Nammy12
Smash Lord
New movement options for speed Shulk.
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Pretty sure the answer here is no. No matter how tight your timing is, you'll still be entering landing lag after your aerial, which precludes retaining its momentum. Also, given how Monado Art Dash Cancelling works, I'd expect grounded art activation to mess with your grounded momentum in ways that prevent that.Hey, would sliding pivots be able to be used with MALLC?
This is legitimate. Does actually slide farther than just waling -> grab. Seems to be some sort of velocity slow down and then speed up when turning around on the ground. You must grab during those few moment of higher speed.New movement options for speed Shulk.
Unfortunately no. If you MALLC into Monado Speed, you would not have be at the full air speed of Monado Speed.Hey, would sliding pivots be able to be used with MALLC?
The video is wrong about one thing. You do get this effect slightly with our Nair. It's just not the full effect. It's also wrong in that Shulk does have an autocancel... the autocancel just sucks. Fair on FH.Pretty sure the answer here is no. No matter how tight your timing is, you'll still be entering landing lag after your aerial, which precludes retaining its momentum. Also, given how Monado Art Dash Cancelling works, I'd expect grounded art activation to mess with your grounded momentum in ways that prevent that.
Yeah, I know Shulk can autocancel, it's just that the window is like frame 74 or something absurd. I also didn't want people still thinking that Shulk's Nair autocancels lol.This is legitimate. Does actually slide farther than just waling -> grab. Seems to be some sort of velocity slow down and then speed up when turning around on the ground. You must grab during those few moment of higher speed.
Unfortunately no. If you MALLC into Monado Speed, you would not have be at the full air speed of Monado Speed.
The video is wrong about one thing. You do get this effect slightly with our Nair. It's just not the full effect. It's also wrong in that Shulk does have an autocancel... the autocancel just sucks. Fair on FH.
This would have the same issue wouldn't it? You wouldn't be going at full speed in the air, so when you land, you aren't going to be going the full walk speed. I have tested it out and couldn't make it work.One thing I thought of after I had already made the video is doing a B-Reverse of Monado Art Activation (I apologize if there's an actual term for this that I don't know) and then holding the opposite way to do a Sliding Pivot.
You probably wouldn't be going the same distance no, but you should still get a slide from it as long as the buffered turnaround happens. Like in this video someone made working on setups with Greninja using it he jumps in place and still gets some distance and that's similar to what I experienced when testing it. https://www.youtube.com/watch?v=78T0WLcfjhQThis would have the same issue wouldn't it? You wouldn't be going at full speed in the air, so when you land, you aren't going to be going the full walk speed. I have tested it out and couldn't make it work.
On another note, I ended up figuring out the exact input necessary for a monado art wavebounce, and did it several times in a row. It's pretty easy in training mode. However, one I went up against just a lv 1 CPU, suddenly I could not do it anymore. In fact, even B-reversing was hard all of a sudden. Perhaps it is the CPU was distracting?
Hmm, I'm not sure if I'm just confused because of the wording, but just in case, I will point out smash art does not have an improved sliding length. But yes, tomahawks and empty hops are great strategies! Very important for Shulk when being offensive.The sliding pivot looks promising. I would perhaps use it only in speed and smash art, as speed being the longest, and smash art having an above average sliding length, to get the D-throw.
Also, I can't believe why I didnt implemented empty hops in my playstyle. Previously, I had people shielding everything, now with empty hops I can go for a grab, and with smash art for the KO seems to be working for now, as people would expect I Fair them.
I suppose its wording. What I mean is, I assume smash shulk has the same length as vanilla Shulk, which the video listed it at 5.6 blocks, which after looking at others, is above average.Hmm, I'm not sure if I'm just confused because of the wording, but just in case, I will point out smash art does not have an improved sliding length. But yes, tomahawks and empty hops are great strategies! Very important for Shulk when being offensive.
It's when you jump over someone without attacking them, with the goal of getting them to throw up their shield against a nonexistent attack allowing you to grab them.I suppose its wording. What I mean is, I assume smash shulk has the same length as vanilla Shulk, which the video listed it at 5.6 blocks, which after looking at others, is above average.
Also, pardon my ignorance, but what are tomahawks?
