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Q&A U WOT M8 - Shulk Q&A (READ THIS MESSAGE: PLEASE READ BEFORE MAKING A THREAD)

Claxus

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Cliche as it is, the key for comebacks is staying calm. In the words of a certain Blazblue character's ultimate theme about never giving up:
Strengthen your guard, take the chance. Calmly process the situation -- your opponent is pathetic!

With Shulk, that means focusing on zoning. Concentrate purely on your opponent's approach, and wall them out with N-airs. If you have to approach, take your time even if Sheik's spamming a trillion instant-noodles and focus on attacking with only the tips if your attack ranges.

Thankfully, Shulk has great options for comebacks. Buster can even out percents easily, so don't worry too much about being down in percentages too much. Smash can get you some early KOs at 80-100%, and there's always edgeguarding/gimping, so you don't stress much about getting their percents high either. Shield will keep you going into the late 100s, and is what you should use most when going for a comeback. It gives a level of safety and slow zoning that you need, it's amazing how far it lets you live when you slow down with it.

When it's in downtime, I tend to use Speed as the shorthop zoning is similar, and the speed itself lets you play more safely. But cancel it into Shield ASAP.

Basically, don't underestimate Shield, it's incredible when played with zoning. And don't get too stressed out when you're down, because the other arts can close any gap, just use calm judgement of when to use them and how to do so safely, and zone your troubles away.
 
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When it comes to coming back, you got several options. Claxus mentioned most of them already but this one has nothing to do with default MArts

Basically when this happens, you should always remember with hyper smash, you can KO them at around 65% with one u-smash and around 85% with one u-tilt

Also, vision or Power vision can really help in coming back
 
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DiverseStyle

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Cliche as it is, the key for comebacks is staying calm. In the words of a certain Blazblue character's ultimate theme about never giving up:
Strengthen your guard, take the chance. Calmly process the situation -- your opponent is pathetic!

With Shulk, that means focusing on zoning. Concentrate purely on your opponent's approach, and wall them out with N-airs. If you have to approach, take your time even if Sheik's spamming a trillion instant-noodles and focus on attacking with only the tips if your attack ranges.

Thankfully, Shulk has great options for comebacks. Buster can even out percents easily, so don't worry too much about being down in percentages too much. Smash can get you some early KOs at 80-100%, and there's always edgeguarding/gimping, so you don't stress much about getting their percents high either. Shield will keep you going into the late 100s, and is what you should use most when going for a comeback. It gives a level of safety and slow zoning that you need, it's amazing how far it lets you live when you slow down with it.

When it's in downtime, I tend to use Speed as the shorthop zoning is similar, and the speed itself lets you play more safely. But cancel it into Shield ASAP.

Basically, don't underestimate Shield, it's incredible when played with zoning. And don't get too stressed out when you're down, because the other arts can close any gap, just use calm judgement of when to use them and how to do so safely, and zone your troubles away.
Thanks again Claxus, I feel a little more confident now. I would just like for you to clarify what you mean by canceling Speed to Shield. Do you just mean change immediately into Shield Art when Speed runs out?
 
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Thanks again Claxus, I feel a little more confident now. I would just like for you to clarify what you mean by canceling Speed to Shield. Do you just mean change immediately into Shield Art when Speed runs out?
I think what he meant was "cancel it into shield art as soon as possible"
 

Claxus

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Yep, after using an Art for its entire duration, it recharges in about 10 seconds. So you can switch to Speed, then use it for only ten seconds and cancel it to go Shield again, so you can stay gold pretty constantly. I like Speed since you can go evasive while Shield readies, maintain the feel of the shorter hop spacing, and you take the same damage/knockback. Or you can just wait it out vanilla style.
 
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neohopeSTF

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I've got a few questions
1. What is the foward vision thing I've done it before but I don't know if its random or if its a button input/something else
2. Do the monado arts affect what damage his attacks do on shields?
 

Masonomace

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I've got a few questions
1. What is the foward vision thing I've done it before but I don't know if its random or if its a button input/something else
2. Do the monado arts affect what damage his attacks do on shields?
1. Forward Vision is when you input the forward direction on your circle pad after your Vision counter procs, making Shulk lunge in a samurai-esque way.

