meleebrawler
Smash Hero
It's a sad day for Cloud when all Shulk has to do to gimp him is point his Monado towards him.
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Really? That sounds awesome! Is this because of the latest patch?Shulk can actually mallc a nair and true combo it into a running jump air slash that will kill as early as the 50s with smash art near ledge or 80s with jump art
We've always had it since it involves the use of mallc but it's pretty nice for cheesing out stocksReally? That sounds awesome! Is this because of the latest patch?
I am sorry, but I am really confused... Is this an article talking about what you can do in the time between changing an Art?It's Shulk Time, My Fellow Shulk Mains!
Here is a post regarding my findings about what fundamentally makes Shulk "tick".
(I apologize if I'm re-treading over any old ground here, my bad!)
So, to begin, I have concluded that Vanilla Shulk has an underlying elementary "unit of time" to all of his basic movements, which is defined as follows:
"The duration of time (inclusive) between initiating an art cycle (to the next available art; i.e. upon immediately pressing [Special], a semi-transparent, lens-flared Kanji pops into existence) and the art cycling rest state (i.e. when the selected Kanji becomes fully opaque/non-lens-flared but cycling hasn't finished nor has activation occurred)."For brevity, let's call this "time unit" the "Monado Art Beat" or MAB/Art Beat since the animation it corresponds to looks like a heartbeat and is a memorable pun! (What a bunch'a Jokers!)
So how does the MAB (in terms of time) correspond to Vanilla Shulk's movement (in terms of distance) with respect to the main platform, you may ask?
WHY IT'S ELEMENTARY, MY DEAR NOPON!!!
"Fundamental "distances" which equal integer amounts of "MAB" (< 3 required for MA selection's duration )".
0 MABs/ArtBeats = "DAB" or Down (Art) beat (i.e. press [Special] IMMEDIATELY right before initiating any another other movements)
1 MAB/Art Beat = "MAB" (i.e. single Art Beat delay, then actually use selected art!), teabag (stand-->crouch-->stand), 2 full-tilt walking strides, 1 full-tilt running stride, "hang-time" (duration after reaching jump-apex before
you can fast-fall for ANY jump), short hop (rise or fall) (*1), full hop (fast-fall to ground), Smashville/Battlefield side platform (fast-fall through to main platform)
2 MABs/Art Beats = full hop (rise or fall) (*1), full hop-->double jump (fast-fall to ground), Smashville/Battlefield side platform (fall through to main platform), Battlefield top platform (fast-fall through to main platform),
MAB/teabag-->short hop (rise)
Simply adding up combinations of these aforementioned fundamental distances/MABs,
Shulk can now plan out advanced techniques with greater ease than ever before!
*3 MABs/Art Beats* = MA selection's duration (MA appearance-->MA activation), wherein:
Monado Art Landing Lag Cancel (MALLC) Opportunities (*3) (*4)
DAB-->short hop (rise + hang-time + fall), DAB-->[full hop (hangtime + fall)], DAB-->[short hop->double jump (hangtime + fast-fall to ground)],
MAB-->Smashville/Battlefield side platform (fall through to main platform), MAB-->Battlefield top platform (fast-fall through to main platform),
DAB-->Smashville/Battlefield side platform-->short hop (rise + hang-time + fast-fall to main platform), DAB-->[Smashville/Battlefield side platform-->full hop-->double jump (fast-fall to main platform)],
When starting on Battlefield's top/side platform-->DAC-->run off platform-->fall to side/main platform, etc...
