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Meta "This is the Monado's Power" - Metagame Discussion

meleebrawler

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This is probably fairly basic and somewhat predictable, but...

Has anyone tried running past people with Speed, then Back Slashing?
 
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This is probably fairly basic and somewhat predictable, but...

Has anyone tried running past people with Speed, then Back Slashing?
That's kinda predictable

But who needs back slashing anyway with speed? It's all about the grabs and the circle pad breaking
 

Masonomace

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This is probably fairly basic and somewhat predictable, but...

Has anyone tried running past people with Speed, then Back Slashing?
If you were playing on a stage with platforms, & the Back Slash not being Back Slash but instead was Back Slash Leap (your 1st custom special), then it wouldn't be predictable.

For your idea, Shulk with Speed on would have to be played like Brawl Sonic & run past them a couple of times lightly rushing them down, but faking them out. Only then will a Back Slash from out of nowhere seem "less" predictable.

EDIT!!!: New information regarding Shulk & the OP, I made a minor update to it. BUT big news, getting confirmation from Aero, Shield mode's shield bubble is significantly stronger. As an example, Bowser's DownB Bomb move with all 3 hits connecting on Shulk's shield doesn't break his defense. This means that Shield Shulk can sit in shield for a lot longer than anyone else.
What this means for Shield:
  • Turtling with holding shield just got safer
  • Shulk's OoS options with Shield mode on improves
  • Moves like Marth's Shield Breaker, Bowser's DownB bomb, & Samus' Charge Shot aren't as much of a threat
  • On top of increased weight, & reduced % damage taken, now his ground-game is more solid defensive-wise
 
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darknight550

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I wonder if that applies to jump and buster MA making shield weaker as well? Is shield strength affected by weight or damage reduction?
 

Starfall11

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From my experience, your shield is definitely affected by the MA you're using. In Buster I have been shield broken very easily at times. And it's borderline impossible in shield art. I think there's even an in-game tip I read that says the arts have different shield strengths (If anyone reads those, haha).

By the way, my Shulk is getting pretty good. 76% win rate in my past 50 matches. But I abuse Nair way way too much. Though it is Nair, so maybe I'm playing Shulk right.

I had a question though. What are Shulk's OoS options? Knowing those would help improve my game a lot. And I mean besides the obvious shield grab when they're out of range. In particular, it's difficult to punish Zero Suit Samus's jumping side kick (I think it's her side B). But I want general OoS options too that come out fast. Thanks guys!!!
 

Starfall11

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But is it quick enough to OoS some of the faster moves on shield? What else works?
 
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I wonder if that applies to jump and buster MA making shield weaker as well? Is shield strength affected by weight or damage reduction?
All other arts have same shield strength
But is it quick enough to OoS some of the faster moves on shield? What else works?
Yep
From my experience, your shield is definitely affected by the MA you're using. In Buster I have been shield broken very easily at times. And it's borderline impossible in shield art. I think there's even an in-game tip I read that says the arts have different shield strengths (If anyone reads those, haha).

By the way, my Shulk is getting pretty good. 76% win rate in my past 50 matches. But I abuse Nair way way too much. Though it is Nair, so maybe I'm playing Shulk right.

I had a question though. What are Shulk's OoS options? Knowing those would help improve my game a lot. And I mean besides the obvious shield grab when they're out of range. In particular, it's difficult to punish Zero Suit Samus's jumping side kick (I think it's her side B). But I want general OoS options too that come out fast. Thanks guys!!!
Abusing n-air? You're doing it right