2. This is something we're not 100% sure on. One hand we think Buster mode just does additional shield damage to shields simply because Buster increases Shulk's damage output, while doing nice shield-push-back too. Smash mode you could say in the same regard deals very low damage to shields & has terrible shield-push-back.
 
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Masonomace

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Some questions:
  • What footstool setups do other Shulk players use that work? List every one if you don't mind~
  • Do any of Shulk's moves shield-poke from under a platform?
 
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Claxus

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Some questions:
  • What footstool setups do other Shulk players use that work? List every one if you don't mind~
  • Do any of Shulk's moves shield-poke from under a platform?
Can't test shield poking with the AI... But I don't think Shulk has too much to work with for footstools. The way I like to go for it is go off stage with Jump as if I'm going to F-air, but keep falling under them. Then I double jump into them mashing the jump button. Enemies tend to try and avoid the F-air, but then you can easily footstool them. I usually go for it against characters like Robin who can recover from almost any F-air but have predictable recoveries.

Aside from that, Shulk kinda lacks any moves that set up a good footstool. I think too many of his moves just send opponents too far and at an angle. Though maybe N-air on the edge can push an enemy off, then with Speed you can follow them out really fast and footstool.
 

Masonomace

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@ Claxus Claxus Thanks for the footstool response. I came back bearing a question because. . .well. . .I forgot a tiny little detail:
  • In Training Mode, what are the numbers in Shulk's Final Smash augmented with DBuster active?
I have this information written down for reference, & the table below is what I have down so far for DBuster Chain Attack:

Training = the damage numbers displayed on the top screen at the top left gray box
Actual = the damage meter displayed on the bottom screen, adding over-time

Note: game speed was 1/4 & was paused between every moment I noticed damage was dealt to record, writing down notes.
DBuster Chain Attack
Training | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 18 | 7
Actual | 5 | 3 | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 18 | 8
As we can see, the Actual row is missing a number : (.
 
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Claxus

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@ Claxus Claxus Thanks for the footstool response. I came back bearing a question because. . .well. . .I forgot a tiny little detail:
  • In Training Mode, what are the numbers in Shulk's Final Smash augmented with DBuster active?
I have this information written down for reference, & the table below is what I have down so far for DBuster Chain Attack:

Training = the damage numbers displayed on the top screen at the top left gray box
Actual = the damage meter displayed on the bottom screen, adding over-time

Note: game speed was 1/4 & was paused between every moment I noticed damage was dealt to record, writing down notes.
DBuster Chain Attack
Training | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 18 | 7
Actual | 5 | 3 | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 18 | 8
As we can see, the Actual row is missing a number : (.
DBuster Chain Attack
Training | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 18 | 7
Actual | 4 | 3 | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 3 | 18 | 8
You just missed a 3 before the 18 there. And for the first hit, the actual damage was a 4 for both when I tried it a few times...
 

Masonomace

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DBuster Chain Attack
Training | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 18 | 7
Actual | 4 | 3 | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 3 | 18 | 8
You just missed a 3 before the 18 there. And for the first hit, the actual damage was a 4 for both when I tried it a few times...
Awesome Claxus thanks a lot.:shades: Also HBuster is the best thing ever for MArts + Final Smash. It's beautiful
 
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DiverseStyle

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So I know I asked a similar question before, but I've just been struggling so much recently against Greninja. His Water Shuriken is a pain, but I can somewhat deal with it using Speed and jumping over it. His D-air is just so safe because it bounces off your Shield at an angle and even if it whiffs, it appears that the landing lag can be cancelled with Shadow Sneak I believe is the move?

But I think the biggest problem with him and other like characters is the air game. When I get U-throwed, I just seem to be stuck for the longest time before I can air dodge or jump and can't seem to escape the follow up U-air.

If I get launched horizontally, I just get caught so easily by F-air. In this kind of situation, is Shulk's F-air a good option to retaliate? I know using Jump when launched to recover was suggested, but at times I don't feel I have time to activate it, let alone airdodge.