Turnaround/B-reverse/Wavebounce Opportunities
DAB-->short hop-->double jump (rise), DAB-->short hop (fall)-->land-->short hop (rise + hang-time),
MAB-->full hop (or double jump) (rise), MAB-->short hop (rise + hang-time), MAB-->teabag-->short hop (rise),
DAB-->2 running or 4 walking strides (*2)-->short hop (rise), DAB-->teabag-->1 running or 2 walking strides (*2)-->short hop (rise), DAB-->teabag-->teabag-->short hop (rise)
Monado Art Dash Cancel (MADC) Opportunities
DAB-->3 running or 6 walking strides (*2) , MAB-->2 running or 4 walking strides (*2) , DAB-->teabag-->2 running or 4 walking strides (*2), MAB-->teabag-->1 running or 2 walking strides (*2)
The following MAB (> 3 required for MA selection's duration) guidelines can also be used for potential setups of aformentioned Shulk techniques:
4 MABs/Art Beats = full hop (rise + hang-time + fast-fall) =======> For MALLC, you want to DAB exactly halfway through the full hop (rise)
5 MABs/Art Beats = full hop (rise + hang-time + fall) =======> For MALLC, you want to DAB before the apex of the full hop (hangtime)
6 MABs/Art Beats = short hop-->double jump (rise + hang-time + fast-fall) =======> For MALLC, you want to DAB before the apex of double jump (hangtime)
7 MABs/Art Beats = full hop-->double jump (rise + hang-time + fast-fall), =======> For MALLC, you want to DAB before the apex of the full hop (hangtime)
8 MABs/Art Beats = Smashville/Battlefield side platform-->short hop-->double jump (rise + hang-time + fall to main platform)short hop-->double jump (rise + hang-time + fall) =======> For MALLC, you want to DAB during the double jump (fall)
9 MABs/Art Beats = Smashville/Battlefield side platform-->full hop-->double jump (rise + hang-time + fast-fall to main platform)
10 MABs/Art Beats= Smashville/Battlefield side platform-->full hop-->double jump (rise + hang-time + fall to main platform)
etc... [ Note: Keep in mind that on Battlefield the same vertical distance exists between the side/main platforms as with the top/side platforms, so the exact same # of MABs/Art Beats will also apply in the latter case ]
Notes: (*1) Shulk's Jump-squat animation is 5 frames, however the window for MALLC/B-reverse/Wavebounce is ~5 frames due to the nature of special moves/art activation, effectively negating slight time discrepancies.
(*2) Also, his initial dash's 1st running stride is slightly longer than his subsequent running strides, so either account for a slightly later DAB/MAB or only begin selecting your art when already in a full-tilt run.
(*3) Obviously shield/hit stun upon landing an attack messes up the timing of MALLC, so inputting a DAB slightly later than usual should compensate for this,allowing you to safely pressure shields from a distance with, say, a short hop delayed-DAB (right after pressing jump) b-air on shield into MALLC.
(*4) Shulk's Fair and Bair do not effect his fast-fall momentum, meanwhile his Nair, Dair and Uair all will slow down his fast-fall momentum (aerial breaking), so keep this in mind when landing MALLC (especially upon shield/hit stun); It's definitely possible to reapply fast-fall after your use those specific aerials.
You can easily verify/confirm any of these specific timings for yourself by empty cycling MABs while performing these movements!
(Though be mindful of the "states" in which Shulk is unable to cycle his arts, like during the falling through animation for example)
(For example, the total duration for a full-hop from ground to ground should be exactly 5 MABs, I recommend using 1/4 speed in Training Mode)
So I definitely put quite a bit of thought, time, and effort into recognizing all of the many different setups for Shulk's Adv. Tech,
and I'm curious to hear your replies as to whether you think the Monado Art Beat or MAB is legit or not. Thanks!!!
Sorry for any confusion, I tried to edit/format my original post a bit better now; it's not an article by the way it's just something I've been researching and coming to understand for the last little while and thought I'd finally share.I am sorry, but I am really confused... Is this an article talking about what you can do in the time between changing an Art?
Thanks for the reply Masonomace!It has a neat research behind it Artatk. I like the concept of it, but I think that there's more than 3 beats so-to-speak. I could be totally wrong here just throwing that out there.
When you cycle to an art, you see that the kanji character is lit up the moment it's cycled to. Then, you see that the kanji fades & then lights up again followed by the art activating after it's lit. Going by this, the art activation would mean that it's happening when said art's kanji character would be fading again, making it 4 beats in one cycle process.
