Masonomace
Yeah Shulk, get stuck in!
NopeCan Shulk counter Mac's KO punch?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
NopeCan Shulk counter Mac's KO punch?
It's short ranged and as an attack, it's hard to land therefore it's relatively useless for damaging or KOsWhat is Mighty air slash's negatives? I can't think of any
No, but i think it has some inv frames so it dodges it, not 100% sure.Can Shulk counter Mac's KO punch?
I know Berserk answered already, but Mighty Air Slash's setbacks include:What is Mighty air slash's negatives? I can't think of any
Approaching or should I say, "Spacing while approaching"What uses are there for monado jump outside of getting off stage kills & recovering?
I usually use speed to approach & i wanted some opinions on how to use jump to get closer.
Berserker got it down, but here's more usage for MAJump:What uses are there for monado jump outside of getting off stage kills & recovering?
I usually use speed to approach & i wanted some opinions on how to use jump to get closer.
It was already mentioned in the later pagesDo people know about how Shulk can instantly mirror his momentum by turning around in the air with Monado Arts as it activates? Haven't heard anything about it and it's not an advanced tech in the metagame thread.
I noticed something in AlvisCPU's video match, & he was running as Vanilla Shulk, switched to MArt Speed, & did a 180 turn running the opposite direction as a result. He didn't skid, no lag occurred while turning. He just, ran from right to zoom zoom zooms left lagless. It's probably because of B-Reversing MArtsDo people know about how Shulk can instantly mirror his momentum by turning around in the air with Monado Arts as it activates? Haven't heard anything about it and it's not an advanced tech in the metagame thread.
I dig this, but damn, my Missourian motto is coming out. . .Well, it's more or less like a wavebounce. It's weird, I run at the enemy and jump (facing them), and use the pseudo-wavebounce MA tech thing to change my direction away from them as I use B-air. Shulk will turn around and rocket to the opposite side while using B-air towards the opponent. Basically, it's like the game registered B-air, and turned me around at the same time. I think that's pretty much the WB you've heard about.
But it's not consistent. Sometimes he'll turn around and do F-air with his previous momentum mirrored. The timing's extremely strict I guess.
EDIT: Actually yeah that's quirky for a WB input + B-air. It's probably because MArts doesn't outright activate instantly when you're pressing B because it's a cycling roulette kind of thing, so the delay of waiting to WB & inputting B-air almost simultaneously when the WB input is you slide the circle pad back to your original-facing direction pressing A on the fly. Right?: I'm from Missouri, Show-Me ya video!
Pretty much every character's grab range is short in this game. Except for Zelda and Palutena.Is it just me or is shulk's grab range really short? I've been having trouble grabbing people.
It's range is not impressive, you're likely to be dash+grabbing or pivot grabbing.Is it just me or is shulk's grab range really short? I've been having trouble grabbing people.
If you front input if, probablyVision activated when a move or projectile from behind, Shulk will turn around, but, now a question for something different:
- If Shulk Vision counters a projectile from behind & a different character is behind Shulk at a reachable distance, will Shulk hit that person?
Thanks for the response! Is there a general angle of F-smash seems to connect better? Such as the does the middle F-smash's 2nd attack connect more than the downward or upward F-smash?The proper time to use smashes is for punishing. Especially rolls and spot dodges. Also, f-smash is great for edgeguarding and same goes for d-smash. U-smash is great when the opponent ledge hops
The Second hit should connect more now thanks to the patch (Global DI modifier was adjusted according to Dantarion)
You're on the spot with the tilts. Also, F-tilt is also good for catching but I find a spaced d-tilt much more reliable.
I don't know. lol. I've used f-smash a bunch of times with several angles and only missed one out of many of 'emThanks for the response! Is there a general angle of F-smash seems to connect better? Such as the does the middle F-smash's 2nd attack connect more than the downward or upward F-smash?
Hmmm. . .it depends on the character, & what they're doing during the F-smash's two hits. See, if a player / character were to vector downward, or they crouch before being hit, a angled upward F-smash is huge no-no, especially if it's a character like Mr. G&W, Kirby, or Jigglypuff. They can crouch under your F-smash & punish you with their strong KO options. Rest, Judgement 6 - 9, any of their F-smash, etc..Is there a general angle of F-smash seems to connect better? Such as the does the middle F-smash's 2nd attack connect more than the downward or upward F-smash?
That is very helpful, thank-you! On hindsight, I recall many tall characters vectoring upwards when the 2nd hit of my F-smash was aimed downwards, which explains a lot. I'll keep all this in mind.Hmmm. . .it depends on the character, & what they're doing during the F-smash's two hits. See, if a player / character were to vector downward, or they crouch before being hit, a angled upward F-smash is huge no-no, especially if it's a character like Mr. G&W, Kirby, or Jigglypuff. They can crouch under your F-smash & punish you with their strong KO options. Rest, Judgement 6 - 9, any of their F-smash, etc..
So for low-grounded tiny characters, or characters that have a very low crouch animation, do not angle your F-smash upwards. Always straight or downward
For Huge characters like Bowser & Ganondorf, or tall characters like Rosalina & Samus, you may not want to angle your F-smash downwards because the hit may prop them up if they notice you tilting it down. They could vector upward, possibly allowing them to jump out & escape before the 2nd hit follows.
So for big, or tall characters, do not aim your F-smash downwards. Always straight or upward.
