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Unsuccessful counters will also deteriorate the windowDoes it not deteriorate with each unsuccessful counter as well?
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Unsuccessful counters will also deteriorate the windowDoes it not deteriorate with each unsuccessful counter as well?
Input air slash then quickly flick the control stick to the other directionIn the air, I've seen Shulks face one way but then air slash facing the other way. How do you do this?
The only way I feel I can help is if I play you personally. I had something typed to help reply to this for your questions, but I struggle with answering your questions. Sorry =/So I've been spending tons of time with Shulk since i got the game, but I find i'm really hitting a wall when it comes to punishing effectively. I focus on tilts, grabs, jabs, and sometimes my fair and bair for quick ones. Smashes and Vision for hard reads.
The problem is fast characters like ZSS, Diddy, Fox, and well played Links and Marths have powerful attacks that can strike near instantly with barely enough cooldown for a jab. If they're in tilt range they can escape that before I land the hit, and even in speed mode a running grab isn't always fast enough. I focus on hitting them from the air most of the time, but shields make that difficult even if it's my only real option.
To add to the frustration, characters like Link, Yoshi, and Mario can basically DSmash almost for free against me. When characters are rolling a lot I'm hesitant to use it because it's been baited out of me by good players pretending to be rolltards.
TLDR: Every move with Shulk feels like a commitment while faster characters can walk away from blatant whiffs unpunished against him. How do I cope with this? What are my best options against these characters? I know i have reach and arts and holy hell i'm trying please help me.
Input Air Slash and input the direction opposite of where you're facing as soon as possible. I find it's easiest to do by holding up then moving the control stick to the nearest, uppermost diagonal in that direction.In the air, I've seen Shulks face one way but then air slash facing the other way. How do you do this?
If you're trying to punish opponents that are on the ground, unless you have a read or they are approaching you shouldn't aim to punish them with aerials (only exception being b-air). Your tilts are faster and in general (as Shulk) you place yourself at a slim disadvantage by being in the air against a grounded opponent since your aerials are pretty sluggish. You're going to be wanting to hold your ground more often, only going aerial mostly for defensive purposes since your aerials are also pretty unsafe on shield if you're not spacing them.So I've been spending tons of time with Shulk since i got the game, but I find i'm really hitting a wall when it comes to punishing effectively. I focus on tilts, grabs, jabs, and sometimes my fair and bair for quick ones. Smashes and Vision for hard reads.
Again, don't focus your efforts on punishing from the air mostly. Try to get in grounded punishes unless you have a read, and use your aerials and up tilt to harass them when their feet are off the ground. Once they fear your range they might begin to airdodge more often, which you can bait and punish massively.The problem is fast characters like ZSS, Diddy, Fox, and well played Links and Marths have powerful attacks that can strike near instantly with barely enough cooldown for a jab. If they're in tilt range they can escape that before I land the hit, and even in speed mode a running grab isn't always fast enough. I focus on hitting them from the air most of the time, but shields make that difficult even if it's my only real option.
To add to the frustration, characters like Link, Yoshi, and Mario can basically DSmash almost for free against me. When characters are rolling a lot I'm hesitant to use it because it's been baited out of me by good players pretending to be rolltards.
How do you cope with it? Respect the fact that the character is slow as **** mostly; in general you're gonna want to be playing very defensively unless you're against a character that can camp you hard. Develop your patience mainly.TLDR: Every move with Shulk feels like a commitment while faster characters can walk away from blatant whiffs unpunished against him. How do I cope with this? What are my best options against these characters? I know i have reach and arts and holy hell i'm trying please help me.
Thank you. Shulk is difficult and I've had to pass a few hurdles like this.Input Air Slash and input the direction opposite of where you're facing as soon as possible. I find it's easiest to do by holding up then moving the control stick to the nearest, uppermost diagonal in that direction.
If you're trying to punish opponents that are on the ground, unless you have a read or they are approaching you shouldn't aim to punish them with aerials (only exception being b-air). Your tilts are faster and in general (as Shulk) you place yourself at a slim disadvantage by being in the air against a grounded opponent since your aerials are pretty sluggish. You're going to be wanting to hold your ground more often, only going aerial mostly for defensive purposes since your aerials are also pretty unsafe on shield if you're not spacing them.