Think of it from this perspective now. An art you cycled to & selected activating, now watching an art that would be on cooldown. When the art on cooldown is cycled to & selected, the art's beating stops the moment it vanishes, followed by the art visually seen behind Shulk on the screen fades away. The 4th beat that would be there to be the activation indicator flashes, but since it's an art on cooldown the flash activation indicator is replaced with the art kanji character disappearing.
The interesting thing I've noticed about the art beating is in Training Mode. When you have the speed set to 1x 1/2x or 1/4x, it's a normal beat. However, in 1.5x & 2/3x speed, it's beating much faster. I wonder why. . .
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Personally I can't really get into a theory that Shulk's physics were revolved around the Monado arts in this kind of way. I just go by frame data & move on from there. Found here, it takes 6 frames to cycle past an art & 46 frames for an art selected to activate. Shulk Short Hop & Full Hop air time found here shows that SH = 39 frames & FH = 60 frames. So if I were to try cycling to an art while trying to immediately input a Short Hop jumpsquat & not fastfall frame perfectly, it would almost work but not quite which means you need a smidge of fastfall at the last moment IF you didn't hit anything.
The biggest question to your theory of MAB is that you have a lot of things applied to Shulk's physics but not to when Shulk flinches from taking hits or dealing hits. Dealing knockback or taking knockback including hitstun taken, hitlag from moves, or multi-hits tamper with the Monado art's activation & perhaps the MAB process. So by this, Shulk's MAB physics is basically about not getting hit. But once you get hit, it's completely different.
EDIT: ArtAtk Ahhhh please! D: Don't disprove your video!
This is a concept I've been thinking about lately as well. I am often inclined to use MALLC as a landing option when trying to get back to neutral. A weakness of consistently landing with MALLC'd aerials seems to be that if you aim for a timing that gives you advantage after hitting a shield, and you instead whiff, you are landing considerably earlier (and therefore suffering lag for longer) before your art activation. Has anyone labbed on how many frames this difference actually is? When you hit a shield, how many more frames do you spend in the air?However if you are already fast-falling as part of the MALLC timing, there is no way to compensate for shield/hit stun. Therefore, I think any MALLC that involves fast-falling during the descent before putting out an aerial will be susceptible to shield/hit stun messing up the MALLC, meaning non fast-falled approaches which can be corrected with appropriate fast-fall upon shield/hit stun will ultimately be the safer option for MALLC in general.
This is a flaw I've realized with my original video on MALLC methods - it's all for on hit. It actually does make a huge difference if they shield it. If they shield, the hitlag you experience is more similar to if you didn't hit anything at all. You CAN actually MALLC Dair and Uair both hits on shield.This is a concept I've been thinking about lately as well. I am often inclined to use MALLC as a landing option when trying to get back to neutral. A weakness of consistently landing with MALLC'd aerials seems to be that if you aim for a timing that gives you advantage after hitting a shield, and you instead whiff, you are landing considerably earlier (and therefore suffering lag for longer) before your art activation. Has anyone labbed on how many frames this difference actually is? When you hit a shield, how many more frames do you spend in the air?
I see what you're thinking, but it works the opposite way. If you are going for an on hit MALLC and they shield instead - you will hit the ground too soon rather than too late. Fast falling is the opposite of what you would want to do in the situation. If it was the inverse situation, where you plan to hit a shield and see them unshield, you could fast fall if you had a quick enough reaction time.Based on the whole shield hit thing, this makes me wonder: If you're going for the regular MALLC timing, but see after you've already committed that the foe is going to shield, could we fast fall to make up the difference? If so, that could really make a difference in making MALLC even safer.