Pretty sure they're all still punishable with poor spacing. Good spacing will prevent punishes especially with Buster.Does anyone have the shieldstun info? Like how many frames Bair/Nair/Fair have on shield now? I want to find out what is easily punishable and by what.
I've been doing this for a while and it seems to work most of the time. It works nice when you have the stock lead, though it can also serve as an easy way for the opponent to KO you if they play it safe.I'm also learning to love smash,I love those times when I am stocks ahead and out smash when we are both at high percents.Due to that rage and percent along with smash making everyone about 1.5 lighter,the next hit is a death sentence.My opponents get so scared they mess up and practically hand me the KO.
While I certainly agree that those arts are great, I wouldn't absolutely say they shut down opposing sword wielders. They certainly make life difficult, but it's also incredibly easy to start getting predictable with those arts. Any opponent worth their salt will capitalize on the predictability... So the key is to constantly mix it up. At least you added in about being ahead on stocks while in Smash mode... Good.Mobility arts really shut down other sword wielders!I used to never use jump but it's mixups and combos are so so good.I'm also learning to love smash,I love those times when I am stocks ahead and out smash when we are both at high percents.Due to that rage and percent along with smash making everyone about 1.5 lighter,the next hit is a death sentence.My opponents get so scared they mess up and practically hand me the KO.
Jinban Nice find, if only I was consistent enough with MALLC to start testing that...
DarkenedHalo115 Definitely can relate to that. I always loved speed and buster against Roy, but they love our Buster since we already take tons of damage from them. More than one Roy has told me, however, that our mobility arts make it much harder to deal with us. Thinking about how you said you conditioned them to spot dodge on tomohawks, I think you could have really capitalized if you MALLC'd into Buster FSmash, then cancelled the art before they could react. idk, just a thought.
Not atm man, i don't usually do videos but guess i'll try when all my projects are done n stuff. Don't expect high quality as use a 3ds with no capture card.Jinban that sounds interesting, but I wonder, is there some video of someone doing that? I'm afraid I can't quite picture it by reading :S
TY i ll try.Monado Jump tomahawks -> D-smash are legitimate. Hits them if they shield, air dodge, or roll around us.
Also Monado Speed buffered deactivation (walk) -> sliding D-smash works too
edit: The reason for this is they can't unshield between the hits anymore (Masonomace discovered this). The sliding distance from a jump tomahawk or a buffered speed walking deactivation keeps them from sliding out of range. However, this may depend on the friction value for each character specifically. Maybe you don't have the need for speed.
-Whether it will actually shield poke seems to depend on character. Definitely works on other Shulks, but a Greninja I faced was able to shield all three hits. Though, then it ALMOST breaks the shield... and they are left somewhat defenseless for a while...
It's surely an exhausting match up to approach. Sheik's frame data leaves Shulk in the dust. Did you struggle with anything in specific, that you noticed? Besides the obvious difference in frame data, we all seem to struggle with different aspects of the match up.But im sad of being unable to fight back against sheik, maybe i should have used more jump art to avoid getting hit and to create and opening dont know. Clearly a match up i need to learn.
This is godlike, especially at the ledge. Touching noses with an opponent in shield tends to cause them to react with a grab, unless they have a great out of shield option or an inclination to dodge. Dsmash works well for counteracting a number of those options.Monado Jump tomahawks -> D-smash are legitimate. Hits them if they shield, air dodge, or roll around us.
Hmmm, Interesting. Will try out. Sounds promising at the edges.Monado Jump tomahawks -> D-smash are legitimate. Hits them if they shield, air dodge, or roll around us.
Tried this already, its really good, not bullet proof but very reliable and im very gratefull for sharing this knowledge.It's surely an exhausting match up to approach. Sheik's frame data leaves Shulk in the dust. Did you struggle with anything in specific, that you noticed? Besides the obvious difference in frame data, we all seem to struggle with different aspects of the match up.
From what I've explored, a simple but effective tactic is just breaking down her neutral and creating openings that way. Powershield as much as you can. That's a tall order against Sheik, but even just shielding her attacks one after the other encourages more grabbing. She has to get you into the air somehow to put on her damage/juggle you. Try to stay grounded to land a grab or jab. (Forward) Vision if the Sheik is jab or tilt happy.
