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Alright I want to know how you guys use shield art and what you think about the art. Just curious, that's all. I'll follow up with the responses
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Among the 5 standard Monado Arts, Shield Art is my favorite. I think about all of the current positives & negatives that go along with the Art. Table from the OP for reference:Alright I want to know how you guys use shield art and what you think about the art. Just curious, that's all. I'll follow up with the responses
Above 100% damage I feel the Shield art is most effective because you are in rage mode and it make it a lot harder for you opponent to KO you.Interesting replies. I might reconsider using Shield from now on and improve on its usage.
Well, here are my 2 cents as of now for shield.
I seldom use it. Only like, to survive being KOd if the timer is running out.
I mainly dislike the fact that you are slow and heavy, so you get combo'ed faster if they get you, ultimately leading to a kill move that will KO you.
However, mainly this was because im inexperienced with shield.
Will give it a try with the nice insight people gave here.
Now, as a question, what percentages do you guys think activating Shield art is most effective?
Perhaps I was doing wrong in activating it too late.
Shield is tougher to use effectively than the other arts besides Smash, frankly. Most of its benefit comes from its defensive properties.Alright I want to know how you guys use shield art and what you think about the art. Just curious, that's all. I'll follow up with the responses
This is my biggest issue with Shield Shulk. If you're in disadvantage vertically Shield will only get you juggled more. If you're in neutral the game becomes "run and shoot things at Shulk until he realizes he can't fight like this." And if you're in advantage why aren't you switching to Buster/Jump/Smash?For negatives, I have learned if your opponent decides to camp you there is basically nothing you can do. I'm not just talking about projectile camping, either. I mean just avoiding Shulk because of the blatant difference in agility. They can stall the art out if you're at low percents or just opt to juggle you at higher percents.
I definitely agree with this, even though too much rolling is obviously a bad thing, Shulk's rolls are the same afaik in Shield, so they cover the same amount of distance. Using rolls to approach a little from far away is a lot faster than running.-Quickest movement option is rolling for if I'm trying to meet the opponent when he lands back on the ground.
Might want to provide some examples, since "damaging recovery moves" is kinda vague. Captain Falcon's up B (without customs) can do damage but will never ever activate Vision.Against opponents with damaging recovery moves, I have been thinking of running to the edge and using Vision right after I reach it. Has anybody been doing this? Any thoughts on it?
Against most recoveries Vision will actually be worse for gimping than f-air or maybe even tipper b-air. The trajectory is extremely lenient. All you have to do is hold up towards a corner of the screen.Assuming that they haven't reached the ledge, Vision would potentially horizontally gimp them without their second jump (or simply KO them, in the case of Power Vision).
I'll ask you to elaborate on how it's useful against Zero Suit's recovery. If you're talking about using it against her Flip Jump, even Forward Vision whiffs against that.I could see it being useful against Zero Suit Samus, Marth, Lucina, Ike, Charizard, and opposing Shulk.
It definitely holds promise for Jump becomes predictable for edgeguarding.
I can see it being really situational... because I can also see it going really bad, really quick. The number of times I've ledge-jumped then Visioned to my death... if the Vision isn't activated and you don't land on-stage, the animation lasts so long that you'll likely just fall so low that you can't recover. If they're recovering low, it's probably not ideal without Jump, and even then...Against opponents with damaging recovery moves, I have been thinking of running to the edge and using Vision right after I reach it. Has anybody been doing this? Any thoughts on it?
- Smash art is risky to use at 70-75%+ but if you feel like you can risk it then go ahead- At what % are you on when you find activating Smash Art to be too risky?
- Maybe I don't understand how much the Rage Effect scales knockback, but how do you guys factor it in to Shulks playstyle? I've noticed I don't even consider my own Rage until right after I get a Shield Vision or Buster kill, so I'm not quite sure how to correctly utilise it. Shulk's kill moves are laggy so it's risky when you're on a high %.
- When the opponent is on a high%, would you consider Jump + edgeguarding as equally threatening as Smash?
