Rango the Mercenary
The Mercenary
Why do Shulk players tend to switch through Monado Arts rapidly? They'll go from Speed to Buster to Shield and so forth rotating before the Art's time ends.
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Do you mean to say switch the arts as in they selected the art & let it activate on its own, followed by deactivating & rapidly cycling to select another art to activate?Why do Shulk players tend to switch through Monado Arts rapidly? They'll go from Speed to Buster to Shield and so forth rotating before the Art's time ends.
I'm actually from France haha :DSilentdoom and Scarhi? are good shulk mains from England.
Woops, I saw a match of you vs another Shulk, and it said England, sorry for the mistake.I'm actually from France haha :D
As far as european Shulk players go, Trufor is really good too, and I heard Sodrek (one of the best German players) has a very good Shulk as well (even though he mains Fox).
No problem! I sometimes travel out of country for tournaments ^^ The match you saw was probably my ditto vs Silentdoom that did indeed take place in EnglandWoops, I saw a match of you vs another Shulk, and it said England, sorry for the mistake.
The first hit of Uair is set knockback & essentially bops the opponent upward. Although, at low percents, the second hit deals enough knockback regardless of art that you can follow up with a free Utilt and maybe into an Air Slash if you're feeling it. But, back to the question.I read the threads and a lot of them mention Uair as a starting point for a combo, but I just can't seem to land it on the ground...
How do other people do it?
The range to Uair is terrible no matter how I word it, so it's not very common for Uair first hit specifically into combos to happen in a match. The second hit has more range overall though & it has enough damage to deal mighty hitstun to lead into combos at low, mid, or even high percentages with Jump art. The landing lag isn't as low as Nair, but for Shulk Uair does have the 2nd least amount of landing lag so it's not that bad.Is using such combo common among Shulk players, or is it a mix up? Due to it's endlag, I feel like I should use Uair carefully.
Practice. Labbing. More practice. B-reversing is easy, but wavebouncing is rather hard, unless there is a loophole.How do people B-reverse/wavebounce with monado arts so easily in the air?
If you're comfortable with b-reversing, wavebouncing will come with added practice. You know that moment when you tap the stick to b-reverse? Do that twice, but to and fro instead of to and to. I hope that makes sense. I've been practicing with it myself, even though I haven't played much.Practice. Labbing. More practice. B-reversing is easy, but wavebouncing is rather hard, unless there is a loophole.
Does anyone know when the 1st input has to be? I know the way to do it, I am wondering if it has a larger window then others.
If you DI up or don't DI at all, you'll get f-aired, b-aired or d-aired depending on the position. If you DI down, you run a higher risk of getting gimped.Haiiii! Just a Kirby main here trying to gain some MU knowledge don't mind me ^~^.
Anyways, online I fought a fairly good Shulk who had a good idea of doing carry-off strings, and given good Shulks are rare nowadays, I thought to DI away from them, but that didn't really happen to be the case. Given that Shulk's combos aren't necessarily true but more or less strings, what's the proper way to DI his nair strings at mid-high percents (around 70%) to avoid getting KO'd or put in a bad position at the edge of the map? Thanks!
I thought the input was Left-Neutral B-Right? can I do Neutral B-Left-Right?If you're comfortable with b-reversing, wavebouncing will come with added practice. You know that moment when you tap the stick to b-reverse? Do that twice, but to and fro instead of to and to. I hope that makes sense. I've been practicing with it myself, even though I haven't played much.
If you DI up or don't DI at all, you'll get f-aired, b-aired or d-aired depending on the position. If you DI down, you run a higher risk of getting gimped.
Either way, you'll probably be getting f-aired. And DI up tends to leave you in a better position unless he's in Jump art (where he can string you offstage with f-air).
Yeah, that's what I do. They're basically the same thing, you're just inputting one at around the latest possible moment. It's how I've always been more comfortable wavebouncing. Didn't think to try it the other way.I thought the input was Left-Neutral B-Right? can I do Neutral B-Left-Right?
Character-dependent & art-dependent.I guess I have a general question about throws when it comes to Shulk. Let's say, in a hypothetical situation, that you have your opponent in a grab at center stage at 70%. Which throw would be the best to use? Would it be best to try and trap your opponent in a corner at the ledge with a forward throw, or would it be best to throw them in the air and try to punish their landing?
Timing kinda becomes the key factor. Or I could just tell you to use Nair or Fair in a way that you'd use the active hitbox of Nair underneath you, or Fair to clip them as you're landing to the ground with the downward swing ending near Shulk's left foot. Bair & Dair can do it too but I find it more easier to Nair or Fair the 2 frame vulnerability.Does Shulk have any options to punish the 2 frame vulnerability window on ledge grabs? Even if I have to go off stage? I've tried it with d-air and b-air using Tourney Locator's Tech of the Week "Snap Back", and while I can sometimes punish the 2 frame in training mode, it's very inconsistent and way easier to do with something like Mario's n-air. I'm just wondering with Shulk's frame data if there is any decent option to use, potentially onstage?
