You're wrong. I have video evidence above, but I'm not crawling through an hour of video.Regardless of which version used, Vision never worked.
Even when experimenting in practic mode, it would always be cancelled.
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You're wrong. I have video evidence above, but I'm not crawling through an hour of video.Regardless of which version used, Vision never worked.
Even when experimenting in practic mode, it would always be cancelled.
You can reverse back slash at the first few frames of the move by tilting in the othe direction. What I found is you can actually do that twice if you're fast enough. You'll end up in the initial direction you were going to go after to reverses.Reverse back slash twice? Please elaborate for the uneducated if you don't mind.
As a person who loves the color green (that's me), removing Jump from the first table is saddening. I may go the (D)Buster route & include Jump in the same column as Vanilla. The feedback is appreciated, I'll fix that up a bit.The damage data table in the OP is just...wow. It's pretty easy to follow and properly organized/color coded so new players to Shulk can understand it easily. The only slight problem I have is Jump's inclusion to the data table since we know it's the only art that doesn't modify Shulk's damage output at all. It's also jarring because we only see Jump in the first data table only pertaining to his default moveset.
I suggest making a note where the MArts key is located just above that first damage table to remind readers that Vanilla and Jump, regardless of which MArts special you use, do the exact same damage. That or go the "(D)Buster" route and include Vanilla and Jump into the same column to make it more consistent to the rest of the damage data.
Thanks to the max!Looks great bud. If I see anything down the line I'll note it
On the bright side, at least Air Slash is great for discouraging edge guarding.I wish Shulk's recovery were better. *sigh*
Until you miss the ledge snap and get f-smashed.On the bright side, at least Air Slash is great for discouraging edge guarding.
Or meteor smashed. At the moment, yeah. Shulk's lack of ledge snapping really hurts.Until you miss the ledge snap and get f-smashed.
Shulk doesn't have THAT much options against pressure because most characters can beat him to the punch because his start ups are pretty longOhhhhh solid sense you're a shulk main ;D
Was reading everybody praise you in the "Character competive impressions" thread I'm sloughing my way through each page (on like 140ish outta 180somethong ;/)
I guess I'll ask a question since I'm making this post...
Being a Marth main, I love shulk due to his range and low lag aerials. He can definitely be a great Zoner.
My problem is once the oppenent gets inside shulks range and starts applying pressure its hard to deal with it. Jab is good if you're grounded, but that's assuming your facing the right way (or are turnarounds still 1 frame?) When its pressure in the air its a guessing game between vision and airdodge, as his aerials have pretty long startup time.
How do you guys deal with up close pressure, both grounded and aerial?
Koing has been an issue as well as I don't believe any of his throws kills and he can't punish (with a KO option) a roll instantly, so grab then throw offstage and go for the kill their seems to be the answer.
I'm liking shulk a lot and I'll continue to use him as my 3rd character and stalk these shulk boards ;D
Out of shield USmash. Sweetspot Bair. Offstage Fair. Offstage or Out of shield Air Slash.Or meteor smashed. At the moment, yeah. Shulk's lack of ledge snapping really hurts.
Alright, I'm starting to not like how Smash art is VERY read-based or that it's way too reliant on punishment. I'm forced to KO with throws and f-tilt but I want to KO with Smash attacks. Problem is, Shulk's attacks do have **** shield stun in this mode and his weight gets reduced. F wat. So my attacks are unsafe, they're still relatively slow and now I'm lighter? It's not like everyone in a tourney rolls a lot which equates to a free d-smash. I find myself using shield+rage or jump more often now these days
Why the hell would you intentionally avoid the edge and what the hell kind of character are you facing that can use a forward smash at such a ludicrous distance.Until you miss the ledge snap and get f-smashed.
Tell me 'bout it. Out of the several times AAS would be useful, it would be for this occasion. Even ledge-standing Counters can ruin your world especially when Jump & Speed are on cooldown. (That would never happen. . .right?)Until you miss the ledge snap and get f-smashed.