Good OoS options are AS, D-tilt, F-tilt, Grab, jab , stuff.... That's about it
 
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Masonomace

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I wonder if that applies to jump and buster MA making shield weaker as well? Is shield strength affected by weight or damage reduction?
Only Shield affects Shulk's shield bubble. MAJ, Sp, B, & Sm are all the same. And as for shield strength, I wouldn't think Weight affects that stat, but perhaps the damage reduction does, as only Shield has that boost so it may pertain to that. Before that info was confirmed by Aero, I assumed that MASh would increase Shulk's shield strength because well, by the MArt's name, it is the Shield Art.:shades: Same logic goes into Jump & Smash which are Super Smash Brothers Monado Arts made-up, so once again kudos to the Devs & Sakurai.:)
I had a question though. What are Shulk's OoS options?
&
But is it quick enough to OoS some of the faster moves on shield? What else works?
Shulk's OoS options can include these that work:
  • OoS+any tilt (Powershielding works wonders with this)
  • OoS+SH+Nair from behind or in front (From behind works better since Nair's start-up begins behind Shulk)
  • OoS+FH+Dair (Hopefully you can cancel landing with Nair on this one)
  • OoS+SH+Fair (Spacing is required)
  • OoS+JC+Vision (This is an awesome OoS option) (AND if you're using the DV Custom, it's even better)
  • OoS+JC+AS (Basically you're Marth doing this but almost better) (AND if you're using the AAS Custom, it's even better)
  • OoS+grab (common)
  • OoPS+Usmash
Take your pick.:shades:

EDIT: @ Neo Zero Neo Zero or @Hokori , may I ask pretty please to help out berserk's double post?;)
 
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Shulk's OoS options can include these that work:
  • OoS+any tilt (Powershielding works wonders with this)
  • OoS+SH+Nair from behind or in front (From behind works better since Nair's start-up begins behind Shulk)
  • OoS+FH+Dair (Hopefully you can cancel landing with Nair on this one)
  • OoS+SH+Fair (Spacing is required)
  • OoS+JC+Vision (This is an awesome OoS option) (AND if you're using the DV Custom, it's even better)
  • OoS+JC+AS (Basically you're Marth doing this but almost better) (AND if you're using the AAS Custom, it's even better)
  • OoS+grab (common)
  • OoS+Usmash
Take your pick.:shades:

EDIT: @ Neo Zero Neo Zero or @Hokori , may I ask pretty please to help out berserk's double post?;)
OoS U-smash doesn't work most of the time
 
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U-smash is a lot better than I thought. Surprisingly reliable KO move especially with speed

Oh, Xenoblaze (Soul blazer) mentioned that you can DACUS with speed activated
 
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Advancing air slash has its second slash move Shulk forward (and down a bit). Deals more damage than normal AS

Mighty air slash has incredible vertical distance but the second slash is hard to land. Most damaging AS variation

Best version's normal AS.


Oh and @ Masonomace Masonomace leaping back slash is pretty meh in non-flat stages. Also, it's a lot easier to telegraph
 
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Masonomace

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U-smash is a lot better than I thought. Surprisingly reliable KO move especially with speed

Oh, Xenoblaze (Soul blazer) mentioned that you can DACUS with speed activated
Indeed, I added DACUS to the general abbreviations portion in the OP once I noticed DACUS is a returning mechanic<3
What's AAS custom?I haven't gotten them all yet.
What berserk said. it's a well-rounded recovery move that has both a vertical reach & horizontal reach to it. It's better used when you're perpendicularly leveled with the stage's lip while recovering. I'm not exactly confident the Speed Art augment's the 2nd slash's forward advance, or Jump for that matter but we'll have to see.
Oh and @ Masonomace Masonomace leaping back slash is pretty meh in non-flat stages. Also, it's a lot easier to telegraph
I agree. For now I would only use Back Slash Leap for punishing platform landings on stages like BF, & using them nearby platforms but spaced enough to not land on them while poking the opponent on the said platform especially if they're back is turned from us. The Back Slash Leap's start-up is faster thus the hit-box airborne comes out faster too so the platform punishing idea is better suited than used for the grounded landing.
After messing with Back Slash Charge I unlocked on my friend's game, I was trying it out attempting to make use of it by recovering from mid-high air time & it's really punish-able if you land on platforms or if it's not a flat stage. However Shield Shulk using BSC is quite good because the Jump height reduction Shield decreases doesn't really affect BSC when it's huge horizontal distance & not vertical, thus Shield's setback of terrible recovery is compensated with a punish-able yet Super Armor granting horizontal option. Ofc these Back Slash Customs need to be aimed correctly to avoid missing the stage's ground.
 
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Speed doesn't increase the second slash's distance. Using my eyes on this so I may be wrong

Also, I'm starting to appreciate shield. If anything, that's the art that adds salt to the wound
 

Jabberwockxeno

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Are there any negatives to shulk's back slash leap custom compared to the default one? Because as far as I can tell in the test mode it does more damage and it could be used for recovery.
 