Is this because you choose to jump on a platform but done in a way that you weren't feeling safe to come off the platform by dropping shield or something? If it was by choice, I would be patient & watch what they do on reaction to you shielding. Yoshi has a command grab Egg Lay so they won't mind pressuring your shield & then conditioning you long enough to get Egg Lay grabs. Ness I wouldn't know how he'd pressure your shield other than SH Uairs or another aerial from below, but just be safe.Does anyone here have any idea what to do when trapped on top of platforms? I've played some sets against a Yoshi/Ness main on Anther's lately and I always end up on top of the platforms and take a lot of percent. The main stages I've had trouble with are battlefield and dream land. I know Shulk is basically combo food, but does anyone have any tips as to how I could safely get back down to the ground or avoid these situations altogether?
I mean, I can post videos n stuff but they don't necessarily have a tutorial about them unless the input was typed in the description.some one probably already asked this but I cant find a MODACUS tutorial for my life can anyone direct me to one?
ill start labbing that. thanks!I mean, I can post videos n stuff but they don't necessarily have a tutorial about them unless the input was typed in the description.
So basically, input a move like Dtilt or shield & during the shield drop lag or the endlag of your move, press the special button 3 times during the window to buffer the art's deactivation. Then start a dash & quickly jump cancel Up smash.
One thing to keep in mind is that as soon as you walk off of a platform, you can immediately fastfall. This makes dashing off of platforms a particularly quick way to escape, especially in Speed.Does anyone here have any idea what to do when trapped on top of platforms? I've played some sets against a Yoshi/Ness main on Anther's lately and I always end up on top of the platforms and take a lot of percent. The main stages I've had trouble with are battlefield and dream land. I know Shulk is basically combo food, but does anyone have any tips as to how I could safely get back down to the ground or avoid these situations altogether?
Where's the shulk jerm? 50$ mm at genesis? Loser has to change his name. Ima mess ya boy up
Waah, I know I'm bringing up an old exchange, but I can't help it! I didn't go to Genesis, but there was so much confusion over "Jerm" in Chicago!!! The Robin who beat our top Diddy, we thought he was the Shulk! Then there were people saying he was also a Toon Link! xDLMFAOOOOOOOOOOOOOOOOO.
ヽ༼ຈل͜ຈ༽ノWaah, I know I'm bringing up an old exchange, but I can't help it! I didn't go to Genesis, but there was so much confusion over "Jerm" in Chicago!!! The Robin who beat our top Diddy, we thought he was the Shulk! Then there were people saying he was also a Toon Link! xD
Then I happened upon this thread... are you sure you aren't secretly the same person?! Haha...
Heh, it's probably partly due to (Robin main) Jerm's similar name and the fact that everyone expects all the top character mains to go. Heck, I didn't know you were also Distant Kingdom! xDヽ༼ຈل͜ຈ༽ノ
Edit: Naw I didn't go lol. Soooo many people think I did tho xD
I haven't put in the work to make shield-dropping consistent, but it's definitely not as useful for him as it is for some other characters. The lack of any aerials that come out before frame 13 gives you few options to respond to platform pressure, but you do have a couple options. Nair, coming out below you, can definitely hit opponents, and if you buffer an Uair, you'll get the 1st hit out, which can combo into a LOT of stuff if its small hitbox connects. In both cases you have a high risk of getting stuffed by hitboxes from below, though. I think shield-dropping would be best used as a way to drop quickly to the main stage when people jump to pressure you. It gets you on the ground very quickly, and if they're now above you, Utilt will cover SO much space.How's shield-dropping for Shulk? Does anyone use this platform tech? Somewhat like it was being discussed a few posts back, what if you're trapped on platforms? For example, trapped in shield courtesy of enemy jab, and during the tiny gap between hitboxes you instantly shield drop into an upair or fair to disrupt him. Does this benefit Shulk, or are his aerial startups too slow for it to be terribly useful?
This is definitely a thing. Some Shulks like starting off in Shield, since many low% followups will straight up not work in that mode. Mario's d-throw combos come to mind, though you do have to beware smart opponents who read that and go for more ground-based followups. Keep in mind that after you are thrown, there is a window of time (1 second?) where you cannot be grabbed again. At the same time, it's something you need to worry about at high percents, because it can sometimes activate combos that you would've otherwise escaped from with the normal knockback.Also, Shield art. It feels like it could have some useful applications for getting out of combos by throwing off your enemy's predictions of DI. Say, you know a Zero Suit is about to try juggling you out of a d-throw, but you activate Shield, di down, and fast tumble out of the expected di. It's worked for me at times, but it might just be my enemy. Is this a thing at all?
Haha, it's because I was a top toon link main in brawl, I now main robin second toon link.Waah, I know I'm bringing up an old exchange, but I can't help it! I didn't go to Genesis, but there was so much confusion over "Jerm" in Chicago!!! The Robin who beat our top Diddy, we thought he was the Shulk! Then there were people saying he was also a Toon Link! xD
Then I happened upon this thread... are you sure you aren't secretly the same person?! Haha...
Check out the combo thread: http://smashboards.com/threads/altogether-for-a-chain-attack-shulk-combo-thread.385136/What are Shulk's bread and butter combos/frame traps on fast fallers? (Sheik)
I dig this, but where is the ?Man, it's been a REALLY long time since I last posted on this thread. I first started off as a Shulk player that couldn't even use the Monado Arts well, but ever since that post, I've improved immensely with the character.
So for that, I want to thank all of you once again for the advice you gave me back then. It really helped out in improving with Shulk, and I now know how to use all his Arts pretty well.