Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Yeeeeah... I'd edit the 2nd line out if I were youBut now, so many "newbs" are trying to play as him.
-stuff over here-
And yes, that grammar is intentionally.
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Yeeeeah... I'd edit the 2nd line out if I were youBut now, so many "newbs" are trying to play as him.
-stuff over here-
And yes, that grammar is intentionally.
Edited, done, everything is fine now. <3Yeeeeah... I'd edit the 2nd line out if I were you
Shulk is mediocre in the mobility department; the Monado Arts is what affects your mobility mostly. You have Jump Speed & Shield that affect your mobility stats & if you don't favor slow characters then Jump or Speed is for you. The drawback to Shulk's mobility can be compensated for the MArts like I said but again, the choice is yours.Thinking of picking up Shulk and I'm really curious about his mobility since slow characters really frustrate me. I've read that his ground moves are pretty laggy and affect his mobility, even though his nair autocancels (I think).
How much of a drawback is Shulk's lack of mobility? Is it a glaring weakness?
Should also note that if you activate Jump in the air, theShulk is mediocre in the mobility department; the Monado Arts is what affects your mobility mostly. You have Jump Speed & Shield that affect your mobility stats & if you don't favor slow characters then Jump or Speed is for you. The drawback to Shulk's mobility can be compensated for the MArts like I said but again, the choice is yours.
Recap of the MArt's basic effects:
Jump = You're not faster on the ground, but you travel faster through the air than normal. You also fall faster naturally as well.
Speed = You're faster on the ground & in the air than normal, but Jump height is reduced so it affects your vertical recovery performance. Mighty Air Slash helps solve your issue since it's high vertical recovery.
Shield = Your everything-mobility is reduced, including your air speed. You'll basically be using buffered Dash Attacks out of dash & dodge rolling to get around quicker on the ground. This is especially true if you have on stronger versions of MArts such as DMArts & HMArts. And because your everything-mobility is reduced, Advancing Air Slash helps because it's vertical & horizontal combined.
Shield makes you really slow in both ground and air speedShould also note that if you activate Jump in the air, the
extra air mobility won't kick in until you jump or land.
DMarts Shield doesn't actually make you slower than regular
Arts, but you are stuck in it for longer as you cannot switch.
I know, but the way Masonomace put it in his post madeShield makes you really slow in both ground and air speed
Ah I see. Well, you're correct on that. DShield isn't slower than Normal shieldI know, but the way Masonomace put it in his post made
it seem as if DMarts Shield made you move slower than
default Shield.
This is the same wiki that claimed that Smash art reduces defense so....On the Super Smash Bros. Wiki page it mentions that Shulk's up tilt attack got a range nerf. Can anyone create a comparison, because I haven't noticed any differences myself.
Not as bad as Dark Pit, where flat out incorrect information was put on the Dark Pit (SSB4) page for a surprising amount of time.This is the same wiki that claimed that Smash art reduces defense so....
That's a bit odd because yesterday I was airdodging during Jump's activation & I got the better falling speed & air speed almost instantly.Should also note that if you activate Jump in the air, the
extra air mobility won't kick in until you jump or land.
DMarts Shield doesn't actually make you slower than regular
Arts, but you are stuck in it for longer as you cannot switch.
Y'know, I actually did get the impression of a range reduction at one point. I then thought it must've been my imagination.This is the same wiki that claimed that Smash art reduces defense so....
Whoever has the Wii U version should probably check though but since you're doubting it or you're not feeling anything, I guess it's probably or at least a negligible nerf
1) Shulk isn't really that good in Final destination/Omega stages. Anything with a platform is of help for ShulkY'know, I actually did get the impression of a range reduction at one point. I then thought it must've been my imagination.
-----------------------------------
I'm attending my first ever tournament on Tuesday (for Smash 3DS since I'm still waiting for Wii U release) in one of the organised Smash Club events.
The ruleset this particular group of people have set up allows customs (not equipment, of course) and Omega stages, FD, Battlefield, Yoshi's Island (Brawl), Arena Ferox, and Prism Tower.