- What do you think about using Speed against fast characters? Does it let you keep up, or are you still going to get outpaced?
- What do you think of Shield mode usage when you're losing?
key words"But I'm not a Shulk main, so..."
This is usually accurate, but it's an oversimplification. Just because you and your opponent are both at high % doesn't mean there is no advantage to capitalize on. Often when opponents are at high %, Nairs and Fairs will send them far offstage into disadvantageous positions. This can be a great time to switch to Smash mode, even if you are at a high % for several reasons.I'd like to clarify the use of Smash and Shield, since I feel they are the most misused Arts.
Smash shouldn't be used when you're both at high percentages; this literally doesn't change the situation, except making it more dangerous for both parties. In that case, the outcome depends on solely outplaying the opponent, which.... Is the exact same thing as before. The goal of the Monado Arts is to put yourself at an advantage, which Smash doesn't do in a mutually high percentage situation.
Imo, cycling to & activating Shield at early percentages & late percentages are when the Art's most effective. Now, I'd understand & relate with if you disagree because Smash Bros. is very key with positioning & mobility, which are things Shield Shulk does not possess in fact he's obviously the slowest character in that regard. But there are early combos via throws that lead into an aerial, tilt, or a smash attack, & Shield Shulk reducing hit-stun on top of his higher Defense & Weight can expose those early combos with a move to punish them in retaliation. It is also character-dependent too.Now, as a question, what percentages do you guys think activating Shield art is most effective? Perhaps I was doing wrong in activating it too late.
This reminds me that I played against a good Sheik player in FG who went by the tag "Paint" & one of our matches ended up going to time-out. What happened? -- The 10 seconds remaining ended with me activating Shield & during those last seconds, I traded taking a hit & dealt damage back to him ending with me having less percent which by tournament rules I would of won, but eh I lost in Sudden Death. That was the good stuffEven if you only tack on 5% before dying, that's 5% more than you had before. If the MU often leads to timeouts, surviving 30-40 seconds more on your first stock with alternating Shield and Buster (maybe even Jump or Speed for hit-and-runs or hit-and-jumps) can turn the tides in your favour.
I like this. Crouching + Shield is a great thing if you know you're going to get hit. Moments I think of are when you want to fall to the floor & Vision counter but you only crouch instead while taking a hit makes you survive for even longer. However, an issue with crouching is the different types of flinching that happens. The tests I was doing with Buster Shulk's on-hit safety (this is still going on & I could use help with this too btw <3 <3) with & without the character crouching against the attacks lead to interesting results. For one, if a character crouched against certain moves, it'd be worse to crouch than not crouching at all since the character will slide across the floor performing a kneeling flinch animation. The obvious second result would be the crouching character reduces knockback & recovered quick enough from it to punish with a Dash Attack or something. So yeah.I've also been trying to incorporate more crouching into my gameplay as of late, especially considering just how good it is in Shield for reducing hit stun. I'm trying to make it a habit of crouching whenever I'm not doing anything else, even if just for how it looks like I'm planning something. Has anybody else found it worthwhile to sometimes just crouch instead of moving too much? Or am I being careless?
Disclaimer: Depends on match-up.
I love Monado Shield at both early and late percents. A part of me gets upset when I watch Shulks who disregard the art at high percents, instead opting for Monado Speed. I will confess to shouting at my screen: "Go to Monado Shield! Go to Monado Shield! Why aren't you going to Monado Shield?! AGH!" Then he dies, and I facepalm.
-Personally, I'm pretty good at surviving in it. I just play safe in Monado Shield... while emphasizing shielding as most grabs don't have the power to kill Shield Shulk. If I make a mistake and the person grabs me through the shield, it's usually not such a bad thing. Generally, the only thing that will kill Shield Shulk is a smash attack, which is easy to see coming. This is benefited by the fact Shield Shulk has a very strong Shield/fast regeneration.
