Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Definitely not arguing otherwise. I have some interesting ideas though with the moves though but I'll test that when I actually get toYeah, but it's practically useless.
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Definitely not arguing otherwise. I have some interesting ideas though with the moves though but I'll test that when I actually get toYeah, but it's practically useless.
This happened to me once, but **** Dreamland. I always strike that stage when I canHave any of you had issues with Air Slash getting stuck underneath Dreamland? It happened to me multiple times yesterday and it was just ughhhh. If you line up Air Slash even slightly wrong while recovering from below the ledge, you get stuck under the stage. I'm starting to think Dreamland might be bad for Shulk because of that. What do you guys think?
It's good. Risky, but good. It's one of Shulk's better killing options especially in Smash artAlso, how good is ASOOS? (Air Slash Out Of Shield)
yes, but it does not work truly against many characters.Saw that jab 1 > AS was a true combo according to the combo thread. Can this be used as some kind of safe kill-confirm?
The only time I really use DA is in shield art, as the animation doesn't slow down, so you dash forward at normal speed. Often times my opponent is caught completely off-guard off-guard on account of the sudden increase in speed.So dash attack sucks. Yeah. Cool stuff, BUT buster and smash dash attack are pretty good-ish. Smash dash attack kills at surprisingly early percentages so using it for land punishment isn't really a bad idea at all to be honest. If anything, I'd suggest that you'd use this more to punish landings. Actually, it's kill power is really good, I'd even say that it's good enough for it to make smash art dash attack a "3/5" or a "3.5/5" if anything. Buster art dash attack is kinda worthless at earlier percentages since it's really unsafe on hit. Once you reach mid-percentages up, buster dash attack sets up really well into other attacks despite its end lag
So whoo. Some appreciation for dash attack. Still sucks tho outside those 2 arts and maybe shield art. This is fit for the moveset thread but I felt like posting it here since anything good about dash attack is worth posting here tbh. Don't kill me for being slightly positive about dash attack plz. I just wanna find some decent or good uses from this ****ty move. Lol
But let's all remember that frame 15 is frame 15 so yeah BUFF PLZ SAKUWHY
NoWill a frame 8 hitbox beat a frame 7 grab?
oh well, that's a shame. I don't know exactly how rage works but does it affect the jabs aswell?yes, but it does not work truly against many characters.
I haven't tried it out in games yet, but this is a good reminder to me to try and pull it out in friendlies. Same with the Buster Dair -> F-Smash.oh well, that's a shame. I don't know exactly how rage works but does it affect the jabs aswell?
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Anyway do people know how easy it is to MALLC SH U-airs? It's almost automatic for getting that strong hit, as long as you input SH > special > U-air as quick as you can, you'll MALLC it almost perfectly. Another great thing is that it's much easier to land it on grounded opponents than when coming from higher up, and the time it takes (at least for me) to get from pressing the b button to pressing up and a usually means that strong hit is as close to the ground as possible to get those shorter oppenents. Like in training mode I was able to land it on someone like fox 98% of the time, where I'd usually have a much harder time getting him when I was coming from higher up or when not MALLCing. Even short characters like jigglypuff and metaknight were relatively easy to get, with the exception of kirby. The weak hit also isn't big deal since it's usually to high up to hit a grounded opponent unless you're directly on them, as in literally, the character models have to look like they're part of the same thing for the weak hit to register.
Back to the point, U-air > Jump MALLC > U-air is a very easy true combo to land once you get that strong hit U-air, and it starts killing at about 50% for the lightest characters and at about 75% for the heaviest characters and there's about a 20-30% window depending on the character (although there might be blind spots in percentage as the later percentages use the sourspot of U-air to kill). Seeing as U-air > U-air is a true combo for jump even without MALLC (19 frames of landing lag from memory), you have quite a large window to get that second U-air with jump MALLC. So I was wondering how safe this option is, obviously if you don't hit anything you'll suffer a little bit of endlag but that would hopefully be because of a spotdodge or roll which should mean that you're safe, although there are still plenty of other options which they could use. I'd imagine it would be safe on shield so you might even be able to grab them if you hit it, (or possible shield break with f-smash if it's shrunk a bit). Has anybody tested this or got anyway of testing safety? I mean it's a pretty high reward and if the risk isn't too high it could be a decent optiont to use to snag an early stock. And it's not like you're locked into doing an U-air, if you see them jumping towards you, a F-air could shut them down and if they somehow airdodge just U-tilt, just things like that.
Last thing to note, smash art MALLC can kill a little bit earlier if you're keen for the kill, and since I doubt you'd be using smash art at percents that low, you can just wtich out and try MALLC with you're actual desired art. I've heard D-air > buster MALLC > F-smash can break 100% shields, so could a similar thing be done with U-air except for slightly diminished shields if we're not immediately looking for the kill, like if our other arts are on cooldown for example?
tl;dr: SH jump MALLC U-airs might be viable for an early kill using U-air > Jump MALLC > U-air if someone could test out how safe it is.