I'm just after thoughts and opinions on a few things:
1) What stages naturally lend to or harm Shulk's playstyle? I'm so used to playing Omega stages that I've not put much thought into stages with any complexity. When choosing stages, I'll obviously have to be considering who my opponent has chosen, but I'd like to know if there are certain elements I should look for.
2) Custom moves - I should probably make some decisions on this so I can get to practicing. I'm certainly using Power Vision, because that's insane. I don't really like Decisive Arts because I'm not decisive ever. I might have a regular and Hyper set, but I'm pretty inexperienced with Hyper Arts. Any advice? What kinds of moves do you guys like using?
3) Do Final Destination and Omega stages have any difference? I didn't think so but the way they've worded the ruleset makes it sound like there are.
Y'know, I actually did get the impression of a range reduction at one point. I then thought it must've been my imagination.
-----------------------------------
I'm attending my first ever tournament on Tuesday (for Smash 3DS since I'm still waiting for Wii U release) in one of the organised Smash Club events.
The ruleset this particular group of people have set up allows customs (not equipment, of course) and Omega stages, FD, Battlefield, Yoshi's Island (Brawl), Arena Ferox, and Prism Tower.
I'm just after thoughts and opinions on a few things:
1) What stages naturally lend to or harm Shulk's playstyle? I'm so used to playing Omega stages that I've not put much thought into stages with any complexity. When choosing stages, I'll obviously have to be considering who my opponent has chosen, but I'd like to know if there are certain elements I should look for.
2) Custom moves - I should probably make some decisions on this so I can get to practicing. I'm certainly using Power Vision, because that's insane. I don't really like Decisive Arts because I'm not decisive ever. I might have a regular and Hyper set, but I'm pretty inexperienced with Hyper Arts. Any advice? What kinds of moves do you guys like using?
3) Do Final Destination and Omega stages have any difference? I didn't think so but the way they've worded the ruleset makes it sound like there are.
I did some Shulk testing to confirm my suspicions about Buster. I wanted to see how punishable Shulk's f-tilt is at various ranges, so I had a friend space f-tilts on my shield. The results were very interesting.
At tipper range:
-Both Speed Shulk and Standard Shulk could get punished by Little Mac f-tilt.
-Buster Shulk couldn't be punished by any attack that Little Mac had.
At blade range (as in, not tipper, closer to middle of the blade):
-Speed Shulk could get punished by Little Mac f-tilt and f-smash.
-Standard Shulk could get punished by Little Mac f-tilt but not by f-smash.
-Buster Shulk couldn't be punished by any attack that Little Mac had.
At close range (as in, close enough for Little Mac to jab):
-Speed Shulk could get punished by jab, f-tilt, f-smash, pretty much everything. Same goes for Standard Shulk.
-Buster Shulk couldn't be hit by jab, because the shield pushback was too much, but he could be hit by f-tilt. F-smash was *still* not possible.
I'd like to continue testing other characters (as well as aerials), but my conclusion is that Buster Shulk is flat out superior to every other Shulk by quite a bit, and Speed is rather underwhelming.
He only takes +13% damage from being in Buster now, compared to the +40% that he deals back to the other side. In exchange, he's much safer, and his attacks have less knockback--and this is an advantage rather than a disadvantage because it makes traps and followups easier to achieve.
Buster Shulk and Ike are both significantly overbuffed; the buffs were very inappropriate imo, and both are easily top 5 contenders with customs (Decisive Arts for Shulk, all moves for Ike). You can't punish well-spaced attacks from either character.