Agreed. Shield Shulk can easily be compared to as Little Mac minus the terrible air speed drifting & the only remedy to this situation in case it does occur, is to keep holding up / diagonally up after every hit that strings together carrying us out & try to or not to try performing a panic option like FAir or Vision. If Jump is on cooldown, you better know how to mash B 5x for that emergency Speed Art save.-Also, I stay away from the edge, unless if I'm trying to keep space for my reaction time. The other way to kill Shield Shulk is off-stage carries.
-Quickest movement option is rolling for if I'm trying to meet the opponent when he lands back on the ground.
Staying out of the air is more advantageous & I do agree that acting with our bubble shield is generally better & safer, but staying out of the air removes my ideal usage of RAR SH NAirs. The bad air speed favors my RAR or no RAR SH aerials because I don't drift too far apart from the opponent since I like to stay close enough to space with the Beam portion of my attacks especially NAir.-Yeah, I agree to stay out of the air as Shield Shulk. Opt for shielding rather than jumping.
I dig it. Another thing to do for the occasion not to deactivate Shield is a rare yet useful moment per-say the opponent will use their projectile to harass you off-stage. This can be answered with any Vision counter but Dash Vision works the best especially when Shield is active because apparently the Shield Arts do not affect Dash Vision's movement / distance traveled while dashing forward in the air, which is fantastic . You do experience Shield's bad air speed after Dash Vision's endlag finishes though.-Often, switching to Monado Jump after being hit away in Monado Shield is not necessary... especially if using Advancing Air Slash. You may want to hold onto that Monado Art. Knowing when to and when not to switch to Jump can be hard, and depends on who you are facing, so this comes with experience and knowing what your opponent can/will do.
Against opponents with damaging recovery moves, I have been thinking of running to the edge and using Vision right after I reach it. Has anybody been doing this? Any thoughts on it?
Running to the edge & inputting Vision is a decent option to try, but that's only if they don't grab the ledge first by snapping to the ledge which will leave you open to being punished unless they're hasty & don't think about Power Vision's ridiculously long counter frame window or something along those regards. Dash Vision would gimp much more effectively though if not KOing them alike Vision & Power Vision. And Erico you know I'd do this to any Shulk that recovers unsafely with Air Slash . Like Zatch mentioned, Speed Shulk running to the ledge from afar & using Vision sounds like hotness. And like he also mentioned, not every damaging hit-box recovery will be punished by the Visions but that's something to experiment with for future MU discussions.Assuming that they haven't reached the ledge, Vision would potentially horizontally gimp them without their second jump (or simply KO them, in the case of Power Vision). I could see it being useful against Zero Suit Samus, Marth, Lucina, Ike, Charizard, and opposing Shulk.
It definitely holds promise for Jump becomes predictable for edgeguarding.
- I find it risky activating & keeping Smash active when I feel I'm fishing too hard for the KO or if I have the strange unsettling feeling I cannot secure the KO with the risk I put on myself. For a % example, I'd say above 80% is stretching it. The risk with me playing as Smash Shulk is that it naturally creates the unsafe feeling using most if not all of his moves except for grabs given you're not being fishy & open about 'em.- At what % are you on when you find activating Smash Art to be too risky?
- Maybe I don't understand how much the Rage Effect scales knockback, but how do you guys factor it in to Shulks playstyle? I've noticed I don't even consider my own Rage until right after I get a Shield Vision or Buster kill, so I'm not quite sure how to correctly utilise it. Shulk's kill moves are laggy so it's risky when you're on a high %.
- When the opponent is on a high%, would you consider Jump + edgeguarding as equally threatening as Smash?
- What do you think about using Speed against fast characters? Does it let you keep up, or are you still going to get outpaced?
- What do you think of Shield mode usage when you're losing?