Ohh Keith 'sup. I dig the familiar face, & Thanks for Stalking~My problem is once the oppenent gets inside shulks range and starts applying pressure its hard to deal with it. Jab is good if you're grounded, but that's assuming your facing the right way (or are turnarounds still 1 frame?) When its pressure in the air its a guessing game between vision and airdodge, as his aerials have pretty long startup time.
How do you guys deal with up close pressure, both grounded and aerial?
Koing has been an issue as well as I don't believe any of his throws kills and he can't punish (with a KO option) a roll instantly, so grab then throw offstage and go for the kill their seems to be the answer.
I'm liking shulk a lot and I'll continue to use him as my 3rd character and stalk these shulk boards ;D
Them Shulk Dittos.Why the hell would you intentionally avoid the edge and what the hell kind of character are you facing that can use a forward smash at such a ludicrous distance.
Whelp, I was close minded. Forgot about the OoS options and off stage kills. Thanks for reminding meOut of shield USmash. Sweetspot Bair. Offstage Fair. Offstage or Out of shield Air Slash
Shield Kirby ain't **** though. He's still slightly lighter than DK. Getting pivot grabbed by Speed Kirby sucks. Getting u-tilted to ~50% by Buster Kirby equates to frustration. Jump Kirby is dumb BUT it does make him lighter. That's something that a lot of people forget but it doesn't matter that much since he becomes a lot harder to hit because of Jump's buffs to aerial mobility and jump heightAlso, Kirby is a dangerous match for Shulk. If he can copy our Monado OOOOOOOOOOH MAN GGS
Shulk and Mega Manwhat the hell kind of character are you facing that can use a forward smash at such a ludicrous distance.
You, sir, have not encountered Jumping Inhale. That **** will gimp your balls off if he reads a double jump and it's nigh impossible to avoid for an entire stock.Good thing that Kirby's inhale isn't that good but it doesn't help that Shulk's smashes are free inhale opportunities. And that Kirby can crouch under some of Shulk's attacks. The match up still comes down to taking advantage of your range and zoning Kirby out as much as possible
I said *miss* the ledge snap. What part of the word *miss* implies "intentionally" to you?Why the hell would you intentionally avoid the edge and what the hell kind of character are you facing that can use a forward smash at such a ludicrous distance.
I'm glad I don't have to deal with that LMAO. The friend who uses Kirby didn't even unlock this custom yet so I'll have my fun while it lastsYou, sir, have not encountered Jumping Inhale. That **** will gimp your balls off if he reads a double jump and it's nigh impossible to avoid for an entire stock.
You die at 70 to Dthrow -> Uair. You die at 85 if you air dodge and he Uairs you afterward. He combos you freely for about ~30% every time he grabs you. That's two grabs, one stray hit and another grab. Lost stock.What part of Diddy vs. Shulk is hard? Actually curious. I play a Diddy in Grand Finals around here every so often, and while I prefer to use Pikachu, I don't feel super disadvantaged as Shulk.
It's not a super disadvantaged/70:30 match up. Diddy's aerials are dumb good and his throw combos are insane. By throw combos, I meant just d-throw->u-air. It's not the bananas that are the issue at all. His monkey flip is something I can deal with (Spotdodge). It's just the grab combos and quick damaging aerials. Too little risk for high reward and Shulk can't do much about it. Not saying Shulk's hopeless or anythingWhat part of Diddy vs. Shulk is hard? Actually curious. I play a Diddy in Grand Finals around here every so often, and while I prefer to use Pikachu, I don't feel super disadvantaged as Shulk.
If there's a percentage wherein D-throw->U-air doesn't work anymore then I'm not really feeling it. Uggggh manYou die at 70 to Dthrow -> Uair. You die at 85 if you air dodge and he Uairs you afterward. He combos you freely for about ~30% every time he grabs you. That's two grabs, one stray hit and another grab. Lost stock.