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Are there any negatives to shulk's back slash leap custom compared to the default one? Because as far as I can tell in the test mode it does more damage and it could be used for recovery.
It's easier to punish than normal black slash imo

It's also slightly weaker than normal back slash (Or as punishing)

Also, default back slash is best for punishing which is why it's probably the best version
 
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Masonomace

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Speed doesn't increase the second slash's distance. Using my eyes on this so I may be wrong

Also, I'm starting to appreciate shield. If anything, that's the art that adds salt to the wound
I can easily take your word for it. I was grasping straws hoping Shield really did increase the shield bubble along with Speed increasing the horizontal distance AAS & BSC did. At least I got the Shield buff news, thanks again to Aero.:shades:
AND because Shield is the only Art to have "damage reduction", I can take your word from a little while ago when you suggested to remove the Defense off from Smash mode too. So thank you once again~
Are there any negatives to shulk's back slash leap custom compared to the default one? Because as far as I can tell in the test mode it does more damage and it could be used for recovery.
It's no biggie but I'd like if you had any burning questions you want answers to, is to go Shulk's Q&A Thread.:shades:

But to answer it now since I have laid my eyes upon your post, the biggest negative that I've noticed is the ending lag. The ending lag is much longer than the regular BS. I did do an analysis based off only videos & it's in this spoiler:
Back Slash Leap (BSL)
Usage

BSL's usage favors more anti-air that stuff the opponent's approach whether they FH or SH aerials, using BSL to cover all of the air in front of Shulk. More options & usage include precise ledge-guard punishes for their means of getting back on the stage whether it's ledge-hopping, ledge-jumping, rolling, get-up, or get-up attack, BSL can cover it all. BSL used often for anti-air conditions the opponent into running forward & shielding hoping to punish you, but you bait with a grab punish. Things like that including utilizing the high jump BSL produces can avoid low-to-the-ground linear projectiles, even though some projectiles like Mario Fireball get neutralized by the EBS coming down on them.
Damage
Frontward facing damage:

Blade Portions:Grounded (close-ranged): 10% http://youtu.be/qUy2BEtszlQ?t=42s
Airborne (close-ranged)?: ??% Unknown / Needs testing
Beam Portions:Grounded (tipped): 8% http://youtu.be/HjZFi0kF-VY?t=4m53sAirborne (tipped): 9% http://youtu.be/qUy2BEtszlQ?t=33s

Bonus points on why the %'s are correct: In the GIF above we see Fox hit by the Beam's very tip right as the Monado slams on the ground hitting Fox's feet, but not his hand during his idle animation. BSL's Beam at it's maximum reach of connecting is the grounded-slam hit. It slightly increased due to the downward & slightly forward angle of BSL coming down. And Fox not being a big character with a large hurt-box affects this outcome very little. Also take notice the KB with a slashing crescent visual effect flying out.


In the GIF above, Shulk deals 9% the first time, showing the same slashing visual effect appearing but only for a very quick moment; the slashing crescent visual effect flies at a 45 degree angle this time instead of the straight-out trajectory. The second BSL deals 8% & barely hits Mario's DJ with the ground slamming attack from the Beam's portion. Below shows Shulk's BSL coming down hitting Mario right before landing, dealing 9%

Backward facing damage:
Blade Portions:
Grounded (close-ranged): 16% http://youtu.be/qUy2BEtszlQ?t=38s
Airborne (close-ranged)?: ??% Unknown / Needs testing
Beam Portions:
Grounded: ??% Unknown / Needs testing
Airborne:14%
http://youtu.be/HjZFi0kF-VY?t=6m6s
 
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ChronoPenguin

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I got combo'd to hell once in Shield from 0% thought I'd be screwed cus I ate something liek 10 attacks. took 30% damage. Was laughing my ass off.

Masonomace I checked over your Opening post but could not find information about the other benefits of Hyper/Decisive when it came to Jump/Speed/Smash. Your Hyper/Decisive chart doesn't mention KB, Fall/Run Speed/Jump Height. I don't know if you're able to get that information yourself but I am curious about what the numbers look like.
 
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I got combo'd to hell once in Shield from 0% thought I'd be screwed cus I ate something liek 10 attacks. took 30% damage. Was laughing my *** off.