Again, don't focus your efforts on punishing from the air mostly. Try to get in grounded punishes unless you have a read, and use your aerials and up tilt to harass them when their feet are off the ground. Once they fear your range they might begin to airdodge more often, which you can bait and punish massively.
When it comes to your aerials, focus on hitting them in the air, not always from the air. It'll generally be a good idea to keep your feet on the ground unless you have on a mobility-improving art (Jump/Speed) or Buster (since your best aerials become much safer on shield with this art equipped).
I think someone else might want to touch on the match-up specific stuff.
How do you cope with it? Respect the fact that the character is slow as **** mostly; in general you're gonna want to be playing very defensively unless you're against a character that can camp you hard. Develop your patience mainly.
Hopefully this helps, it's all I can get in for the moment because I have to head out.
I'd love to play you. Is there a thread for NNID's?The only way I feel I can help is if I play you personally. I had something typed to help reply to this for your questions, but I struggle with answering your questions. Sorry =/
Indeed: http://smashboards.com/threads/you-will-know-our-names-shulk-player-finder.369186/I'd love to play you. Is there a thread for NNID's?
I sort of play Speed Shulk on the ground like I would play Sonic without spindash (imagine that), except our dash attack isn't as good and our pivot grab (and our pivots overall, I believe) is a lot better.So I don't main Shulk, but I do play him pretty often, and would like to be better with him.
I understand a general use for most of his Monado arts, but I feel that when I try to use Speed at low %s, I simply can't control Shulk very well to make good use of it. I end up just being very flow-charty (running SH n-airs into landing jabs), and I struggle with spacing due to the nature of the increased movement. Any tips to getting used to Shulk in speed form? I always play better when I stick to Vanilla Shulk until I feel like Jump or Buster is appropriate.
Typically, I've only had success with using the Speed Art if I want to deter projectile usage.
I took what you said to heart and started playing a bit less aggro. It's working nicely. I'm getting punished less and just reading he fight out instead of trying so hard to pressure and initiate stuff. I used to play Shulk really safe back when I first got this game, but then i watched Jerm's stuff and started trying to do what he does, not realizing that his chains were dependent on accurate reads and spacing. So basically i went back to basics and I'm finding i'm doing a lot better with him now. Thank you.Input Air Slash and input the direction opposite of where you're facing as soon as possible. I find it's easiest to do by holding up then moving the control stick to the nearest, uppermost diagonal in that direction.
If you're trying to punish opponents that are on the ground, unless you have a read or they are approaching you shouldn't aim to punish them with aerials (only exception being b-air). Your tilts are faster and in general (as Shulk) you place yourself at a slim disadvantage by being in the air against a grounded opponent since your aerials are pretty sluggish. You're going to be wanting to hold your ground more often, only going aerial mostly for defensive purposes since your aerials are also pretty unsafe on shield if you're not spacing them.
Again, don't focus your efforts on punishing from the air mostly. Try to get in grounded punishes unless you have a read, and use your aerials and up tilt to harass them when their feet are off the ground. Once they fear your range they might begin to airdodge more often, which you can bait and punish massively.
When it comes to your aerials, focus on hitting them in the air, not always from the air. It'll generally be a good idea to keep your feet on the ground unless you have on a mobility-improving art (Jump/Speed) or Buster (since your best aerials become much safer on shield with this art equipped).
I think someone else might want to touch on the match-up specific stuff.
How do you cope with it? Respect the fact that the character is slow as **** mostly; in general you're gonna want to be playing very defensively unless you're against a character that can camp you hard. Develop your patience mainly.
Hopefully this helps, it's all I can get in for the moment because I have to head out.
If I'm afraid of losing my stock immediately after taking one of my opponent's, I hold center stage and equip Shield. If I apply some damage to them and/or they just begin to avoid me, I switch the art off and go for a mobility art to pressure them into an undesirable position (into the air or offstage, sometimes just getting their back to the ledge is enough for me) before I switch to Buster and go for extending my lead more rapidly with sublime punishes from that position. The position where stage control is mine.To my understanding, Shulk has an inherently defensive playstyle; while watching tournament matches of Shulk, however, it seems that during the end of stocks, they like to switch to Buster. That is understandable; rack up as much damage as possible, since the stock is going to expire soon anyways.