I apologize that these aren't Shulk-specific questions per say, and I'm not even sure if this is the right place to ask about general gameplay tactics. (If there's a really good resource of tips for this kind of thing, please let me know!)

On another note, I had no idea there was an alternate Vision performed by holding forward when it's activated. It's clinched me so many games and even though I've read that it only works on ground and sacrifices range for speed and power, is there really any situation where you'd want to use the normal Vision instead?

Once again, thanks Shulk community!
 

Claxus

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So I know I asked a similar question before, but I've just been struggling so much recently against Greninja. His Water Shuriken is a pain, but I can somewhat deal with it using Speed and jumping over it. His D-air is just so safe because it bounces off your Shield at an angle and even if it whiffs, it appears that the landing lag can be cancelled with Shadow Sneak I believe is the move?

But I think the biggest problem with him and other like characters is the air game. When I get U-throwed, I just seem to be stuck for the longest time before I can air dodge or jump and can't seem to escape the follow up U-air.

If I get launched horizontally, I just get caught so easily by F-air. In this kind of situation, is Shulk's F-air a good option to retaliate? I know using Jump when launched to recover was suggested, but at times I don't feel I have time to activate it, let alone airdodge.

I apologize that these aren't Shulk-specific questions per say, and I'm not even sure if this is the right place to ask about general gameplay tactics. (If there's a really good resource of tips for this kind of thing, please let me know!)

On another note, I had no idea there was an alternate Vision performed by holding forward when it's activated. It's clinched me so many games and even though I've read that it only works on ground and sacrifices range for speed and power, is there really any situation where you'd want to use the normal Vision instead?

Once again, thanks Shulk community!
Luckily, Greninja won't be able to cancel his aerials with shadow sneak after the patch. D-air is really unsafe if it misses, so try to dodge it instead.

Shulk outranges Greninja, but Greninja has plenty of speed and range... F-air works if completely spaced for safety, same with N-air. Otherwise I'd focus on evasion to getting back to neutral. Try to hitstun shuffle away from him to avoid combos (i.e. aim up for his U-throw). I'll let others offer better advice here.

For the counter, the only reason you'd really use the normal one if you can hit with the forward one is launch direction.
 

Masonomace

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Came back for some more questions. Can Shulk cycle through MArts while. . .
  • Stage-Bouncing? (It's when we get Meteor Smashed & hit the floor, bouncing upward)
  • Throwing an item?
  • Z-catching items airborne?
  • Z-dropping items airborne?
  • Pivoting & Perfect Pivoting?
  • Dash Turning?
  • Foxtrotting?
  • Skidding?
  • Dash Throwing? (I'm doubting this because we can't even cycle through MArts during Dash Attack)
  • Instant Item Throwing? (This is when we Z-catch an item with Air-Dodge & immediately cancel it by throwing the item)
Apologies for the amount of questions, but huge thanks in advance to the max!

A lot of the throwing-related questions are for knowledge put in to help with Character MUs that use Items regularly, so I'm preparing to improve my Item-game against them while multi-tasking with MArt cycling.
 
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DiverseStyle

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Thanks Claxus, I had a few matches against a couple Greninjas and it's going a little smoother now. Just gotta watch out for those Hydro Pump gimps.

But it also seems I'm just having problems against Pokemons. Well not spefically, but I just had a huge problem against a Lucario that did literally nothing but throw and Aura Sphere.

But my real question is about the landing lag on N-air. I've read numerous times it has none, but even if space properly, is there supposed to be enough time to spotdodge a dash grab after being shield? Maybe it's just my own reflexes but N-air was just not as effective as I'd hoped it'd be in those irritating fights.
 

TheHopefulHero

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Came back for some more questions. Can Shulk cycle through MArts while. . .
  • Stage-Bouncing? (It's when we get Meteor Smashed & hit the floor, bouncing upward)
  • Throwing an item?
  • Z-catching items airborne?
  • Z-dropping items airborne?
  • Pivoting & Perfect Pivoting?
  • Dash Turning?
  • Foxtrotting?
  • Skidding?
  • Dash Throwing? (I'm doubting this because we can't even cycle through MArts during Dash Attack)
  • Instant Item Throwing? (This is when we Z-catch an item with Air-Dodge & immediately cancel it by throwing the item)
Apologies for the amount of questions, but huge thanks in advance to the max!