Kirby's not a very popular character, I use Kirby sometimes but I never see anyone else use emYou're just now learning about that? He also crouches jab and grab.
Same case for meKirby's not a very popular character, I use Kirby sometimes but I never see anyone else use em
oh dang thanks for all the feedback! For killing I'll probably either use smash and try to go for a killing throw if I'm grounded. I'll need more practice with shulks aerials before I go chasing people offstage ;PTell me 'bout it. Out of the several times AAS would be useful, it would be for this occasion. Even ledge-standing Counters can ruin your world especially when Jump & Speed are on cooldown. (That would never happen. . .right?)
Ohh Keith 'sup. I dig the familiar face, & Thanks for Stalking~
Some solutions for handling pressure that sounds obscure, but have slightly helped my situation include:
Grounded options I use:
These options are for positioning yourself in a more favorable situation that would alleviate the pressure you're against up-close-and-personal. This all varies with how much stage area you have & where it's occurring on-stage, but hope that helps.
- Jab-1
- Retreating Pivot Grab
- Perfect Pivoted Rapid Jab-1 (This can be difficult, but it may help)
- Turn-Around SH > N-air (N-air's start-up & active hit-box starts behind Shulk, even though it's lack of range, it's something)
Airborne options I use:
- AirDodge
- N-air if I'm faced backwards
Can't shulk space retreating nair's for days and theres nothing diddy can do about it? The diddy will try to dash shield and thats when you standing grab him!The primary issue with the match-up, which I think is a little worse than that, is that Diddy doesn't have anything he has to use that is really punishable while Shulk requires commitment. This is Shulk's general issue, although it is more noticeable against good characters. I'm not complaining because this is the life I chose to lead, but Diddy basically just out-tiers Shulk in the match-up.
You can do this, actually, but you're basically giving up stage control every time you do. Diddy will advance a little bit more every time you retreat. He won't dash shield into your standing grab range. He'll just dash forward and wait for you to do that trick again, the one where you put yourself in the cornerCan't shulk space retreating nair's for days and theres nothing diddy can do about it? The diddy will try to dash shield and thats when you standing grab him!
Objection! HShield survives Home-Run Bat. Okay seriously though. . .HMArts are insayian & HSmash is dope now that I'm using the custom more often, but I refrain from using it fully because of only 6 seconds, with a lot of cooldown time, waiting. Vanilla chose this life. Off-stage HSmash moments feel really good when you completely gimp recoveries, especially the above-average recoveries. (basically more than half of the cast)Especially shield which becomes borderline useless
Sorry but thanks for thanks, to attempt being extra helpful slightly?, Shulk strings F-air twice nicely when your drift-chasing after characters airborne, & U-air is an underrated move to use for frame-trapping upon landing. U-air's landing lag is the 2nd shortest so it's do-able. With Jump, you can attempt the Ken Combo in hopes you get a double sweetspotted D-air for that strong Meteor effect, otherwise you'll get the sourspot 2nd hit that sends them flying horizontally. . .which can net more success depending on the character's recovery.oh dang thanks for all the feedback! For killing I'll probably either use smash and try to go for a killing throw if I'm grounded. I'll need more practice with shulks aerials before I go chasing people offstage ;P
noooo but thats when you roll behind him and pivot grab him and open up a can of whoop-...(;You can do this, actually, but you're basically giving up stage control every time you do. Diddy will advance a little bit more every time you retreat. He won't dash shield into your standing grab range. He'll just dash forward and wait for you to do that trick again, the one where you put yourself in the corner
haha there's alot about shulk I have to get use to...yes I've heard back air is amazing. I like upair but i usually get the bad landing lag for it, I'll need to figure out at what height to best use it at (Don't have a wii u or I'd be doing this myself, I am going to my second tourny on sunday though! ;D )Objection! HShield survives Home-Run Bat. Okay seriously though. . .HMArts are insayian & HSmash is dope now that I'm using the custom more often, but I refrain from using it fully because of only 6 seconds, with a lot of cooldown time, waiting. Vanilla chose this life. Off-stage HSmash moments feel really good when you completely gimp recoveries, especially the above-average recoveries. (basically more than half of the cast)
Sorry but thanks for thanks, to attempt being extra helpful slightly?, Shulk strings F-air twice nicely when your drift-chasing after characters airborne, & U-air is an underrated move to use for frame-trapping upon landing. U-air's landing lag is the 2nd shortest so it's do-able. With Jump, you can attempt the Ken Combo in hopes you get a double sweetspotted D-air for that strong Meteor effect, otherwise you'll get the sourspot 2nd hit that sends them flying horizontally. . .which can net more success depending on the character's recovery.