This is godlike, especially at the ledge. Touching noses with an opponent in shield tends to cause them to react with a grab, unless they have a great out of shield option or an inclination to dodge. Dsmash works well for counteracting a number of those options.
That would work under the condition you are pretty sure that they are not going to shield it. If they do just shield it, they would be able to punish it due to the lack of shield poke. In addition, I'm not too sure of all the the logistics. If somebody rolls in anticipation of an aerial, would we be able to land and put the hitbox out soon enough in order to hit him? Maybe if they roll last minute it would but not if they roll earlier? Under the anticipation of a roll behind, might it be better to just plan out a Bair to hit them before you reach the ground? I'm just not really sure. This isn't specific to the back hit, forward hit too. The back hit comes out even later, so to turn it around for the forward hit might even be the solution. I wish I could say exactly what would happen at this moment, but I guess we just need to test it out in real battles .I always hated Sheik. I switch to Pit instead now, as I got 2 stocked (almost JV3) against a good one and left me scarred
Any info like the above is greatly appreciated, as I couldn't pick up much on the MU thread other than perhaps being a -2 for us :<
Hmmm, Interesting. Will try out. Sounds promising at the edges.
If they are roll happy, wouldn't facing the other way and Dsmash them would hit them with the strong hit?
That's a great question - theoretically, sliding Speed USmash distance should be reduced by Speed mode's increased friction. I wonder if we get more distance after MADB if we have the same Speed, but no friction increase.You know, a thought just occurred to me... how far does Monado Speed MABD -> Run -> Up Smash slide? Certainly should go longer than the slide distance of the walk, which is already quite long, due to going at higher speed. If so, it could have similar application to Brawl DACUS. You would just need to input the up smash before you slow down, so the sooner the better.
Mm, wondering what your thoughts are on all this. I'm not by a smash game right now, so I can't test.
So basically it is a win/win situation, is there a downside? Or a way to escape?Alright guys i haven't posted here in a while but i found something which i think is interesting and I posted it on the discord chat. Here's a copy of what i said (since i'm too lazy to rewrite it):
I've been thinking about some kind of option select with Shulk involving his up air this involves either having some pretty strict MALLC timing or using some of the other methods you can use for getting good MALLC. I try to use art selection > immediate SH or FH > Immediate art selection > FF. You can also do DJ > immediate art selection > FF if its close enough to the ground. So to do this OS you have to time the up air to hit a grounded opponent. If you're SHing it shouldn't be too bad to do after a little practice. If you're FHing or DJing you want to do Uair at the apex of the jump and immediately FF. This should result in the second hitbox coming out relatively close to the ground so it can launch up grounded opponents.
Anyway what i was thinking is that we try to perfect jump art MALLC the Uair on the opponent, we press grab so that on whiff we perfect MALLC and grab, we then press jump after the grab so if we hit them then we're put into landing lag and they're sent upwards and we can then go for the kill with another Uair which is a true combo at a decent range of percents e.g. on the 3ds version it kills sheik on fd in training mode from about 60-80%. you'll often have to DJ and you have to try and hit with the first hit of Uair to ensure the combo becomes true. It can still be true at higher percents when you hit with the second hit sourspot but the percentage range is a quite tight.
to elaborate on the reasoning for this option select:
It's designed to beat shields on whiff or get the kill on hit. If the formula for shielstun is correct then we should have about 7-8 frames of shieldstun due to the 10-11 damage of a fresh uair. If the MALLC is perfect or even a few frames less than that you should still be able to act out faster than your opponent so you can grab them with our frame 5 grab which is fast enough to get them while they're in shieldstun. If we get them on hit, since there's a little bit of self induced hitstun (I think that's what it's called), then we'll unfortunately take the full 17 frames of uair endlag. However that's okay because again 2nd hit uair to uair is still a true combo on a decent amount of percentages. Apart from that there are some obvious flaws. The 2nd hit Uair has a very narrow horizontal hitbox so you have to be pretty much on them for it to hit, and they can beat you out with pretty much any attack of their own, stuff like that is the reason that you shouldn't spam this. But otherwise tell me what you guys think
tl;dr option select with Uair by perfect jump art MALLCing, grab on whiff to beat shields, jump on hit to try and get an early kill with another uair true combo.