I'd opt to use Smash if it meant I had the lead & could potentially seal my opponent's stocks, unless you meant to say that we're both at high % and equal stocks then I'd agree. Something I'm realizing about Smash Arts especially Decisive Smash is when both my opponent & I are at low %, and I get the first FAir to connect, usually I can follow with another FAir given I'm drifting to chase them. Smash Arts can seal a stock through gimping the player at very early percentages which is heavily favored for the characters with mediocre or flat-out bad recovery. Not only that, Smash Shulk or the custom Smash Arts for that matter can escape out of multi-hit Jab combos or from a two-hit attack such as Link's FSmash as well as Shulk's FSmash when we ourselves are at a high %. Putting ourselves in a bad position in order to lead the opponent on the notion they could KO us could lead to their downfall if we decided to jump up & FF down with a BAir to blast their future away.I'd like to clarify the use of Smash and Shield, since I feel they are the most misused Arts.
Smash shouldn't be used when you're both at high percentages; this literally doesn't change the situation, except making it more dangerous for both parties. In that case, the outcome depends on solely outplaying the opponent, which.... Is the exact same thing as before. The goal of the Monado Arts is to put yourself at an advantage, which Smash doesn't do in a mutually high percentage situation.
Shield, on the other hand, has two purposes; dragging out a stock, and getting out of combos. It'd be more appropriate to change to Shield in the former situation of high percent / high percent, as that will give you the advantage, since you have rage and they need to work a lot harder to KO you.
Against opponents with damaging recovery moves, I have been thinking of running to the edge and using Vision right after I reach it. Has anybody been doing this? Any thoughts on it?
Might want to provide some examples, since "damaging recovery moves" is kinda vague. Captain Falcon's up B (without customs) can do damage but will never ever activate Vision.
In general, I think edgeguarding with Vision is less efficient than some of our other options, in certain contexts. Run -> Vision works great in Speed though.
Against most recoveries Vision will actually be worse for gimping than f-air or maybe even tipper b-air. The trajectory is extremely lenient. All you have to do is hold up towards a corner of the screen.
I'll ask you to elaborate on how it's useful against Zero Suit's recovery. If you're talking about using it against her Flip Jump, even Forward Vision whiffs against that.
Marth and Lucina can both auto-sweetspot, so countering the hitbox that extends ever-so-slightly above the ledge when they do it just leaves Shulk wide open.
Vision is okay against the recoveries of Ike and Shulk. Not outstanding like angled f-smash though. Against Shulk I'd usually just go for a d-air gimp if possible, but if he's likely to panic airdodge I'll just bait and punish depending on my art. We can completely trash Ike's Aether with a number of options. His Quickdraw is what you should counter, since it stops him in midair upon collision. Because of that fact even Vision in the air connects reliably.
Running to the edge & inputting Vision is a decent option to try, but that's only if they don't grab the ledge first by snapping to the ledge which will leave you open to being punished unless they're hasty & don't think about Power Vision's ridiculously long counter frame window or something along those regards. Dash Vision would gimp much more effectively though if not KOing them alike Vision & Power Vision. And Erico you know I'd do this to any Shulk that recovers unsafely with Air Slash . Like Zatch mentioned, Speed Shulk running to the ledge from afar & using Vision sounds like hotness. And like he also mentioned, not every damaging hit-box recovery will be punished by the Visions but that's something to experiment with for future MU discussions.
And to note this, Forwarding the Vision counter will never hit the opposing character grabbing the ledge unless they overextend themselves not grabbing the ledge & end up behind us somehow.
Oops, I need to clarify. What I am thinking of is running off the ledge, and then using my counter. Sorry for not wording that so clearly (@ AlvisCPU understood though ).Assuming that they haven't reached the ledge, Vision would potentially horizontally gimp them without their second jump (or simply KO them, in the case of Power Vision). I could see it being useful against Zero Suit Samus, Marth, Lucina, Ike, Charizard, and opposing Shulk.
It definitely holds promise for Jump becomes predictable for edgeguarding.
That last bit is the reason I'm not immediately drawn to the idea. Coupled with the fact that aerial vision is so unreliable in terms of hitting the attacker, landing the counter might be swinging right by the recovering opponent and falling gently to our doom. I don't think it will be as viable of an option as Lucina and Marth's off-stage counter.If it whiffs, I know that you should be able to recover. You need to use your air jump to recover with AAS, though. Hopefully, vision would slow the opponent down enough so that it hitsbefore they reach the edge and grab on. However, I'm not sure about recovering if Vision activates.