So. . .where's your question?I would actually Argue from experience that Buster arts gives you amazing combo game, even at high percents you can reliably combo your up throw into up-Tilts and down throw into jabs
Shulk doesn't have much in vanilla besides smashes. F-tilt and gimping is about it, maybe B-air, but that's also late. Gotta get into the habit of using Smash, or fishing for those gimps off stage with that amazing F-air.Hello again Shulk community, got a few more questions:
1. What are Shulk’s best killing options outside of Smashes, preferably in vanilla form? I thought F-Tilt would be reliable, but sometimes I feel it’s slow (?) and it tends to kill around 150%, which is too late for me.
If Smashes are the best killing option, what is the best time punish using them? I find that even after a shielded dash attack or whiffed grab, the Smashes are still too slow and my opponent can still shield or spot dodge. That being said, which Smash attack has the shortest startup time and ending lag?
2. What do you do about opponents that play keep-away when you’re using Buster or Smash? I’ve run into multiple opponents that either run away or roll away constantly when I’m using them and just wait for the Art to run out. I find I can only get things done in vanilla form or Speed Art.
3. This is a bit broad but how do you properly fight using Buster? I tend to refrain from this form because if my opponent isn’t keeping their distance, it usually backfires on me when they pummel me and the damage just racks up. Are there moves you should refrain from using while in Buster or are there certain moves that are safer to use while using this Art?
Thanks again!
My replies are in the quote.1. What are Shulk’s best killing options outside of Smashes, preferably in vanilla form? I thought F-Tilt would be reliable, but sometimes I feel it’s slow (?) and it tends to kill around 150%, which is too late for me.
If Smashes are the best killing option, what is the best time punish using them? I find that even after a shielded dash attack or whiffed grab, the Smashes are still too slow and my opponent can still shield or spot dodge. That being said, which Smash attack has the shortest startup time and ending lag?
Vanilla KO options that work for me varies, because weight classes & stage size affecting blast lines / low or high ceilings, but my options:
a. D-air sweet-spotted Meteor effect off-stage
b. B-air sweet-spotted
c. F-tilt
e. Smash attacks
I wouldn't say smash attacks are the best KO options because they obviously have some questionable end lag, & mis-timed are pretty bad, but despite all that the best times to use them are obviously for an obvious landing punishes, D-smash for rolls, stuff like that. Unless you powershield a dash attack & turn around F-smash, or OoS > U-smash, I would advise turn around jab, grabbing, or using a turn-around F-tilt to punish. The second question about the smash attacks' start-up & endlag, I can't tell you exact numbers, & don't take my full word for this, but I feel F-smash's 1st hit comes out the fastest start-up, & U-smash for the fastest endlag. (Again don't take my full word on this, I'm not too confident on this since I can't test this right now)
2. What do you do about opponents that play keep-away when you’re using Buster or Smash? I’ve run into multiple opponents that either run away or roll away constantly when I’m using them and just wait for the Art to run out. I find I can only get things done in vanilla form or Speed Art.
This varies for me, but I tend to chase them with a forwarded momentum SH > B-air in hoping to poke them while they run / roll away. If it's a fast-running character don't sweat it, just acquire stage control & proceed zoning them out with SH > N-airs. As an alternative answer to the rolling, I would just read it & run straight for their possible routes of escape. You sure as hell don't want to have Shield mode on for this because reasons I don't need to explain unless you're in the lead, then take it slow & bubble shield any projectiles & prolong the match the way you see fit.
3. This is a bit broad but how do you properly fight using Buster? I tend to refrain from this form because if my opponent isn’t keeping their distance, it usually backfires on me when they pummel me and the damage just racks up. Are there moves you should refrain from using while in Buster or are there certain moves that are safer to use while using this Art?
Buster imo is character-based, meaning I don't always use it in every fight I go into. Fighting properly with Buster to me means playing very defensively, passively, & patiently. Play accordingly like you would with Vanilla, but safer, super-spacing your N-airs. What I highly recommend is using pummels when you get grabs. Pummeling is a godsend considering passive-defensive play-style & it deals 4%, so always at least pummel once then quickly throw them away when they pass ~20%. Buster's risky when you involve smash attacks, because even the shield-stun from them don't make it safe sometimes. Jabs, B-air, N-air, & Tilts are the way to go since your damage output increases; it's fine to be hitting with the Beam portion in your tilts anyhow.
Thanks again!
Shulk doesn't have much in vanilla besides smashes. F-tilt and gimping is about it, maybe B-air, but that's also late. Gotta get into the habit of using Smash, or fishing for those gimps off stage with that amazing F-air.
So vanilla, it's mainly F-tilt or smashes. F-smash and D-smash are good, but have horribly long animations, so you can only really use them for big openings or good reads. U-smash is slightly quicker overall and has nice killing power, so it's probably your best offensive bet if you're in range.
Shulk is a character that really needs good plays for KOs, sadly, he can't get easy stocks. I'd really advise incorporating his Arts for KOs, since vanilla really lacks there.
For Buster, it's pretty rough if they go purely evasive. Gonna just have to try to catch them with those long range aerials, or a good D-smash which is the best anti-roll thing ever. But you can't do much besides N-air that won't leave you very open. If they run, don't bother too much. Just use Buster against them as psychological warfare.
Buster is sort of a passive stance. You can't afford to get too aggressive since Shulk's not any safer, but your opponent has to respect it, too. It's actually preferable if they rush you, because you can rack up huge damage by just zoning with Buster. Going offensive, spaced N-airs, grabs, and air-to-air are key for Buster. Most other options are too dangerous to go for.
As usual, you two are really helpful! I never thought of using Buster in that manner, I guessed that you had to be aggressive with that Art. And Claxus, since vanilla Shulk has limited kill options, do you recommend being in Smash Art to kill? I always feel that Smash is an all-in strategy, but are you given more options to kill at lower percentages then?My replies are in the quote.