Masonomace I checked over your Opening post but could not find information about the other benefits of Hyper/Decisive when it came to Jump/Speed/Smash. Your Hyper/Decisive chart doesn't mention KB, Fall/Run Speed/Jump Height. I don't know if you're able to get that information yourself but I am curious about what the numbers look like.
I think the better question is why did you use shield so early? O_o
 

ChronoPenguin

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I like to see how Shields weight and damage mitigation affects peoples ability to combo/follow-up.
Eg. When you are in a Juggle-based Grab and you Vector to the floor in shield faster than normal because of your weight and damage mitigation and then just Shield.

It's fairly interesting well at least to me, to see if certain early "combo's" are broken as a result.
 

Masonomace

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I got combo'd to hell once in Shield from 0% thought I'd be screwed cus I ate something liek 10 attacks. took 30% damage. Was laughing my *** off.

Masonomace I checked over your Opening post but could not find information about the other benefits of Hyper/Decisive when it came to Jump/Speed/Smash. Your Hyper/Decisive chart doesn't mention KB, Fall/Run Speed/Jump Height. I don't know if you're able to get that information yourself but I am curious about what the numbers look like.
10 attacks equaled 30%? Man that's surprisingly fair, thank you BasedShield & your -33% damage reduction.

And if you mean the Monado Art Chart tables in the 2nd post, those personally are not mine & they're still under work in progress by Aerodrome as he is the owner of them. Berserker01 / Hokori moved them to be in the 2nd post to be displayed here for helpful discussion & data. So I'm not able to get the info myself but I'm definitely curious of the numbers too, including other hidden aspects of game-play they affect including traction & gravity too.
I think the better question is why did you use shield so early? O_o
To establish early defensive dominance.
:troll: The best defense can be the best offense!
I like to see how Shields weight and damage mitigation affects peoples ability to combo/follow-up.
Eg. When you are in a Juggle-based Grab and you Vector to the floor in shield faster than normal because of your weight and damage mitigation and then just Shield.

It's fairly interesting well at least to me, to see if certain early "combo's" are broken as a result.
Interesting. I'd like to see if a GTFO option during their mid-combo off the throw or their grounded tilts would work after vectoring to the floor. Once you put up shield, perhaps OoS options such as AS or FV as you're grounded could work?
 
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18/12/4 (D-smash buster uncharged front)
13/9/3 (D-smash vanilla uncharged front)
14/9 (D-smash buster uncharged back)
11/5 (D-smash vanilla uncharged back)
 

Masonomace

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18/12/4 (D-smash buster uncharged front)
13/9/3 (D-smash vanilla uncharged front)
14/9 (D-smash buster uncharged back)
11/5 (D-smash vanilla uncharged back)
Thanks to the max berserk. I presume the last two lines for D-smash are the Blade portions on both hits. Added~

EDIT:
I added U-special (Beam) to the table chart along with others but for now I can vouch for the Vanilla / Jump values dealing 4 / 4 = 8%. Because I don't own the game I typed in some basic math for U-special (Beam). If you tested it already please correct me. Also, (Beam) has to connect from spacing both hits of AS. Here's my following guesstimates:
Vanilla = 4 / 4 ** These are correct
Jump = 4 / 4 ** These are correct
Speed = 3 / 3
Shield = 3 / 3
Buster = 5 / 6
Smash = 2 / 2
 
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erico9001

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I think the better question is why did you use shield so early? O_o
I was thinking about this last night. Since Shield prevents knockback, might it be good to use early on and prevent juggling? I'm thinking against someone like DEDEDE or possibly other Shulks.

Anyways, I have a new idea for edge guarding. When you are in moments when you know the opponent is going to grab onto the ledge, first space yourself out appropriately from the ledge and shield. If the opponent jumps in, either OOS AS or OOS Up Smash (AS is more likely to hit though). If the opponent rolls behind you do an OOS RAS. If the opponent attacks (it's unlikely they would with your shield up) do shield grab or OOS AS, depending on how close you are to them. If they let go of the edge then jump up while performing an aerial, your response would depend a lot on the situation. I'd imagine for most situations OOS AS would work there too, but OOS JC Vision could work too. Maybe even OOS Up Smash

It's best if you can get the second hit on the opponent with AS. You're kind of open if you can only get the first one. If you're using Jump, you usually won't get the second hit if the opponent is originally hit from the ground. You will if they are in the air though, so if they jump from the ledge then you are okay. If they roll behind you and you're using Jump, then I'm not really sure what you should do. Maybe OOS SH FF Nair if you can time it correctly, but that may be stretching it. Jump is the special case; all other modes should work normally.
 