Oooh, I'm curious about this research of yours. Care to share more specifics? I don't know if I can help without a WiiU at the moment, but this sounds quite important for safer Buster use.I like this. Crouching + Shield is a great thing if you know you're going to get hit. Moments I think of are when you want to fall to the floor & Vision counter but you only crouch instead while taking a hit makes you survive for even longer. However, an issue with crouching is the different types of flinching that happens. The tests I was doing with Buster Shulk's on-hit safety (this is still going on & I could use help with this too btw <3 <3) with & without the character crouching against the attacks lead to interesting results. For one, if a character crouched against certain moves, it'd be worse to crouch than not crouching at all since the character will slide across the floor performing a kneeling flinch animation. The obvious second result would be the crouching character reduces knockback & recovered quick enough from it to punish with a Dash Attack or something. So yeah.
1. Depends largely on the match-up. Some characters can't kill all that well and rely on gimps to get the job done. But we have Jump art. Regardless, at our normal death percents, you're still only at real risk against your opponent's usual kill options. Everything else will just be setting up ledgeguards or juggles as they would otherwise. But since Shulk becomes so light I would begin to worry about the use of Smash art at around 70%, typically.- At what % are you on when you find activating Smash Art to be too risky?
- Maybe I don't understand how much the Rage Effect scales knockback, but how do you guys factor it in to Shulks playstyle? I've noticed I don't even consider my own Rage until right after I get a Shield Vision or Buster kill, so I'm not quite sure how to correctly utilise it. Shulk's kill moves are laggy so it's risky when you're on a high %.
- When the opponent is on a high%, would you consider Jump + edgeguarding as equally threatening as Smash?
- What do you think about using Speed against fast characters? Does it let you keep up, or are you still going to get outpaced?
- What do you think of Shield mode usage when you're losing?
Obviously a lot of these are dependent on the match-up and opponent, but it would be great if I could get some thoughts.
Ah, now I get it.Oops, I need to clarify. What I am thinking of is running off the ledge, and then using my counter. Sorry for not wording that so clearly (@ AlvisCPU understood though ).
Vision stops vertical/horizontal movement when used in the air. What I imagine is running just off the edge, using vision, and then Shulk just slowly falling down, near the stage. As he falls, his hurtbox is blocking the edge, so any characters that have damaging recovery move without command grabs (@ Zatchiel ) would activate Vision.
Some characters I am imagining using this against are Fox, Falco, Shulk, Mario, Ness, etc.
If it whiffs, I know that you should be able to recover. You need to use your air jump to recover with AAS, though. Hopefully, vision would slow the opponent down enough so that it hitsbefore they reach the edge and grab on. However, I'm not sure about recovering if Vision activates.
I get really apprehensive at using Smash because of the drawbacks, in addition to it screaming your intentions to the opponent. So sometimes I find myself tossing up between using Jump or Smash, wasn't sure if one was consistently better than the other in certain situations. My own thoughts would be that Smash would be better than Jump if you're at low %, because of the damage risk that Jump brings. When both at high%s probably best to go Jump if Shield's out. As Maple42 said, nothing to gain from Smash if you're both in each other's kill range anyway. I reckon it'd depend on the match-ups too. If they're already offstage then probably Jump > Smash, but maybe Smash if you're not going deep for the edgeguard?.3. I don't really understand the question. Both can be plenty threatening if the opponent is offstage.
I will answer this in a while.Found something really... interesting with Shulk dittos on Battlefield.
Only works at 0% - 15%. Under a Battlefield platform in the sides, do an Up-throw to a fellow Shulk to realize that the mate ends up standing on his feet on the top.