What ya gotta think about mostly, is dat B-air, B-air is hotness & it's great. The sourspotted tip area can potentially gimp, & if you hit with B-air's sweetspot, then that's potentially a KO or more off-stage edge-guard time.
Shulk's main draw is that when he ACTUALLY gets in, he's absolutely terrifying.To some extent I agree: Shulk is strange because he's basically not good in neutral outside of a few specific tricks with arts (like Speed Art grabbing/pivot grabbing), and he's also not that great in disadvantage because he's easy to juggle and n-air doesn't break combos, and...wait, why do I play this character again?
Anyway, jokes, aside, the only matchup where I really think Shulk gets out-tiered is . This one is atrocious; you can't really edgeguard her either, so your advantage in advantage is, well, not one.
Or throw a banana at you.You can do this, actually, but you're basically giving up stage control every time you do. Diddy will advance a little bit more every time you retreat. He won't dash shield into your standing grab range. He'll just dash forward and wait for you to do that trick again, the one where you put yourself in the corner
But Shulk's forward roll is ass cheeks. His back roll is passable, but don't use his forward roll much of ever.noooo but thats when you roll behind him and pivot grab him and open up a can of whoop-...(;
HBuster... Eh I'm mixed. The knockback nerf though is massive.Objection! HShield survives Home-Run Bat. Okay seriously though. . .HMArts are insayian & HSmash is dope now that I'm using the custom more often, but I refrain from using it fully because of only 6 seconds, with a lot of cooldown time, waiting. Vanilla chose this life. Off-stage HSmash moments feel really good when you completely gimp recoveries, especially the above-average recoveries. (basically more than half of the cast)
Yeah you want to get either the first hit of U-air, or try getting both hits to come out before landing. The best & easiest way of doing this imo is to activate Speed mode, & buffer SH > U-air all day. You get both hits to come out just before landing & you can drift with this all you like. You may come to adore its usage for frame-trap landings forcing some to AirDodge, or not =P. The horizontal range of U-air is poor so you have to drift & aim accordingly.haha there's alot about shulk I have to get use to...yes I've heard back air is amazing. I like upair but i usually get the bad landing lag for it, I'll need to figure out at what height to best use it at (Don't have a wii u or I'd be doing this myself, I am going to my second tourny on sunday though! ;D )
I wanna watch more shulk videos so I can see more of his greatness...
tbh I have alot of fun playing as shulk but at the same time I feel overwhelmed, like there's still limitless potential untapped...
from gimps to shield pressure to air traps, so much to learn, and I want to, I'm just like "where to start" o.o
Same here. Vanilla is HMArt's life, whereas the HMArts activated are for that heated moment when you really need them. HShield would be very helpful surviving that launch, but a moment can last longer than 6 seconds so.The double and triple posts are strong atm
HBuster... Eh I'm mixed. The knockback nerf though is massive.
Seriously, maybe using JUST HJump for recovering and HSmash for KO'ing is all I'll do wit HArts. The rest seem underwhelming. I think I'll stick to Vanilla for damage