A lot of the throwing-related questions are for knowledge put in to help with Character MUs that use Items regularly, so I'm preparing to improve my Item-game against them while multi-tasking with MArt cycling.
So far, I've been able to switch arts while Z-Droping items & Foxtrotting. I know you can't switch arts when turning while dashing (even when throwing items on the ground / air), so it's best to jump if you still need to switch arts during a dash.

Still need to check if you can switch during Stage-Bouncing, but seeing as how you can still switch during mid-hit, it might not be completely ruled out as a possibility.
 

Claxus

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Starting the Arts switch seems pretty picky, but you can do basically anything while the cycle has already started. I think you can switch during any form of knockback, so it probably works during a stage bounce. At worst, probably not just during the bounce itself.

Thanks Claxus, I had a few matches against a couple Greninjas and it's going a little smoother now. Just gotta watch out for those Hydro Pump gimps.

But it also seems I'm just having problems against Pokemons. Well not spefically, but I just had a huge problem against a Lucario that did literally nothing but throw and Aura Sphere.

But my real question is about the landing lag on N-air. I've read numerous times it has none, but even if space properly, is there supposed to be enough time to spotdodge a dash grab after being shield? Maybe it's just my own reflexes but N-air was just not as effective as I'd hoped it'd be in those irritating fights.
Hydro Pump is terrible for Shulk... His Air Slash doesn't edge-snap immediately, so Greninja can easily push you during it for a gimp... I use Jump to recover if there's even a chance of a Hydro Gimp.

Camping Lucarios are also a pain... And he's completely ungimpable. Gotta use Jump and Speed to keep the gap closed, and try to finish him with Smash as early as you can.

N-air should be pretty safe if spaced... I think it's just 12 frames of endlag. But it depends how you hit though. If you hit with the (facing right) lower right part, it gives them a bit of time to punish, since you're either too close or hit and fell for a few milliseconds which extends the punishing time. It's a bit weird to space with since it's a reverse circle. But ideally you want to hit with the furthest and most horizontal hitbox in front of you as possible, and as close to the ground as possible. I had a bad habit of hitting with the diagonal parts below Shulk, but the falling time makes it easily punished even if spaced.
 
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To be fair, Lucario is a pain to anyone (unless you run hyper arts but customs are starting to get phased out) and hydro pump's gimping is dumb against anyone

I wouldn't be predictable with n-air a lot if I were you guys (Let me explain why). It's amazing but if that's your only plan or only move to use for rushing down, it becomes way too predictable. FH B-air or apex F-air then auto cancel are also great options. If you're in Monado speed, you better make sure your jump height is high enough.

Edit: Just to clarify again. Using n-air often is fine. Being predictable with it is not fine

Also
The Greninja boards have said that Hydro Pump's range and windbox have been nerfed along with the ending lag of his upsmash.
 
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Masonomace

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  • What sort of jab lock setups does Shulk have after soft-platform tumble follow-ups? (I'm gonna guess jab-1 & N-air (Beam) as my guesses)
  • ^ If true, then jab lock > jab-1 / N-air > MArt cycle x1 SH > D-air landing to their get-up > grab > Throw?
 
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Claxus

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  • What sort of jab lock setups does Shulk have after soft-platform tumble follow-ups? (I'm gonna guess jab-1 & N-air (Beam) as my guesses)
  • ^ If true, then jab lock > jab-1 / N-air > MArt cycle x1 SH > D-air landing to their get-up > grab > Throw?
I'm not sure if I'm misunderstanding, but I'm pretty sure Smash 4 doesn't have tumbling off platforms anymore. If you block on an edge, you never slide past it. And sliding off even in hitstun still is just a normal fall.

But I can say that if his F-air hits at low percents (19% and below) on one of the Battlefield platforms, the opponent slides off the platform as they land during the hurt animation. 20% and higher it launches, but earlier than that it sort of just pushes the opponent. Now the cool thing is with Buster, that threshold becomes 79%.

