful Vision Custom than the other 2 Visions if I'm not mistaken. Makes Powerful Vision exclusive for very close range hard reads, which I'm definitely okay with.
I wanna agree, but I recall a DDD using a F-smash, & I Power Vision proc'd his approach & hammer & he didn't even slow down enough for me to punish him laggy smash attack. Given I was quite a bit of distance away that only half of the hammer's head made contact with my PV stance, but it should still slow him down. It needs to be Thursday already so I can re-confirm myself on this. .No. It's still the same. I didn't see any sort of difference imo
Forgot to reply to ya, my bad.I don't think you'd have to make a table for DMarts. The buffs are exactly the same, just
that they last longer and can't be cancelled. Would Decisive Shield Art be great for stock tanking purposes in 2v2?
Tbh haven't touched custom moves much lol...not really a supporter of them. As far as the snake thing goes I know exactly what your talking about. I'm going to get it down later today...after good ole work -_-... Also I need to start playing other shulks! Later tonight I wanna fight against some of you guys!!@ Berserker.
Right right. Isn't the Slowing Zone much smaller for the Powerful Vision Custom than the other 2 Visions if I'm not mistaken. Makes Powerful Vision exclusive for very close range hard reads, which I'm definitely okay with.
And @ NT 3000 too, there's a quirky moment where inputting AS around it's exact start-up right beside a ledge will snap-grab it miraculously. I've done this with Snake in Brawl before, where I inputted Cypher right beside it & Snake would make the noise of bringing out the Cypher even showing the Cypher in mid-animation of coming out, but he would snap-grab the ledge.
Same logic applies here. We can snap-ledge that early, plus using AS mid-way while we're recovering from low. And like berserker said, AAS2 snap-grabs the ledge. MAS is the only Air Slash variation I didn't mess with that much.
Same thing happened to me except it still went through. Maybe it's purely because of how slow Power vision attack is. Not the AoE effectI wanna agree, but I recall a DDD using a F-smash, & I Power Vision proc'd his approach & hammer & he didn't even slow down enough for me to punish him laggy smash attack. Given I was quite a bit of distance away that only half of the hammer's head made contact with my PV stance, but it should still slow him down. It needs to be Thursday already so I can re-confirm myself on this. .
He won 1st place in a texas tourneyIt could be me but I find competitive Shulk matches like in Tourney Locator. How is Shulk doing so far competitively or is it too early?
If you input it forward, it's much fasterdoes anyone know why shulks forward b randomly does more damage sometimes. Also does anyone know why sulks down b sometimes does a super fast counter like if hes in an anime.