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Masonomace

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I was thinking about this last night. Since Shield prevents knockback, might it be good to use early on and prevent juggling? I'm thinking against someone like DEDEDE or possibly other Shulks.

Anyways, I have a new idea for edge guarding. When you are in moments when you know the opponent is going to grab onto the ledge, first space yourself out appropriately from the ledge and shield. If the opponent jumps in, either OOS AS or OOS Up Smash (AS is more likely to hit though). If the opponent rolls behind you do an OOS RAS. If the opponent attacks (it's unlikely they would with your shield up) do shield grab or OOS AS, depending on how close you are to them. If they let go of the edge then jump up while performing an aerial, your response would depend a lot on the situation. I'd imagine for most situations OOS AS would work there too, but OOS JC Vision could work too. Maybe even OOS Up Smash

It's best if you can get the second hit on the opponent with AS. You're kind of open if you can only get the first one. If you're using Jump, you usually won't get the second hit if the opponent is originally hit from the ground. You will if they are in the air though, so if they jump from the ledge then you are okay. If they roll behind you and you're using Jump, then I'm not really sure what you should do. Maybe OOS SH FF Nair if you can time it correctly, but that may be stretching it. Jump is the special case; all other modes should work normally.
I can be wrong with this whole post, but pertaining to your post about Shield in a nutshell:
  • Shield health increases
  • Weight increases
  • Falling speed decreases aka you're more floaty
  • Air speed decreases
Shield decreases knockback indeed, & on paper Shield seems like a good Art to use for countering the juggling tactic, right? Actually it doesn't help because of two things: One the knockback is a hindrance, so when you're getting hit by flurry of attacks, it seems like it's more difficult to escape them or vectoring down to shield on ground or vector up to jump out. Two your falling speed decreased makes you more floaty probably having bad gravity too. It goes against the Weight increase value; Weight =/= Falling speed & because of that decrease in falling speed could be why Shield isn't a good Art to utilize specifically for evading combos / juggles. The Air speed decrease ruins your side-to-side movement which depending on vectoring to the left or right, doesn't help you in your aid but hinders you too.
BUT on the other hand, normal combos that are lead into throws that send you at a SH height, usually aren't effective when they go for their telegraphed setups & realize "oh, the knockback's weak. . .Oh god Shield mode?!". Shield Shulk versus Vanilla Shulk sounds interesting as well.

For your edge-guarding idea, I was a Lucario Double Teamer so I loved punishing edge-attacks with my counter move on reaction, though you have to know the animations of that character in order to read them completely from the future. So for your scenario of the opponent doing a edge-attack, you can opt to not put up a shield (yet), in order to bait them into hitting you, thus the Vision read can be done if they don't think twice ahead of hat particular option. If they notice you spaced but close enough to the ledge & sitting in your shield, they will think twice & find a way to edge-guard-break your strategy however it is executed. Back to Vision edge punishes, If you don't feel confident with Vision at all, then a last-minute shield to block their hit & shield+grab accordingly is fine too. I'd actually be a lot close sitting in shield facing away from their direction for testing their confidence in challengeing my edge-guard attempt, because as your previous ideal options were said, RAS OoS or Vision OoS makes Shulk turn around to punish them slowing down with the "Zone" anyhow so it's a win-win. Let's say the character has a command grab persay, Falcon or Ganondorf & they wanna grab you with their UpB move to "punish" us for edge-guarding so close, simply that's a spot-dodge & we punish them with Dsmash as they're landing since Dsmash covers anywhere they fall down to or even DI backward to snap the ledge again. OoS Utilt also works for their jumping option from the ledge.
 