Won't really combo since they can react easily as soon as they start falling, but it's pretty cool to have a F-air that can just sort of push enemies off platforms. Although, I think Buster F-air at 60-79% is the best, since they kind of fall off in hitstun instead of sliding immediately into a normal falling state.
 

Masonomace

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I'm not sure if I'm misunderstanding, but I'm pretty sure Smash 4 doesn't have tumbling off platforms anymore. If you block on an edge, you never slide past it. And sliding off even in hitstun still is just a normal fall.

But I can say that if his F-air hits at low percents (19% and below) on one of the Battlefield platforms, the opponent slides off the platform as they land during the hurt animation. 20% and higher it launches, but earlier than that it sort of just pushes the opponent. Now the cool thing is with Buster, that threshold becomes 79%.

Won't really combo since they can react easily as soon as they start falling, but it's pretty cool to have a F-air that can just sort of push enemies off platforms. Although, I think Buster F-air at 60-79% is the best, since they kind of fall off in hitstun instead of sliding immediately into a normal falling state.
Yeah I learned earlier in September that shielding hits by a platform's ledge doesn't make you fall / tumble off (I had to adjust to this, it makes shielding on top of platforms safer to do now. . .yay. . .) but all of that sounds great with Buster. Thanks for the reply!

Also, I had the inspiration to think of Shulk platform falling setups after watching this:
http://youtu.be/EePgdYZ_JtE?t=35s
 
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Claxus

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Yeah I learned earlier in September that shielding hits by a platform's ledge doesn't make you fall / tumble off (I had to adjust to this, it makes shielding on top of platforms safer to do now. . .yay. . .) but all of that sounds great with Buster. Thanks for the reply!

Also, I had the inspiration to think of Shulk platform falling setups after watching this:
http://youtu.be/EePgdYZ_JtE?t=35s
Oh, so it's still a thing after all, just not with shielding... I also got a bit inspired and tested a bit more, and I have some good news. Shulk's B-air and D-air can both cause tumbling.

Both a bit weird. B-air has to be tipped, and it works only at 3% and lower. But Buster to the rescue, it'll work up to 43%. Keep in mind I'm testing against Marth on the 2P spawn (slightly to the left of the lower platform), pushing him towards off stage. But also with Buster, up to about 20%, you can even hit with the sweetspot and it'll cause the tumble.

And D-air, you have to hit with the side. Think of it as basically Shulk himself ramming into the opponent right as the Monado beam starts. It's a weird hitbox. It works in vanilla up to 36%, 69% in Buster.

That's all I have for now, still gotta try out more followups, the landings lags aren't very convenient... But for basic stuff, usually you can inch out a D-smash after the B-air. For D-air, you hit with it, land on the platform, then fall under the platform while using N-air. Unfortunately hitting with N-air while they're on the ground seems to have a lot more knockback, and D-air (first hit only) makes them stand up immediately.
 
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Masonomace

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Awesome @ Claxus Claxus , I'm feeling really good with using Buster on stages with platforms now. The shield pressure we can do to characters on platforms, or with those slip tumbling setups having a wider range of success thanks to Buster as well, gives me confidence in CP'ing BF or YI aka any stage with soft-platforms. The follow-up to the slipping I was thinking we'd walk up & B-throw with Buster on, OR, D-smash being as close to their get-up as possible to get 2 hits in hopefully.

Again. . .
 
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Came back for some more questions. Can Shulk cycle through MArts while. . .
  • Stage-Bouncing? (It's when we get Meteor Smashed & hit the floor, bouncing upward)
  • Throwing an item?
  • Z-catching items airborne?
  • Z-dropping items airborne?
  • Pivoting & Perfect Pivoting?
  • Dash Turning?
  • Foxtrotting?
  • Skidding?
  • Dash Throwing? (I'm doubting this because we can't even cycle through MArts during Dash Attack)
  • Instant Item Throwing? (This is when we Z-catch an item with Air-Dodge & immediately cancel it by throwing the item)
Apologies for the amount of questions, but huge thanks in advance to the max!