When I play, I have taken a different route; alternating between Shield and one of the mobility arts (usually Jump) to stick around for as long as possible, playing similarly to heavy characters to wrack up damage for the next stock. I would like to discuss the merit of each option, since JumpShield has been rewarding as of late, but there are definitely enough people I've observed that go the Buster route that it merits more research.
Overall, Speed. For disrespect, vanilla or Buster. Jump lowers our defense so for mobility it puts us at a greater risk than Speed. The only actual setback from the latter in the instance of sudden death would be lower jumping height, but in most cases that's actually a plus since we can stay closer to the ground. The decrease in damage/knockback is nigh negligible in sudden death. Perfect pivots and dash dances in Speed are also incredible enough on their own for mindgame tactics, making it tough to judge when you're going to approach or defend yourself.if playing by Sudden Death procedures, which Art is the most correct to switch to ~?
Depending on the Monado Art you have on, it can vary. General good ways of punishing it is to dash-grab in after you've seen them ledge-climb, or a spaced D-tilt from afar.So. Random question. What's the best way to punish get-up from the edge? You know, the one that has like 1 frame to punish.
Smash: Air SlashSo. Random question. What's the best way to punish get-up from the edge? You know, the one that has like 1 frame to punish.
If I know they're going for it, I like catching them with an Upsmash. It's probably the easiest move to hit them with since the hitbox of the first hit stays active for a while. (I actually picked this habit up after watching some of JohnNumbers' replays)So. Random question. What's the best way to punish get-up from the edge? You know, the one that has like 1 frame to punish.
If they are stuck within the time distortion field that Vision counter creates, then I don't think it's possible to get out a dodge within that time frame unless whatever move they used to activate the counter had extremely lenient cooldown. I don't know for a fact how much it slows them down but they would have to be able to move within the single digit frames after doing their move in order to get out a dodge.Apparently it's possible to spot dodge Vision after a melee attack? I think what happened was when I landed and Visioned, the Vision was triggered by the very last frame of Falcon's F-Smash and he had time to spot dodge. Or he jabbed afterwards and Vision just completely missed and flung me across the stage.
It has a nice amount of invincibility frames on art activation, yes. It's lovely.Next, MArt cancel is supposed to remove your landing lag, but I did not know it can evade attacks too, specifically Marth's Counter.
For Glory can have lag so it may not be the best place to truly test yourself for the results you want. If you have any replays of you battling against these characters I'd rather watch that & critique ya to help you out to the max.Hello all!
I'm an aspiring Shulk main and I've been getting seriously trashed on For Glory lately, especially on the 1 v 1s. Originally this was going to be a rant about how "ermagerd everybody but me is overperwered", but I figured that that wasn't true and I just need some help.
My main problems are against Charizards and Greninjas(on regular smash) and Captain Falcon(on 1v1).
I also want to learn how to resist against the knockback with these new, floatier falls.
Any tips and tricks would be nice, thanks for anything you can tell me!
I'm kind of confused what you mean by this. Do you mean Shulk's falling or the other characters, because Greninja & Captain Falcon both have fast falling speed, & Charizard's fall speed is so-so.I also want to learn how to resist against the knockback with these new, floatier falls.
F-air, N-air, U-air (Can poke through the stage edge), Air slash or VisionWhat would you say should be our getup options from the ledge?
I find myself sometimes getting punished but I'm not sure how I should mix it up.
Also, any tips for fighting Lucario? I always get kind of hesitant to use buster because of his aura.
Yeah his falling speed is naturally kinda slow slash average. What I've bene doing lately is acting out of the hit-stun by holding down on the analog to fall much faster to the ground so that I can tech in place or tech roll away to get out of the situation if he's trying to be a combo monster. Usually what solves Shulk's so-so fall speed is being able to cycle to Jump mode as quickly as you can out of hit-stun & activating it so you can control your air speed with drifting towards the stage or falling down very fast & recovering with your Doublejump + Air Slash.Thanks Masnomance.