erico9001

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I can be wrong with this whole post, but pertaining to your post about Shield in a nutshell:
  • Shield health increases
  • Weight increases
  • Falling speed decreases aka you're more floaty
  • Air speed decreases
Shield decreases knockback indeed, & on paper Shield seems like a good Art to use for countering the juggling tactic, right? Actually it doesn't help because of two things: One the knockback is a hindrance, so when you're getting hit by flurry of attacks, it seems like it's more difficult to escape them or vectoring down to shield on ground or vector up to jump out. Two your falling speed decreased makes you more floaty probably having bad gravity too. It goes against the Weight increase value; Weight =/= Falling speed & because of that decrease in falling speed could be why Shield isn't a good Art to utilize specifically for evading combos / juggles. The Air speed decrease ruins your side-to-side movement which depending on vectoring to the left or right, doesn't help you in your aid but hinders you too.
BUT on the other hand, normal combos that are lead into throws that send you at a SH height, usually aren't effective when they go for their telegraphed setups & realize "oh, the knockback's weak. . .Oh god Shield mode?!". Shield Shulk versus Vanilla Shulk sounds interesting as well.

For your edge-guarding idea, I was a Lucario Double Teamer so I loved punishing edge-attacks with my counter move on reaction, though you have to know the animations of that character in order to read them completely from the future. So for your scenario of the opponent doing a edge-attack, you can opt to not put up a shield (yet), in order to bait them into hitting you, thus the Vision read can be done if they don't think twice ahead of hat particular option. If they notice you spaced but close enough to the ledge & sitting in your shield, they will think twice & find a way to edge-guard-break your strategy however it is executed. Back to Vision edge punishes, If you don't feel confident with Vision at all, then a last-minute shield to block their hit & shield+grab accordingly is fine too. I'd actually be a lot close sitting in shield facing away from their direction for testing their confidence in challengeing my edge-guard attempt, because as your previous ideal options were said, RAS OoS or Vision OoS makes Shulk turn around to punish them slowing down with the "Zone" anyhow so it's a win-win. Let's say the character has a command grab persay, Falcon or Ganondorf & they wanna grab you with their UpB move to "punish" us for edge-guarding so close, simply that's a spot-dodge & we punish them with Dsmash as they're landing since Dsmash covers anywhere they fall down to or even DI backward to snap the ledge again. OoS Utilt also works for their jumping option from the ledge.
Hmm. Fall speed decreases? That's odd, it looks the same to me when I try it out. But still, I can see why low knockback would be bad against jugglers.

Yeah, turning around should also be good for the shield thing. I guess you eliminate the option to shield grab an opponent who decides to attack, but they would be unlikely to do so anyways. So it's a good idea then?
 

Masonomace

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Hmm. Fall speed decreases? That's odd, it looks the same to me when I try it out. But still, I can see why low knockback would be bad against jugglers.

Yeah, turning around should also be good for the shield thing. I guess you eliminate the option to shield grab an opponent who decides to attack, but they would be unlikely to do so anyways. So it's a good idea then?
Basically yesh. If they edge-attack us while we face away sitting in shield, we can do a plethora of OoS options like JCRAS, JCV, JCUsmash, even OoS+SH+Nair since the hit-box's start-up begins behind shulk which is, where we're facing.:awesome:
 
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Virum

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One other thing you forgot to mention is that the damage you receive while using Shield is decreased.
 

Masonomace

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How could I forget to mention the best part about Shield's less-offensive reward yet more-defensive reward that makes Shield so good. Thanks again @ Virum Virum :shades:

Btw anyone is there any move % damages I can happen to ask you guys to test for me for the Table in the OP? Anything with a (?)Needs Testing or ? marks in the table.
 
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Jabberwockxeno

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It's no biggie but I'd like if you had any burning questions you want answers to, is to go Shulk's Q&A Thread.:shades:

But to answer it now since I have laid my eyes upon your post, the biggest negative that I've noticed is the ending lag. The ending lag is much longer than the regular BS. I did do an analysis based off only videos & it's in this spoiler:
Back Slash Leap (BSL)
Usage

BSL's usage favors more anti-air that stuff the opponent's approach whether they FH or SH aerials, using BSL to cover all of the air in front of Shulk. More options & usage include precise ledge-guard punishes for their means of getting back on the stage whether it's ledge-hopping, ledge-jumping, rolling, get-up, or get-up attack, BSL can cover it all. BSL used often for anti-air conditions the opponent into running forward & shielding hoping to punish you, but you bait with a grab punish. Things like that including utilizing the high jump BSL produces can avoid low-to-the-ground linear projectiles, even though some projectiles like Mario Fireball get neutralized by the EBS coming down on them.
Damage
Frontward facing damage:

Blade Portions:Grounded (close-ranged): 10% http://youtu.be/qUy2BEtszlQ?t=42s
Airborne (close-ranged)?: ??% Unknown / Needs testing
Beam Portions:Grounded (tipped): 8% http://youtu.be/HjZFi0kF-VY?t=4m53sAirborne (tipped): 9% http://youtu.be/qUy2BEtszlQ?t=33s

Bonus points on why the %'s are correct: In the GIF above we see Fox hit by the Beam's very tip right as the Monado slams on the ground hitting Fox's feet, but not his hand during his idle animation. BSL's Beam at it's maximum reach of connecting is the grounded-slam hit. It slightly increased due to the downward & slightly forward angle of BSL coming down. And Fox not being a big character with a large hurt-box affects this outcome very little. Also take notice the KB with a slashing crescent visual effect flying out.


In the GIF above, Shulk deals 9% the first time, showing the same slashing visual effect appearing but only for a very quick moment; the slashing crescent visual effect flies at a 45 degree angle this time instead of the straight-out trajectory. The second BSL deals 8% & barely hits Mario's DJ with the ground slamming attack from the Beam's portion. Below shows Shulk's BSL coming down hitting Mario right before landing, dealing 9%

Backward facing damage:
Blade Portions:
Grounded (close-ranged): 16% http://youtu.be/qUy2BEtszlQ?t=38s
Airborne (close-ranged)?: ??% Unknown / Needs testing
Beam Portions:
Grounded: ??% Unknown / Needs testing
Airborne:14%
http://youtu.be/HjZFi0kF-VY?t=6m6s
Okay, thanks. Might be useful to have that analysis in the OP.
 

Masonomace

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Okay, thanks. Might be useful to have that analysis in the OP.
Perhaps but for now the OP revolves around Shulk & his entire move-set / kit alone without involving Custom Specials. It is included in berserker's godlike long post near the bottom. I recommend checking it out.:shades:
 

FlareHabanero

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Small detail error, but I revalued some of the attacks and it turns out that dash attack in Speed does 7%, not 8%.
 

Masonomace

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Aero has the weight for Shield extreme and normal Shulk in the smash academy section.
Thanks to the max, oddly I was already aware of that but I looked at it again jsut to see those huge numbers.:shades:
Small detail error, but I revalued some of the attacks and it turns out that dash attack in Speed does 7%, not 8%.
Right on SoulB I'll update

As for something new to bring here, I noticed something interesting about Forward Vision that may lead to additional testing but I believe Forward Vision has a tipper hit-box property too:
I noticed it in a match Trela was in:
http://youtu.be/Q3G7y2mLhqk?t=1m43s
At 1:45 Trela while using the Smash Art (-50% reduction) hit Ralph with literally the tip of the Beam dealing 6% instead. Here's a GIF for shows:

Trela did land a Forward Vision earlier which was his 1st time connecting the move in the match but was using Speed & it dealt 21% not hitting with the Beam's Tip. And that was on his first stock so the 2nd Forward Vision used had to of been fresh.

So I think it's safe to say & take action to add an extra line to Shulk's move-set table for Forward Vision (Tip)
 
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Jade_Rock55

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Also it has a slightly lighter color indicating another hitbox usually.
 

ChronoPenguin

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Just playing in training vanilla because I'm finding kill confirm difficult as of late.
Ftilt blade kills jiggle at 103%, no earlier. Ftilt beam at 120%
U-tilt 145% from ground. U-Smash at 75% (uncharged) if the knock up lands her directly on blade 85% otherwise. D-Smash blade is like 84-87% something like that. 77% f-smash blade. 93% beam. B-throw 152%. BS front(hilt?) 123%

That's from reset position. If I recall training % is not the same as in game K.O so may be worse. Believe in U-Smash. Just to say ftilt blade killed at 84% in Smash perfect U-Smash at 63%....

I think the main reason kill % get wonky is the rage mechanic. If they are at a high % but you don't have rage the % required is different. In training you will be mutually afflicted with Rage.
Granted the rage difference between 0% and 90% seems small..


Edit: actually think its accurate. I can hit puff at 85% in VS mode with a U-Smash and its just death regardless of where I hit. Granted 80% rage. Thats in Vanilla so excusing DI you can kill with Monado smash as early as 63%. Might be helpful to not drag out the fight.
 
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