Definitely, this works wonders if the opponent is expecting a mallc aerial attack. If you think you'll have time before their punish option, you can even have Vision up.The opponent goes for the punish seeing the air dodge near the ground, but MALLC makes it so you can shield or spot dodge. Then, the opponent actually finds himself punished!
Are you talking about as some kind of approach option or actually landing if you've been sent from upstage? Actually I was just toying around in training mode, and if you change to an art and immediately SH, then as long you don't hit anything with an aerial, landing lag is pretty much negated completely. This was probably already known, but it feels pertinent to this airdodge approach thing. Maybe you could do something cool with it like airdodge > MALLC intangibility frames > spotdodge so that an opponent pretty much has only the one frame before the spotdodge to punish, or do what Zatchiel said and vision. Also the other thing I was thinking was to bait it with a whiffed Fair then when they try to punish throw out a tilt of smash. Or you could do something like try to space it, so if you hit them or their shield then even though MALLC won't work you should hopefully be safe against most of the cast, or if they spotdodge or roll then MALLC will completely negate landing lag and you can chase them with whatever, especially if the MALLC is to speed. Obviously it won't always work, but maybe this could be used with succesive MALLC to throw out some baits before you finally land on your desired art? Only problem I see with this is powershielding, but even then you can mix it up by FFing to hopefully get some MALLC.I haven't tried it out in games yet, but this is a good reminder to me to try and pull it out in friendlies. Same with the Buster Dair -> F-Smash.
Something in my mind lately has been the thought of purposefully air dodging into the ground near an opponent, but with a MALLC. The opponent goes for the punish seeing the air dodge near the ground, but MALLC makes it so you can shield or spot dodge. Then, the opponent actually finds himself punished!
You can hit with the aerial in that circumstance, the only thing is it's necessary to fast fall in order to get mallc.Actually I was just toying around in training mode, and if you change to an art and immediately SH, then as long you don't hit anything with an aerial, landing lag is pretty much negated completely.
would MALLC cancel the airdodge's ending lag?MALLC'ing on shield, MALLC'ing on hit, and MALLC'ing without any hit are all different with timing. Actually, MALLC'ing on shield may have the same timing as MALLC'ing without any hit. Either that, or they are very similar. I can't tell.
You can actually do a frame perfect MALLC with an air dodge if you press B RIGHT before you short hop, without a fast fall. However, it's hard to do...
I think approaching with a MALLC'd air dodge would work best with a full hop or double jump method, without fast falling. This gives the opponent plenty of time to see and try to punish the air dodge.
yepwould MALLC cancel the airdodge's ending lag?
Hmm, well that depends. With an aerial, the opponent is pretty likely to shield grab, or use some other fast OOS option. With an air dodge, the opponent is likely to use a less safe attack, as air dodge into ground is always free punish. Considering Shulk still has bad frame data, if you see that they are going to just shield your MALLC'd aerial, you may want to go for the air dodge instead. Or, you may want to tomahawk without an air dodge or aerial.so would it be worth it to tomahawk MALLC airdodge cancel and punish their options? or would it be better to just MALLC a Bair or Fair?
Only if MALLC hasn't cancelled enough frames of endlag / the B-air hasn't been spaced properly.Isn't MALLC bair only punishable by fast chars?
I think only Falcon's dash grab can punish MALLC b-air on shieldIsn't MALLC bair only punishable by fast chars?
I for one wouldn't be able to choose. They both have their shining moments, frequently so if you like to use mallc a lot.Hmm, what's better though? A MALLC'd aerial -> Dash grab or just no attack -> dash grab? The MALLC'd aerial covers their option of charging an attack on you, but would probably make them react quicker, no?
I think buster just makes me have to be more calculating. as I know that any stray move can be punished harder then usual, only 11% more, but still. It also makes me go slower, and tack on percentage with safer moves. I sometimes use it and sometimes use speed, it is just preference and the char i am fighting.Don't know if it's just me but I'm beginning to prefer buster for dealing against campers for whatever reason. Anyone feeling the same way? I feel like I'm doing something really wrong with speed art if this is how things are going for me (maybe I'm not dash to shielding enough or something). I also use jump art for dealing with projectiles but I use buster more often and just power shield my way through. Idk. Just curious but how do you guys go about projectiles? I know that this question was asked many times but things evolve over time so.... yeah
Shulk's Discord has a pretty good Mega Man named Kam, and against him I love to use Monado Speed RAR Nairs. It really does wonders!Don't know if it's just me but I'm beginning to prefer buster for dealing against campers for whatever reason. Anyone feeling the same way? I feel like I'm doing something really wrong with speed art if this is how things are going for me (maybe I'm not dash to shielding enough or something). I also use jump art for dealing with projectiles but I use buster more often and just power shield my way through. Idk. Just curious but how do you guys go about projectiles? I know that this question was asked many times but things evolve over time so.... yeah