Some people are saying that MALLC isn't that useful. I find it kind of weird, as MALLC seems like a pillar of Shulk's Metagame. Why do you think this is? I find MARC to be rather useful, but not nearly as much as MABC or MALLC.I see what you're thinking, but it works the opposite way. If you are going for an on hit MALLC and they shield instead - you will hit the ground too soon rather than too late. Fast falling is the opposite of what you would want to do in the situation. If it was the inverse situation, where you plan to hit a shield and see them unshield, you could fast fall if you had a quick enough reaction time.
Yeah it's meant to be a visual reference, maybe a bit of internal timing and then perhaps muscle memory for inputting a jump right after.I'm trying to understand ArtAtk with his Art Beat post. I may be wrong, but how I am trying to understand it is you are using a certain beat made by the monado art for visual reference? I actually have no idea what this art beat is. Or is it all internal timing?
A few quick tips:Good news:I have my first tourney to day (wohooo)
Bad news: First round I play the best shulk in Memphis
Halp me not get slaughtered please. (I play greninja)
Too late got bodiedA few quick tips:
If Shulk is in buster and he's spacing well, a good amount of his attacks are safe on shield, so keep that in mind.
Shulk's Airslash can't usually sweetspot until the second swing, making it possible for Hydro Pump to gimp him. The threat of this option might force him to recover high, where you can go for anti-airs.
Shulk has no projectile while Water Shuriken is a good harassment tool. Use it to fluster the Shulk into doing something unsafe. (Of which many of his moves are on whiff.) If he's as good as you say though he'll be very patient and maybe try to use speed to rush down your cooldown.
I'm not super knowledgeable on Greninja so I hope this sort of helps. And if you've already played the match...sorry. Also if you knew to do all this stuff already...sorry.
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ANYWAYS something kinda cool. I decided to try and check out the safety of our buster attacks. No exact frames or anything. Just seeing how early opponents could act compared to us. Well what's kinda cool is that the strong hit of UAir is really close to positive on shield. The bad news of course is that landing strong hit Uair on a grounded opponent is a freaking hassle, but it is something to keep in mind and I'm sure it'd be beneficial on platform attacks in some way. Could maybe frame trap a Back Slash? Just kind of a cool thing.
There was a video on Reddit where a guy found out a way to use an aerial really early out of Ledge-jump. I think it would work really well with Shulk.I've been using rising nair quite a bit in my gameplay recently and I think it has hurt my neutral quite a lot. My original thought was that repeated rising nairs can put out a lot of hitboxes to stuff approaches, but really, all one has to do to combat this strategy is run up, perfect shield the front hitbox, and punish. Once Shulk commits to a rising nair, he is stuck for quite a while. The time from when nair passes its front hitbox to when Shulk recovers from nair's landing lag is ample time for punishment. Rising nair could be good when retreating, but as Plain Yogurt said, fair is generally a better option in this scenario. Rising nair's best use in my opinion is blocking projectiles such as Link's arrows. There's a full list of projectiles that get canceled by nair somewhere in these boards but I forget where it is.
Nair can be quite good from ledge-jump because the later part of the hitbox swings around behind Shulk and can stuff punishes.There was a video on Reddit where a guy found out a way to use an aerial really early out of Ledge-jump. I think it would work really well with Shulk.
Back around December of 2014, I was performing running to skid with Shield art because I saw the difference in Shulk's movement right away. This is why I've been doing this for over a year now, because in Neutral you can throw off the opponent in close quarters with Shield art. So while most of the time you want to be fairly spaced away at mid-range with Shulk, it's plausible to be doing this with Shield art in close quarters!Interesting...so while Shield kills our speed, it gives us more...control, I guess is the word? That art looks stronger than its initial perception every day.
You want to use 61 pages of information for your shulk video?I'm making a shulk video, can I use the information in this thread?
I will cite everyone of course
It's gonna be a long videoYou want to use 61 pages of information for your shulk video?
Yeesh. .good luck
Be sure to link it when you're done, i'd like to see it.It's gonna be a long video
its going to be a very high quality video. im good at editing, and im confident in my skills to produce results.Be sure to link it when you're done, i'd like to see it.