Has BS's hitbox at the top ever been mentioned? It's very much impractical in normal play but I thought it was worth mentioning, if it hasn't been already.
I've only gotten at least 2 or 3 undeserved kills from this when I was playing a few casual matches with some friends when I BS'd them while they were returning to the stage above me.
I dig this. Lately when I've been playing Marth I'd always go for a F-smash to hit an opponent on BF's platform because it's a guaranteed tipper. The same thing kinda applies here with Back Slash. When I pretend my Back Slash is a slow F-smash, the back-hit can be assured when you know where to place it. The greater thing about doing this is that launching them with this Back Slash gives us another opportunity to Back Slash their back upon their return recovering to the ledge
(unless they use a move to turn their back around & face us like Marth's B-air for example).
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Shield Shulk skidding
Talking about
Shield Arts for a bit more, I've come across something I'm getting into the habit of doing more:
Shield's ground-game. We know the bubble shield is awesome & how much we can turtle, but there's something interesting about Shulk's skid animation that shines when
Shield is on. This
thread gave me some inspiration on the matter, & after reading it, I got to some messing around with Shulk's skid. Vanilla Shulk skidding after a dash or run animation is so-so & it's not much better in
Speed because you skid too far without acting out of skid any sooner. But
Shield Shulk, h'oohoo
Shield Shulk. You start a dash / run & stop it by skidding, you'll act out much sooner with crouching, Jab, D-tilt, Air Slash, Vision, you name it. It's almost reminiscent to the Monado Art activation stopping your walking dashing or running momentum in order to input a quick tilt or smash. Of course
Shield Shulk doesn't slide as far though. This does decently well in mid-close-quarter moments where usually dashing with Vanilla or
Speed Shulk would overshoot & therefore can be unsafe & why walking is usually safer. However, with
Shield Shulk you can safely dash / run all you like & just skid coming to a stop faster to use a move or even crouch for defense. That's about all I have to share atm. Oh &
Shield Mode is also more resilient to push-back effects like wind-boxes & water.
Are we tired of Kirby inhaling us, or Mario pushing us away with FLUDD on the floor? Put on a
Shield Art
(or just use your bubble shield. Bubble shield negates push-back effects unless Kirby or King Dedede are too close & will command grab you regardless) & be inhaled more slowly so you can react to it better. This becomes especially helpful when a King Dedede & Kirby uses their Inhale as a mix-up by B-Reversing it to catch us off guard. And if you're really having problems with Mario FLUDD pushing you back, put on a
Speed Art & shield the water so you can punish him for it afterwards.
Edit:
I want to capitalize on how important it is to utilize Shulk's tilts. D-tilt works better for spacing since it has slightly longer range than f-tilt. It also works better for interrupting rush down attempts. F-tilt is better for dealing with pressure especially if you pivot with it. F-tilt also works better against air borne opponents. Although you'd think u-tilt is better, the hitbox on u-tilt is weird and there's a certain area where in u-tilt won't hit (45 degrees? Not sure to be exact) but whatever that blind spot is, f-tilt can cover that spot, pivoted or not. As for u-tilt, its use is fairly obvious and there's a specific area wherein it should be used. You should always use u-tilt when you get the chance to. It comes out at frame 10 which is as fast as d-tilt so you can catch opponents off guard with it
The most IMPORTANT aspect of using your tilts is to get used to their hitboxes. You're usually too used to how much area f-air and n-air can cover so using f-tilt and d-tilt may feel a bit stiff at first. It does but once you fully understand the hitboxes, you'll be dealing significantly more damage. More importantly, you're less susceptible to shield grabbing for as long as you mix up your spacing options. Plus, your tilts are significantly safer on shield than your aerials anyway (except b-air. That **** is safe on shield if spaced correctly)
Another thing: Once you master your tilts' hitboxes and utilize them properly, you don't have to worry about closing in to deal damage with buster. Shulk's tilts deal a lot of damage anyway. I don't think you can deal THAT much damage with n-air and f-air alone.
This urges me to set my C-stick to Attack so I can use tilts a lot more
(I'll go do that now actually). The only issue I have with Shulk's F-tilt is that it doesn't angle up or down
(I'm pretty sure we've all said this since the beginning of September). I don't get much success hitting airborne opponents with F-tilt unless it's a relatively large character that's extending some kind of hurt-box favorably toward my F-tilt, pivoted or not. I use the startup of U-tilt's
Blade hit-box more because it covers a tiny yet decent amount of area in front of Shulk & the
Beam starts appearing from the Monado roughly around the 45º angle but the
Beam coming out can only hit very tall characters from the ground like Rosalina. The Monado looks like it's held sideways in mid-moment airborne over Shulk's head & that's kind of a good indicator for me. This little gap between the U-tilt's
Beam & F-tilt that I don't usually hit is solved by F-air or N-air, which is probably the main reason I challenge airborne opponents with N-air or F-air more often than using F-tilt or U-tilt.