I am trying to learn Shulk, so I am starting with his spacing/approach options. As far as I know, you can L-Cancel forward air and back air with monado arts. Both of which can cover good horizontal and vertical space respectively. I've heard that his neutral air is legendary since it auto-cancels and has immense range but is it safe on shield? If so I think if you cancel it into Jab you can probably beat the opponent's retaliation which will probably be a grab. I know you can space with f-tilt and d-tilt but they both seem to have no niche over L-canceled back air, aside from turnaround f-tilt to catch rolls. Is their any spacing or approach options I'm missing? If so please let me know!
I'm gonna clarify real quick that NAir does not actually autocancel. NAir autocanceling gets mentioned & passed around frequently but we secretly are saying we love that it only has 12 frames of landing lag.
That aside, NAir
can be safe on shield if you decide to maximize the spacing of NAir by hitting with the outer portion aka
Beam to deal the sweetspot 8% while drifting backwards & Fastfalling to the ground. @
KittyKyat
brought up good points about NAir, so if you were to NAir from behind hitting their shield, you can expect to continue the pressure of keeping them out with a pivoted FTilt, pivot grab regardless of the Art you have on, or
(lol) even more SH NAirs because the move starts being active behind Shulk. The amount of spacing & your judgement of NAir's safety on shield go hand-in-hand, because inputting Jab1 after MALLC'ing NAir may not even be in range to hit their bubble shield unless you commited to drift closer to their shield, which can be a bad idea if they decide to hold shield. MALLC'ing NAir into
Buster in order to Jab Combo isn't the best idea but it would pay off greatly if they dropped shield to attempt grabbing since we'd have frame advantage? Not entirely sure but it is MALLC we're talking about.
Spacing / Approaching options that are missing I guess I would bring up are Perfect Pivots, notably with the
Speed,
DSpeed, &
HSpeed Arts.
Speed Arts promote greater usage of PP'ing all tilts especially UTilt since you'll slide some distance despite that the
Speed Arts increases traction.
Speed Shulk can be very close & PP towards an opponent sitting in shield & end up behind them, but this could vary with larger characters.
I can't recall any other spacing / approaching options, but I can think of one for
Shield Shulk. Basically, characters go through a skid animation that can either be good to use or not, but
Shield Shulk can surely utilize his. When the opponent is reatively nearby, you can dash & run towards them & halt your running with a skid so that you can act out of your skid much faster than any other Art including Vanilla Shulk. This is kind of reminiscent to Melee maybe but eh I'm probably wrong on that Melee mentioning. And sure,
Shield Arts are obviously slow on the ground, but this isn't that useless considering you can act out of skid with a tilt much faster at a closer yet safe enough distance to be.
Shield Arts like to be close enough to the danger yet far enough to maintain the spacing. Hopefully this helped, sorry to the max if it didn't.
EDIT: Oh yeah, this
thread talking about Shulk's moving spot dodge while dashing / running can result in sliding past them & going behind them, which feels smooth when doing it combined with a Monado Art activation. Still can't think of any other spacing / approaching stuff.