A lot of the throwing-related questions are for knowledge put in to help with Character MUs that use Items regularly, so I'm preparing to improve my Item-game against them while multi-tasking with MArt cycling.
For the first 4....
- No
- No
- No
- Yes

Not sure about the rest
 
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Claxus

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Couldn't make much of a breakthrough for soft-platform tumble combos. They can tech as they hit the ground right? Sadly Shulk's landing lags don't let him follow up before that. If you want to get super complex, he can grab them out of the air if you MA Land Cancel, but that's extremely situational and tough to pull off.

But he has good options if they miss the tech. After tumbling them with Buster B-air, you can shorthop and N-air > F-tilt. The three hits do 36%. If you manage to knock them off at lower percents with Buster, you might even be able to grab after the N-air. Some simpler followups that work are D/F-air, all three smashes, dash attack, D-tilt, Air Slash, and Backslash (sadly they turn to face the direction they were hit in from the B-air so it can't get some back hits).

Fullhop B-air even reaches on level with the top Battlefield platform, so you can sneak out some B-airs up there from the ground.

Tumbling them with D-air is the same mostly, except most of the time you'll land on the platform they were on. So it's easier to fast fall through the platform and do the N-air > F-tilt (with Buster), and the ground options like D-tilt probably will take too long.

To be honest, I'm not sure how much of a true combo the N-air followups are (F-tilt, grab), but at least Shulk does get a platform tumble option with insane reach (B-air) that can lead to guaranteed follow-ups if they miss the tech. Which may not be too farfetched as people don't expect to get sniped by a B-air tipper into a tumbling state.
 

Masonomace

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Morning. For the record no characters slipping off soft-platforms cannot tech the ground. Question & thanks in advance:
  • Despite F-air only having a slight reduction of landing lag, would the improved F-air happen to have any IASA frames to cancel it's landing with something like a Special move?

    Example: Buffering a FH > F-air > landing Air Slash / Vision / Back Slash
 
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FlareHabanero

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I did a quick experiment, and I can't cancel the landing for the forward aerial attack with a special attack.

Also, Monado Arts have a cooldown of roughly 10 seconds.
 

RE-DAZ

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-How should i recover when i have shield activated?
theres no enough aerial mobility like to come back from far, or cancelling Sart and going for the Jart?
 

adom4

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-How should i recover when i have shield activated?
theres no enough aerial mobility like to come back from far, or cancelling Sart and going for the Jart?
First, DON'T USE YOUR SECOND JUMP IF YOU HAVE IT.
Second, quickly switch out of it to jump & then recover, with jump you can recover from nearly everywhere if you have a second jump.
 

Masonomace

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-How should i recover when i have shield activated?
theres no enough aerial mobility like to come back from far, or cancelling Sart and going for the Jart?
Granted that Shield is my favorite MArt I've found a way to avoid this terrible situation.

Even though adom4 answered you I'll add-onto it: Whenever you're about to get launched no matter what, properly vector accordingly to reduce the launch distance to improve your chances of recovering with Shield on if you intend to keep it on. Second don't use your DoubleJump too early unless you're launched horizontally rather than vertically.

In case it's a situation that looks so bleak you can't recover with Shield active, think about de-activating Shield in mid-launch distance during the hit-stun ASAP; but don't hold your circle pad to be toward the stage at all times. Only start holding your circle pad towards the stage when you've de-activated Shield & cycled to either Jump or reverted to Vanilla, THAT'S when you start DI'ing towards the stage while drifting. If you're drifting before de-activating Shield, then the drifting carry-over to Vanilla or Jump won't be as effective. Hope this helps.
 
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RE-DAZ

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Its not that I recover with shield.
This happens when I get grabbed while shield is activated, big problem but not at all if I can de activate it, now I get it. I was able to change to JUMP while the opponent was pummeling; then there was no problem at all.
 

Masonomace

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Its not that I recover with shield.
This happens when I get grabbed while shield is activated, big problem but not at all if I can de activate it, now I get it. I was able to change to JUMP while the opponent was pummeling; then there was no problem at all.
Oh & disregard what I said about vectoring because it's gone (but not entirely-ish), so when you're getting thrown & you know it'll be off-stage, hold up + left if you're getting thrown to the right vice-versa hold up + right if you're getting thrown left.
 

