FlareHabanero
Banned via Warnings
DASCUS is not possible to do for any character.
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Swiming I believe is removed, so swimming & drowning go hand-in-hand to the junkyard.Things I'll try out
- BDACUS/DACUS
- Stutter stepping smash attacks
- Stutter stepping back slash
- Interrupting back slash animation somehow with any move
- Mashing the B button in any scenario (Shielding, getting grabbed, getting hit,swimming, drowning, free fall, taunting)
- Buster with range mechanic
- Speed + DACUS
- Speed + any universal tech
- D throw combos
- Attempting to slide across the stage with speed somehow
Lower defense against weight = Weight撃(Smash): stronger launch ability, weaker attacks, lower defense against launching = Knockback dealt, Damage dealt, Defense, Weight
Lol. The guy's been doing analysis videos for every character so it's best if we cut him some slack.I was a little disappointed that ZeRo didn't go into more depth about Shulk's gameplay. But he did mention how useful f-air is for aerial edge-guarding. And the Air Slash out of shield is such a beautiful KO at the end. Can't wait to use that all the time. Up B OOS will be so powerful for edgeguarding. Especially with Smash activated, really limits your opponent's options.
I'm not 110% on this, but I feel 90% sure Smash doesn't receive more % damage taken. IIRC Smash doesn't make Shulk take additional % damage according to this data. The reduced Defense is meant to be decreased launch resistance, but I will definitely add the video, that is much appreciated.Lower defense = Damage received
I am too, but it's understandable. Veterans have more notice because they're past characters people have played & learned with from the beginnings; Shulk is a newcomer & it will take some time to understand his move kit fully. ZeRo explained the kind of character Shulk is in a nutshell quite well, because his MArts affect Shulk's stats that you'd have to understand a lot about Super Smash Brothers to know about Shulk. And I like that.I was a little disappointed that ZeRo didn't go into more depth about Shulk's gameplay. But he did mention how useful f-air is for aerial edge-guarding. And the Air Slash out of shield is such a beautiful KO at the end. Can't wait to use that all the time. Up B OOS will be so powerful for edgeguarding. Especially with Smash activated, really limits your opponent's options.
That's what I meant. Shulk doesn't take more damage with Smash activated.I'm not 110% on this, but I feel 90% sure Smash doesn't receive more % damage taken. IIRC Smash doesn't make Shulk take additional % damage according to this data. The reduced Defense is meant to be decreased launch resistance, but I will definitely add the video, that is much appreciated.
Hmm. . .True I guess. I feel Defense means more than just Damage taken though. I have Defense there in case the basic defense values Shulk has are affected. I've noted your case, but I won't remove it just yet. Are there any other fixes anyone notices?That's what I meant. Shulk doesn't take more damage with Smash activated.
Defense =/= Weight
That's what I meant. When Sakurai meant lower defense in his post, he meant lower launch resistance which sort of means "weight". Defense purely means damage received from. Basically, you don't need to put defense and weight as part of the list of attributes that are debuffed. You can remove defense and leave weight there
Minor wording issues aside, good job with the OP
Ikr? Who doesn't want to be for 16 seconds.Hmm... what about Speed? I don't hear much discussion from that Art, though I think due to the reduced jump and increased speed, I'd imagine it being your ideal approach option while on the ground.
By the way, does "weaker attacks" refer to less damage, less knocback, or both?
Thanks to the max. And it does happen to affect Shulk's Air Speed but by a slightly smaller margin than Shield would. I have seen Shulk's in Speed mode SH after running & I felt the momentum of them running so fast did carry over to their ShortHop. I'd have to study it more closely & compare it to a regular Shulk Dash+SH.Well, you guys have done a fantastic job.
The only thing I'd like to comment on is Monado Speed, as I read it may affect Air Speed. I believe that it does not, but it carries the momentum from the ground, which itself has potential IMO.
But yeah, great job guys.
= Art Countering. Example = If they choose Shield, you choose Jump or Speed.
This seems self-explanatory, but the Shulk Ditto MU may literally come down to who can outplay who with Arts. No puns intended, because an Art has boosts to various stats & various setbacks to other stats. You'll counter the other Shulk's Art with yours, or vice versa. A < / > chart of Arts vs Arts can look like this:
Jump > Speed or Shield
Speed > Shield or Smash
Shield > Buster or Smash
Buster > Jump or Smash
Smash > Jump or Buster
For example: Jump is greater than Speed or Shield, because Jump's stat boost being Jump Height, are a setback that both Speed & Shield share, being reduced Jump Height. Jump is also greater than Speedor Shield because Jump's setbacks being Lighter Weight & Damage Taken Increased, barely affectJump especially when Speed & Shield's Damage Dealt Decreased, making Jump a favorable Art when versing another Shulk who's using Speed or Shield.
Sorry but thanks you. WIll do. I will gladly do some voting, I'm fine with anytime you finish discussing to the max.Fair enough point my friend, but remember to save it for the actual threads ^^.
Maybe I will make a thread for voting as well actually. Let me discuss it with my Dorf Patrolman
I hope you all finally see why I said Nair is Love and Life btw
Yes, he still has the kanji character behind him.When he changes arts, does it still have the funky Japanese symbol behind him?
I wish I could tell you that it was, but I could not test for long so I had no more to confirm that it is a true combo. Considering Ike's weight value, & my eyes watching Ike in any hitstun while being combo'd, I felt the entire combo I listed in the last post was practically a true combo. A regular SH Nair with DI towards them so that you're in grab range to a Landing Grab probably isn't a true combo, but if the SH DI'd Nair was FastFallen. . .It wasn't a true combo was it?
Shulk can juggle with the up tilt, but it's more situational due to the angle and range greatly differing from say Link's up tilt. But the purpose of the move is to more so be an anti-air attack, due to it's long range allowing you to safely knock someone away from above.Training mode has the handy feature of telling you if it is. Iirc, Shulk can't chain Utilts (i don't think anyone technically can though)
I think of Shulk's Utilt like Project M Mewtwo's Utilt, and we all know how amazing of an anti-air tilt that is. It's even better if they AirDodge the Utilt because that's an easy frame trap upon landing.Shulk can juggle with the up tilt, but it's more situational due to the angle and range greatly differing from say Link's up tilt. But the purpose of the move is to more so be an anti-air attack, due to it's long range allowing you to safely knock someone away from above.
Like what most people said, don't put too much weight on itDid anyone see the recent SHI-gaming tier list? Shulk as D/E Tier.... I think not. It'll take a while, but he has so much potential.
Damn guys, I'm at work now. As soon as I get out at 5:00. I'm running to the mall to pick it up. The hype is real!!! Anticipation is killing me!
This is why I love this community and game so much, hahaha.people suddenly go deer in the headlights when Shulk's normal leisurely pace turns into an Olympic sprint with a lightsaber aimed at their face.