What I mean by the "floaty fall" thing is that Shulk seems to fall slow, and slower than other characters from the the last games. I just need to learn how to cope with them; I got trashed by CFs because of them.
Also, I'll try to get a replay up. Do you want one of a win or loss?
(also I'm a bit of a noob at the boards, how do I get a replay from the 3ds to here?)
Shulk's getup options will vary, because the MArts can affect their performance. I skimmed for Shulk's frame data on his ledge options but didn't find anything so I'm not too sure about that. Shulk's ledge-jump has the least amount of invincibility frames, but when Jump's active, ledge-jump becomes one of Shulk's best getup options since we could airdodge immediately after leaving the ledge with that increased height & the air speed to guide us out of trouble & more toward the stage's center. Anyways here's a list of what the MArts would make best:What would you say should be our getup options from the ledge?
I find myself sometimes getting punished but I'm not sure how I should mix it up.
Also, any tips for fighting Lucario? I always get kind of hesitant to use buster because of his aura.
I feel you, it's something I've struggled with for so long, Shulk's aerials being so easily shield-grabbed. It's kind of a contradiction because, ooh look at the range of that Fair and Nair, how can you not keep throwing them out!?He was also baiting aerials out of my by jumping around, fast falling, and shielding immediately. Best i could manage was a 0-0 stalemate for about a minute.
I've tried it a couple times. It's hard to know when it's a good idea, as the conditioning required won't work on everybody. You can just as easily get grabbed first because Shulk's grab isn't all that special.I feel you, it's something I've struggled with for so long, Shulk's aerials being so easily shield-grabbed. It's kind of a contradiction because, ooh look at the range of that Fair and Nair, how can you not keep throwing them out!?
As for being shield-grabbed, that brings me to my next, slightly amusing, point. Maybe because I've also simultaneously playing Xenoblade to keep the Shulk-spiration up, for those of you who've played, you know his jump that's near useless in exploration? Well even though it probably doesn't do a thing I'm constantly jumping in Xenoblade in vain that I'm traveling faster and started doing the same thing in Smash. But the funny thing is empty hopping is a strangely effective way to bait out shields since your opponent will think you're going to Fair or something, but you can just grab them.
I don't know if it's actually a bad habit or not, but I'm constantly short-hopping and spacing with Fair, baiting the shield for a grab with an empty hop, or actually hitting with the Fair, whichever one I welcome. Wondering if other people have this approach too.
I have mine set to Smashes because I fear accidentally Nairing off stage and killing myself.What do you have your Cstick set to do, Smashes or tilts? both have their advantages, i'm just curious what everyone has theirs set to.
Shulk can only snap the ledge with the 1st & 2nd hit's start-up of Air Slash, Advancing Air Slash, & Mighty Air Slash. AFAIK Shulk doesn't have any other tools to snap-grab the ledge like Mario's cape or Mii Swordfighter's Reversal Slash.Normally when I use mario I use my cape to snap to the ledge is there any way to snap to edge with shulk to intercept my enemy
Sometimes when I air slash, I seem to snap the ledge. But when I try to recreate it in training it seems to happen so random to me, more often than not I just fly past the ledge and open myself up for punishes. Got any tips?Shulk can only snap the ledge with the 1st & 2nd hit's start-up of Air Slash, Advancing Air Slash, & Mighty Air Slash. AFAIK Shulk doesn't have any other tools to snap-grab the ledge like Mario's cape or Mii Swordfighter's Reversal Slash.
Along these lines, I'd like to discuss approach options; I feel that for Shulk, it's necessary to make your opponent question themselves when you hop towards them, due to the limited abilities of the character to do different things. As DiverseStyle mentioned, empty hop grabbing is great way to do that. By mixing the SH FF NAir and empty hob grabbing, your opponent essentially has to guess whether to shield or to attempt to hit you.I don't know if it's actually a bad habit or not, but I'm constantly short-hopping and spacing with Fair, baiting the shield for a grab with an empty hop, or actually hitting with the Fair, whichever one I welcome. Wondering if other people have this approach too.