Masonomace

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DI is still there but it's slight. Basically think of it like Melee DI'ing.

EDIT: And I have a question (though I could of sworn this was answered):
  • Does Shield affect Advancing Air Slash's 2nd slashing horizontal distance?
(I played a good portion of Smash WIiU with friends so I never thought of this for a while & didn't bother testing)
 
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DiverseStyle

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Hello, so two things:

I'd like to know the best way to fight Rosalina & Luma as Shulk, or in general really. Even if she apparently got nerfed it's still frustrating to deal with because the player can just hide behind Luma and if I try to bypass Luma, they just shield-grab. If Luma dies, they just roll away endlessly until they get that star back and that teleporting crap is annoying as all hell. It also doesn't help that dumb star can interrupt grabs, which is where the majority of my Buster damage comes from.

Two, what are Shulk's best OoS options? Particularly when an opponent dash attacks through your shield and ends up behind you or when they are out of range to grab after an attack or you were unable to perfect shield. Thanks!
 
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Masonomace

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Two, what are Shulk's best OoS options? Particularly when an opponent dash attacks through your shield and ends up behind you or when they are out of range to grab after an attack or you were unable to perfect shield. Thanks!
I have success with OoS Jump Canceled Vision or OoS Jump Canceled Air Slash, & for your situation of when they're behind you I B-Reverse Air Slash OoS so it connects cleanly. (Oh & PowerShield to Short Hop N-air does wonders for those buggers that get behind you from whatever carry-over movement they used aka Dash Attack). Shielding then dropping shield to turn around jab or F-tilt is good too.

I mean, for fun & decent mix-ups I do OoS Full Hopped D-air in a quick manner so I can cancel the landing lag with the IASA portion using either Vision or Air Slash as a mind-game, baiting them to my bad landing (You don't want to FastFall your Full Hopped D-air though, as you won't be able to cancel your landing with a Special move).

Other than that I don't use much OoS options besides ofc grabbing & jabbing if they're close to me.
 
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DiverseStyle

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I have success with OoS Jump Canceled Vision or OoS Jump Canceled Air Slash, & for your situation of when they're behind you I B-Reverse Air Slash OoS so it connects cleanly. (Oh & PowerShield to Short Hop N-air does wonders for those buggers that get behind you from whatever carry-over movement they used aka Dash Attack). Shielding then dropping shield to turn around jab or F-tilt is good too.

I mean, for fun & decent mix-ups I do OoS Full Hopped D-air in a quick manner so I can cancel the landing lag with the IASA portion using either Vision or Air Slash as a mind-game, baiting them to my bad landing (You don't want to FastFall your Full Hopped D-air though, as you won't be able to cancel your landing with a Special move).

Other than that I don't use much OoS options besides ofc grabbing & jabbing if they're close to me.
Thanks for the tips! What is IASA, by the way?

Also, this is something I've been wondering for a while, but do you guys have any footage of your Shulk gameplay? You all seem to know what you're doing and I've noticed that other players who have a good handle on their characters move relatively fast, despite being slower characters, and I just don't think I've reached that stage yet. I haven't seen any spectacular Shulk matches, so I thought you guys might have some.
 
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Masonomace

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Thanks for the tips! What is IASA, by the way?

Also, this is something I've been wondering for a while, but do you guys have any footage of your Shulk gameplay? You all seem to know what you're doing and I've noticed that other players who have a good handle on their characters move relatively fast, despite being slower characters, and I just don't think I've reached that stage yet. I haven't seen any spectacular Shulk matches, so I thought you guys might have some.
IASA is smash jargon that stands for Interruptible As Soon As. Because D-air has IASA frames to it which is how we're able to use Specials upon its landing despite D-air's animation not finishing. F-air B-air & U-air work too.

As for the footage I didn't record any 3DS matches. I may have some replays tuesday because the 1v1 friendlies between my friend & I are a lot of fun & gets me going. I suggest watching Trela in the Shulk Video Thread for some good Shulk game-play.
 
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