- BEGIN shulk
- **********
- Jab1
- Hits on frame: 5.0
- Hitboxes end: 7.0
- Max Hitbox Damage: 3.5
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 70
- Jab2
- Hits on frame: 5.0
- Hitboxes end: 8.0
- Max Hitbox Damage: 3.5
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 66
- Jab3
- Hits on frame: 12.0
- Hitboxes end: 15.0
- Max Hitbox Damage: 5.3
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 318.0
- Max Hitbox Angle: 50
- Dash Attack
- Hits on frame: 15.0
- Hitboxes end: 17.0
- Max Hitbox Damage: 11.0
- Max Hitbox BKB: 80
- Max Hitbox KBG * Damage: 770.0
- Max Hitbox Angle: 60
- F-tilt (normal)
- Hits on frame: 12.0
- Hitboxes end: 14.0
- Max Hitbox Damage: 13.0
- Max Hitbox BKB: 92
- Max Hitbox KBG * Damage: 390.0
- Max Hitbox Angle: 361
- U-tilt
- Hits on frame: 15.0
- Hitboxes end: 28.0
- Max Hitbox Damage: 8.0
- Max Hitbox BKB: 90
- Max Hitbox KBG * Damage: 560.0
- Max Hitbox Angle: 85
- D-tilt
- Hits on frame: 10.0
- Hitboxes end: 12.0
- Max Hitbox Damage: 9.0
- Max Hitbox BKB: 90
- Max Hitbox KBG * Damage: 405.0
- Max Hitbox Angle: 60
- F-smash release (high)
- Hits on frame: 14.0
- Hitboxes end: 24.0
- Max Hitbox Damage: 13.0
- Max Hitbox BKB: 125
- Max Hitbox KBG * Damage: 390.0
- Max Hitbox Angle: 361
- F-smash release (normal)
- Hits on frame: 14.0
- Hitboxes end: 24.0
- Max Hitbox Damage: 13.0
- Max Hitbox BKB: 115
- Max Hitbox KBG * Damage: 390.0
- Max Hitbox Angle: 361
- F-smash release (low)
- Hits on frame: 14.0
- Hitboxes end: 24.0
- Max Hitbox Damage: 13.0
- Max Hitbox BKB: 115
- Max Hitbox KBG * Damage: 390.0
- Max Hitbox Angle: 361
- U-smash release
- Hits on frame: 18.0
- Hitboxes end: 34.0
- Max Hitbox Damage: 13.5
- Max Hitbox BKB: 98
- Max Hitbox KBG * Damage: 607.5
- Max Hitbox Angle: 89
- D-smash release
- Hits on frame: 18.0
- Hitboxes end: 43.0
- Max Hitbox Damage: 14.0
- Max Hitbox BKB: 95
- Max Hitbox KBG * Damage: 700.0
- Max Hitbox Angle: 361
- Nair
- Hits on frame: 13.0
- Hitboxes end: 31.0
- Max Hitbox Damage: 8.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 320.0
- Max Hitbox Angle: 50
- Fair
- Hits on frame: 14.0
- Hitboxes end: 19.0
- Max Hitbox Damage: 7.5
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 345.0
- Max Hitbox Angle: 361
- Bair
- Hits on frame: 18.0
- Hitboxes end: 23.0
- Max Hitbox Damage: 12.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 420.0
- Max Hitbox Angle: 361
- Uair
- Hits on frame: 14.0
- Hitboxes end: 26.0
- Max Hitbox Damage: 10.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 550.0
- Max Hitbox Angle: 88
- Dair
- Hits on frame: 14.0
- Hitboxes end: 25.0
- Max Hitbox Damage: 11.0
- Max Hitbox BKB: 90
- Max Hitbox KBG * Damage: 110.0
- Max Hitbox Angle: 270
- Pummel
- Hits on frame: 5.0
- Hitboxes end: 6.0
- Max Hitbox Damage: 3.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 361
- F-throw
- Hits on frame: 15.0
- Hitboxes end: 17.0
- Max Hitbox Damage: 8.0
- Max Hitbox BKB: 70
- Max Hitbox KBG * Damage: 0
- Max Hitbox Angle: 45
- B-throw
- Hits on frame: 18.0
- Hitboxes end: 20.0
- Max Hitbox Damage: 9.0
- Max Hitbox BKB: 63
- Max Hitbox KBG * Damage: 0
- Max Hitbox Angle: 135
- U-throw
- Hits on frame: 20.0
- Hitboxes end: 22.0
- Max Hitbox Damage: 4.0
- Max Hitbox BKB: 80
- Max Hitbox KBG * Damage: 0
- Max Hitbox Angle: 88
- D-throw
- Hits on frame: 23.0
- Hitboxes end: 25.0
- Max Hitbox Damage: 4.0
- Max Hitbox BKB: 115
- Max Hitbox KBG * Damage: 0
- Max Hitbox Angle: 50
- unknown substate 0x242
- Hits on frame: 31.0
