XeVioN
Smash Journeyman
Well this looks like a cool place.
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I believe what you're describing is known as combat walking. It's not very useful, but it's a neat trick. I'm pretty sure Ike can do it too, but don't quote me on that.Well I found something funny, but mostly useless about Shulk's (and probably many others) jab. If you whiff the second hit of Shulk's jab and hold down the button, he almost immediately starts his jab 1 again instead of going to jab 3 from tapping it. It'd be super nice if it worked on hit but it doesn't so yeah. At least you can witness Shulk walking across the stage by kicking.
I think the main problem with MALLC right now is that it is harder to use then it is to avoid, at some point it is probably going to be a huge AT. But right now it is pretty small.I have to ask you something guys.
I wonder how useful will be MALLC in a future. Right now, I mostly have been using it as a way to steal the win KO, as most opponents doesn't know Shulk can do this, However, I wonder how to use MALLC when the opponent knows you can do it/knows the Shulk matchup, as you are probably not going to get a KO move after MALLC.
Or perhaps im missing something more about MALLC. Based on what i said earlier, I see myself only using MALLC defensively to dodge or shield if the user well knows I can cancel the landing lag.
Anyone knows other options to punish the foe after a MALLC?
Yes, the thing is that we have now is the surprise factor. But once that is gone, I suppose MALLC might lose some usefulness is netting the KOs.MALLC is useful for lots of stuff besides the surprise factor
-Also approaching without fast falling with an about to be activated buster art then f-air, landing and f-tilt is a nice shield pressure tool, but as usual optimal spacing is necessary . Also one previously mentioned with buster MALLC but instead of f- air use d-air and instead of f -tilt use f- smash, it breaks shields.
- Baiting airdodges with an actual attack instead of just a jump and cancelling it then attack them, droping the ledge inputting art doing stuff and landing is useful too, theres is a lot of stuff it can be done besides punishing lack of knowledge.
Malllc will become one of Shulk's more usual combo-starters. I'm not sure where it stands right now. Everyone seems to use it differently.I have to ask you something guys.
I wonder how useful will be MALLC in a future. Right now, I mostly have been using it as a way to steal the win KO, as most opponents doesn't know Shulk can do this, However, I wonder how to use MALLC when the opponent knows you can do it/knows the Shulk matchup, as you are probably not going to get a KO move after MALLC.
Or perhaps im missing something more about MALLC. Based on what i said earlier, I see myself only using MALLC defensively to dodge or shield if the user well knows I can cancel the landing lag.
Anyone knows other options to punish the foe after a MALLC?
Could you expand on this? Defensive MALLC feels really good to me. While it's true that it would be much stronger if Shulk had any moves with quick startup or persistent hitboxes, landing with MALLC Bair feels really safe, and MALLC airdodge seems very theoretically strong (though I haven't implemented it much).Defensive mallc is a bit meh. Especially if you're trying to do it to avoid landing traps. I'd consider it more of a last resort for that purpose, but in general, Shulk is too slow for defensive mallc to reliably do its job.
I tested this for shield breaking before the patch, and it wouldn't quite break a 100% full Captain Falcon Shield, but very close. If they held the button down just a little too long, or if the shield were at all damaged, it would pop. It'll be interesting to explore blockstring options given how safe we can be on shield with Buster.Y'know I wonder what this means for MALLC. Like, say, could we MALLC Bair into Buster into FSmash as a block string before? Would that break a shield if it worked? Hmmm...
Safe against shield, I agree. But if all we had to worry about was shield, mallc would abate the risk more, rather than making things riskier.Could you expand on this? Defensive MALLC feels really good to me. While it's true that it would be much stronger if Shulk had any moves with quick startup or persistent hitboxes, landing with MALLC Bair feels really safe, and MALLC airdodge seems very theoretically strong (though I haven't implemented it much).
No it didn't. That's something new that came with the 1.1.1 patch much like Lucario's Aura Sphere Charge & Yoshi's Down Air now preventing the opponent from dropping their shield in mid-attack.Hey guys, did buster DSmash always have enough shield stun to force an opponent to block a second hit? If not then it now has a spacing that allows for an instant shield break mostly uncharged (as uncharged as I can get testing stuff alone). If the opponent is directly behind Shulk their bubble shield (size-dependent probably: I was using Mario) will reach far enough to be hit by the first front AND first back hit of DSmash, and with even minimal charge the first back hit now (again, not sure if it did before) keeps the opponent in shield stun long enough to force them to take the second back hit, completing the shield break. And of course if you've charged moderately you don't even need a third hit to break the shield. If this wasn't already a thing Shulk's ledge pressure just got a bit scarier with proper spacing. On the other hand if they don't shield when they get up you'll whiff the first hit which will probably just give them time to jab you, but hey that's why they call them mix ups.
I feel where you're coming from. Decisive Buster & Hyper Buster were already good before 1.1.1, but I can assure that they feel even better. . . To be honest, the only solid fact I know & have experienced is Buster Dsmash as Plain Yogurt mentioned about earlier. The strong Blade first hit from the front is so strong on block that the opponent can't shield drop after the hit connects which is definitely something. Honestly we should be considering every character's oos options & their frame data much more because of the way shields got changed this patch. Standing grab & to an extent Dash grab became worse from this result so now it's more vital to be Air Slashing out of shield now whenever we can, & also take note of the characters traction / friction & the amount of shield DI they use against us. All of this comes down to whether that retreating Buster Nair was safe, or whether that pivoted Buster Fsmash pushed them far enough to get a breather.Normally, I'm not pessimistic like Shulk, but I'm...hesitant to ask this. Are you guys really sure this indirect Buster buff helps a lot, or has this been overhype without more experience?
Ever since I learned about the shield nerfs and seeing Shulkified's gifs, I was a bit ecstatic to train my Buster playstyle. But...
While those Buster gifs are there, I would like to see Buster highlights in actual matches to see if they're reliable or not. It could work with Decisive and Hyper Buster, but I want to know the potential of the standard Buster. Maybe this is too early to jump to conclusions in this different path. My opinion might change soon. I just need more experience, I guess.
- I did an uncharged Buster F-smash...then got punished.
- I did a Buster N-air...then got punished.
- I did a Buster F-air...then got punished.
- I did a Buster B-air...and it either helped me or not. I think this is the only aerial that's maybe safe.
- I played offensively (focusing on movement) against a defensive player...then got punished. Smash 4 still feels like a defensive game, I think.
Depends on your forte imo. Favorite move doesn't have to mean strongest move, but if did, then I'd go with the strongest BKB / KBG moves. Air Slash second hit has 170 KBG which gives it a HUGE honorable mention despite that it doesn't deal the most damage. I feel that Shulk's strongest moves on their own are:Question- Which attack is your favorite one to hit dazed enemies with? F-Smash should do the job, but IMO Backlash is the way to go.
:O That's evil. That's like...Metal Face territory right there. If they're too close to the ledge don't they go into a dazed fall?Or fake them out into shielding near the ledge after they recover and punish with Buster dsmash for another shield break :^)
Yes they do. Potential easy way to get an early kill: switch to Speed and walk them to the edge, switch to Buster, wait for them to recover from dazing and put up their shield then break it:O That's evil. That's like...Metal Face territory right there. If they're too close to the ledge don't they go into a dazed fall?