What's even more weird? This only works at 1x speed , Yeaaaaah slowmo just screws it up and he receives knockback from up throw. Watch till the very end to see when I change the speed and reset %s
Explanation needed.
lol
I dunno why reduced speed makes it behave like that (slowing down the game makes funky things happen) but he just lands on the platform because the throw has next to no knockback at those percents and happens to place him in the perfect position for him to land instantly.
basically every character has a collision box at their feet that decides when you're landing (It was knees in melee and PM)
it's like a detector
it seems the uthrow does just enough knockback to put this detector just above the battlefield platform
The lowered defense doesn't really outweigh the benefit of Jump. If you end up in a combo while in Jump you can deactivate the art and still have as much kill potential as you had before, since that isn't affected between vanilla and Jump. You have more potential kill options to work with while Jump is active, but only in the case of aerial chases. So if you're concerned about risk, vanilla is safer than either Jump or Smash.I get really apprehensive at using Smash because of the drawbacks, in addition to it screaming your intentions to the opponent. So sometimes I find myself tossing up between using Jump or Smash, wasn't sure if one was consistently better than the other in certain situations. My own thoughts would be that Smash would be better than Jump if you're at low %, because of the damage risk that Jump brings. When both at high%s probably best to go Jump if Shield's out. As Maple42 said, nothing to gain from Smash if you're both in each other's kill range anyway. I reckon it'd depend on the match-ups too. If they're already offstage then probably Jump > Smash, but maybe Smash if you're not going deep for the edgeguard?
slowmo affecting it doesn't seem all that weird. I remember trying to get a 999 combo in Brawl Training with Lucario's Aura Sphere charge.Found something really... interesting with Shulk dittos on Battlefield.
Only works at 0% - 15%. Under a Battlefield platform in the sides, do an Up-throw to a fellow Shulk to realize that the mate ends up standing on his feet on the top.
What's even more weird? This only works at 1x speed , Yeaaaaah slowmo just screws it up and he receives knockback from up throw. Watch till the very end to see when I change the speed and reset %s
Explanation needed.
Ah, oh well about Fox and Falco. I tried that with power vision as well, and it did not work. Neither did dash vision. But yeah, it's deadly if you counter the start up of his up B!
So here's my (rather poor quality, sorry) first impressions about the offstage vision as a tool for edge guarding that @ erico9001 brought up.
A brief summary of what I cover in the video, plus a few more notes:
- Fox And Falco are the best candidates for this, since they are quite vulnerable during the start-up time of their up special
- Doing this directly in front of the ledge does not work (unless you've ledge trumped them or something similar). The start-up time before Shulk swings the Monado means they'll still grab the ledge and have invincibility.
- You should be trying to hit them right before or a few moments after they start flaming, so they aren't moving when the counter activates and you should hit them.
- Countering on the outside of Fox/Falco can lead to stage spikes, which is more guaranteed to kill if they miss the tech, but of course can be teched.
- The tactic is best used in Jump, as you don't have to be afraid about recovering if you swing and miss. Missing here turns your edgeguard into their edgeguard.
- Make damn well sure you have your double jump. I found hopping off the stage the best way to pull this off since it gave me more time to wait for Fox to start his up-special than just falling off the stage.
- If you and your opponent go back and forth with missed edge guards and you keep trying to do the Vision counter, you will lose due to the active frame loss you will suffer from abusing Vision.
- Other characters who this may work on with quick testing include Link and Toon Link (timing has to be essentially a read since the move is faster upon start-up than Fox and Falco) and Bowser (easier than Link/Tink since he has a large hurtbox, and doesn't seem to consistently sweet-spot the ledge upon recovering)
What does everyone else think? And (aside from the obvious lack of capture card and good editing software) what should I do to improve if I ever did another little summary video like this?
From the sound of it, it seems really solid. I still need to get my ledge trumping to reverse air slash correctly (circle pad johns )One thing I've been playing around with is ledge trumping. I'd like to hear what others think of it.
I've mainly been working on trumping the ledge right when they recover to it, then using the very few frames of commitment from a ledge trump done right away to reverse air slash. I had someone help me test it and I find especially in Smash I can kill really really early even without rage. It feels really solid.
