So I've been seeing more and more people ask about how to use
Jump onstage. I've been experimenting with it a lot more since December, so I figured I'd share my ideas.
I'd say it's our best art overall, but I wouldn't use it nearly as much as that would suggest. You can get decent strings going once you've conditioned your opponent to fear your aerial game in Jump. Bait airdodges with empty hops or even even n-air (I prefer this because it covers them even after their airdodge finishes or gets canceled by landing lag. I throw out a counter if I foresee an aggressive option (tends to happen most against characters that have a quick and effective n-air or f-air). For the most part I'm just eating away at my opponent's patience with safe n-airs and well-placed b-airs.
Speaking of our moveset with Jump equipped, I've found that these moves seem to be better than "average" (I'm taking every other art into consideration, I don't just mean vanilla):
- All of our aerials, but mainly front, back, and neutral air. I don't think the latter two can be punished out of shield if spaced and fast-falled appropriately. I'm not sure about f-air because I don't generally approach with it. I honestly doubt it, but I'd love to have that doubt confounded.
- Down tilt. Sets up our aerial game nicely, and the added jump height and aerial mobility allows us to actually follow this up more directly rather than giving them time to just jump away and find room to reset to neutral.
Here's an example.
- Up tilt, it's incredible with or without Jump but for obvious reasons this is even better with Jump equipped.
- Up smash is definitely better. It's great for punishing roll-ins and airdodges which are more likely to happen when your opponent's back is to the ledge or when they're trying to recover from the air bewaring the potency of your aerial game with Jump. It has the least lag of all of our smash attacks (?/at least from what I can see) so you can follow it up surprisingly quickly with aerial pressure at mid or high percents. Deals some great damage, sweetspot or not. The disjoint in front of and behind Shulk can effectively catch people that are
trying to punish Shulk on a takeoff. Jump cancel up smash out of shield is particularly decent for punishing, but I tend to save it for a kill option.
- Down throw at the ledge + split second art switch =
enjoy your free ledgeguard. Recommended at mid and higher percents rather than a youthful stock.
- Up throw. Take everything I said about our aerials, up tilt, or down tilt and give them a set up. If they do anything besides jump, you can nail them with any of these of these or a regrab and get a jump string going. Up throw into up air seems like a reliable pseudo at later percents, since you can delay the up air and follow their DI with your splendid air mobility if they react with an airdodge. Shulk can get up surprisingly high (it still shocks me sometimes), it can catch people off guard in a place where most characters aren't very comfortable (well above stage, nearing offscreen).
Here's one last example. I shieldgrab to cover his landing just as my "cooldown" for Jump ends so it activates while I'm in shield, and the reward is lethal.
- Back throw and forward throw are really only enhanced in their potential if you're throwing them offstage. I think back throw is a bit better because if they try to jump back on backwards without grabbing the ledge, there isn't much at all that can challenge your back air from that position. If they airdodge the back air and try to punish it with an aerial of their own you'll have enough time to throw up a shield or even a counter. If they airdodge and take landing lag you can grab them and throw them right back off.
- Air slash. This one I have mixed feelings about. Out of shield it could have better kill potential (not kill power) than vanilla or any non-smash art due to that slight boost in vertical range. It could kill off the top or the diagonals easier, mathematically speaking. But from what I have tested there doesn't seem to be much of a difference. Still, it's a viable out of shield option but keep in mind that you're launching a bit higher from it while in jump so there is a larger window for you to be punished. But basically, it's same risk and same reward.
Everything else seems as good as it is in vanilla. Jab might be slightly more useful itself, since it can already condition/pressure shields which you can respond to.
tl;dr: You glide through the air like a hot knife through butter and you can leap over skyscrapers. You can and should be using this to further intimidate your opponent (for most of the cast you already out-range them, when projectiles aren't in play). Play it safe in neutral, harass them in the air. Make them hunt for punishment opportunities fervently. Of course the application varies considerably by match-up, but in general you're still going to want to be smooth, careful, and have some degree of confidence as to how your opponent is going to react to you being in the air or landing on the ground.