- Hitboxes end: 42.0
- Max Hitbox Damage: 16.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 480.0
- Max Hitbox Angle: 140
- unknown substate 0x243
- Hits on frame: 31.0
- Hitboxes end: 0.0
- Max Hitbox Damage: 12.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 360.0
- Max Hitbox Angle: 140
- unknown substate 0x244
- Hits on frame: 31.0
- Hitboxes end: 0.0
- Max Hitbox Damage: 15.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 450.0
- Max Hitbox Angle: 140
- unknown substate 0x24a
- Hits on frame: 0.0
- Hitboxes end: 0.0
- Max Hitbox Damage: 16.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 480.0
- Max Hitbox Angle: 140
- unknown substate 0x24b
- Hits on frame: 0.0
- Hitboxes end: 0.0
- Max Hitbox Damage: 16.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 480.0
- Max Hitbox Angle: 140
- unknown substate 0x24c
- Hits on frame: 0.0
- Hitboxes end: 0.0
- Max Hitbox Damage: 11.0
- Extra Shield Damage: 7
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 330.0
- Max Hitbox Angle: 140
- unknown substate 0x24e
- Hits on frame: 0.0
- Hitboxes end: 2.0
- Max Hitbox Damage: 15.0
- Extra Shield Damage: 10
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 375.0
- Max Hitbox Angle: 140
- unknown substate 0x24f
- Hits on frame: 0.0
- Hitboxes end: 2.0
- Max Hitbox Damage: 18.0
- Extra Shield Damage: 10
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 450.0
- Max Hitbox Angle: 140
- unknown substate 0x250
- Hits on frame: 0.0
- Hitboxes end: 5.0
- Max Hitbox Damage: 14.0
- Extra Shield Damage: 10
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 350.0
- Max Hitbox Angle: 140
- unknown substate 0x252
- Hits on frame: 10.0
- Hitboxes end: 18.0
- Max Hitbox Damage: 6.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 78
- unknown substate 0x253
- Hits on frame: 10.0
- Hitboxes end: 18.0
- Max Hitbox Damage: 6.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 60
- unknown substate 0x254
- Hits on frame: 10.0
- Hitboxes end: 16.0
- Max Hitbox Damage: 9.0
- Max Hitbox BKB: 100
- Max Hitbox KBG * Damage: 0.0
- Max Hitbox Angle: 78
- **********
- END shulk
idk. Things with no hitboxes. I guessWhat's up with the unknown substates, anyway? Is it unused content?
The decimals weren't added or taken into account forwho wrote that
i looked at jab and already there was multiple errors
throw it away, its garbage, and the person who wrote it up can't read the data properly
I out of whim replaced the term sweet-spot for Blade & the sour-spot for Beam, so yeah the entire Beam in most of Shulk's attacks aren't actually the entire hit-area to deal that damage. There was moves like Back Slash, D-smash, & U-air that looked very correct within the Blade & Beam locations of those attacks in v1.0.3 though. I'll be replacing those terms in the tables when I can, since it is text-deceiving.I'm not sure if the blade/beam hitbox is right. I'm starting to think it's just the tip of Shulk's attacks that deal less damage than the beam imo. I've been unsure for quite a while but now, I think I'm right about this. This occured to me when I kept abusing buster FF f-air.
Some testing would be nice because I can't test it atm. Then again, I'm not sure but if I'm right, it's more of a good thing for us than a bad thing to take note of.
where you saw that?Edit: WTF. Trela KO'd Sheik at 102% with default smash u-tilt.... WAT
Edit: WTF. Trela KO'd Sheik at 102% with default smash u-tilt.... WAT
Sky's invitational streamwhere you saw that?