It is not new to this thread, but it can be useful. It is Shulk's best ledge trump option; however, the inputs can be tough. Advancing Air Slash will not be able to survive doing this, but ledge trumps don't occur often enough to make that much of a loss.One thing I've been playing around with is ledge trumping. I'd like to hear what others think of it.
I've mainly been working on trumping the ledge right when they recover to it, then using the very few frames of commitment from a ledge trump done right away to reverse air slash. I had someone help me test it and I find especially in Smash I can kill really really early even without rage. It feels really solid.
Yeah, I need to get better at not moving out of a MALLC right away . I am not allowing for the invincibility frames, because it is habit for me to walk out of a landing on the ground.From the sound of it, it seems really solid. I still need to get my ledge trumping to reverse air slash correctly (circle pad johns )
Been toying around with MALLC again. I think I've been getting more benefits from abusing the invincibility. Sometimes when you act out of it, Shulk's bad frame data strikes and there's a small chance you'll get beaten to the punch by characters like Mario or Sheik (both characters have amazing frame data) despite the landing lag being cancelled.
What about Ike? Does countering Quick Draw do anything? It seems like it would, given that Quick Draw stalls Ike for a secondAh, oh well about Fox and Falco. I tried that with power vision as well, and it did not work. Neither did dash vision. But yeah, it's deadly if you counter the start up of his up B!
Dash Vision doesn't actually send you very far if activated in the air... so it seems viable for this strategy too.
Power Vision is also great.
Something to keep in mind about this strategy is you want to fall into the recovery, or you will miss. You need to be higher up, or you will fall too low below the recovery. Also, be sure to use the move far away from the edge if they snap to it (most do).
I'm testing all of these with power vision.
Works great against Ness. I am sure this kills at incredibly early percents. Even the time when I timed the counter to soon, since he hit the counter, his recovery distance was shortened.
Works deliciously against Donkey Kong. On FD in training mode, it kills him even before 70% damage.
Against Charizard, it can work if he recovers low. You might hit him during his super armor if you activate at the way start of his recovery move. If you activate near the end, you won't hit him, as he will grab the edge. Overall, it can work against Charizard, but it's hard.
It works well against Link if you use it high enough above him, otherwise he will get out of the way of the move. The other option is to use it behind him, as the sword spins around him. You will counter backwards and stage spike him. The same is true for Toon Link, but the lower range on his move makes it a bit harder to run into with the counter.
Works well against Samus if you are far enough from the edge.
I can't get the opportunity to test it against ZSS... Does not work for Marth, and you would want to gimp him with Fair anyways. No for Ike. Apparently he has super armor at the way start of his up B, and that is the only time it would work. It does not slow down Wii Fit Trainer at all. An off-stage counter on her soccer ball might work, though. Does not work on Mario. Does not work on Doctor Mario.
Works really well on Luigi's cyclone down B! Nice way to respond to Luigis recovering low. You might take 1 damage with minimal knockback, which ends the counter immediately after it hits him. This makes it even easier to recover. It works against Luigi's up B only at the top and if he does not snap the edge.
Excellent against Peach's umbrella. You might take 1% damage/tiny knockback.
The move is extremely good against Bowser's up B. When your counter hits him, you will take 3% damage/tiny knockback, like Luigi and Peach.
I am having a hard time testing against both Wario's up B and his bike. No idea. Can't get it to work against Game and Watch too.
Works against Little Mac's up B (he doesn't snap to the edge). Can work on his side B, but why not use Fair instead, as it does not require his hitbox to hit you
Meta Knight does not seem to work. Might work if he activates it at the loop he makes, but GL.
You cannot counter Yoshi's egg mid-air.
This works against Mii Brawler's piston punch. However, I don't feel like testing all the other miis and their recoveries.
So, power vision works against:
(piston punch)(probably)
Unsure about:
Also, unsure about custom recoveries. Probably works against any slower custom recoveries.
Edit: Also, vision does not slow down horizontal movement as well as I thought it did. Usually best if you jump off the stage.
Recovery is not an issue as long as you have your air jump. I was able to recover with just the first strike of advancing air slash.