Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Discuss vs
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!
Well I for one would like to notify @ John12346 and @zeezee that we're using this video to help understand the MU.I guess we need some footage of the sorts so here's (a slightly old) one:
Speed art is REALLY good for breaking through villager's zone. Spamming n-airs or f-airs his way through slingshots, and gyroids aren't his only options. Shulk's dash to shield is great. He can use that too for going against Villager's wall of projectiles. Jump art is... alright but gyroids are probably going to halt his aerial approaches. Honestly, I wouldn't use this art for on-stage purposes against Villager. I still think it could work well against Villager's camping but it isn't as good as speed. Buster art should only be used once you're at mid-range against the Villager. From that distance, you can harass Villager quite easily. Smash art and shield art are situational. Shulk only uses Smash for KO'ing and shield for living. That's obvious.
Shulk's disadvantage is poor, but the only aspect of it that Villager can actually exploit is his recovery, but that becomes less of an issue with jump art. His disadvantaged state becomes exploited hard if the opponent has good frame data, and excellent combo ability (Hence why Fox and Sheik are bad for Shulk)
Shulk's off-stage game is fantastic but I don't think Villager's going to get gimped by jump anytime soon since Villager's recovery is too good. He could get killed off-stage though if he's at a high percent with one nice f-air. Villager's off stage game is great. Shulk's recovery being easy to gimp, Shulk will need jump art ready and I'd recovery high with Shulk instead of low.
As for the tree, Shulk's f-smash lasts REALLY long if he whacks the tree with his f-smash due to its insane hitlag. Also, you'd try to keep the tree up instead of actually chopping it down. You DO NOT want to chop the tree down against Shulk. His counter is likely to kill you if he manages to counter the tree.
So from what I know, Shulk can handle Villager's camping with speed art quite well. Jump art is probably best used when he needs to recover or when he's going for an edgeguard attempt. Buster will be used when Shulk is at mid-range against Villager. Villager tries to run? Just keep dash to shielding or space n-air carefully against his projectiles. Villager's sourspot is at mid-range and Shulk loves mid-range. Speed art can get you into that position. Villager's camping still proves to be quite pesky though, and his off-stage game could really mess up Shulk's recovery (unless jump art is factored)
Regardless of what I said, I'm not giving a score yet. Might be leaning to even, but I'm still thinking. Oh, and imo
Right! The discussion will still be focused enough that there is no need for two threads.Well, I was about to say that this was suppose to be more of a discussion about default specials (we'll have a round 2 for customs soon), but since both characters remain to be fundamentally the same, I guess customs are perfectly fine to discuss
So what can be gathered from that with the counter tree, is it's actually no threat if you're in monado buster. It's easy to land a Bair or F-tilt on it. Or, maybe back slash would be worth it if you're on the tree's backside and you want to surprise the Villager with the horizontal movement. If I were the villager, I would probably opt to using just the tripping sapling against Shulk. Because of Speed Shulk's difficulty in handling the counter tree, I would recommend it against a Shulk who is adamant on using that art (or decisive speed).I was going to do a write up about customs, but so far I'll just put down my notes for killing trees. These were tested outside of training mode, so freshness/staling is involved.
Killing normal tree:
Jump/Vanilla:
1 uncharged D-smash
2 uncharged or charged F-smashes
3 F-tilts or Bairs
4 D-tilts or U-tilts
Speed:
1 D-smash charged like 1/3 of the way
2 somewhat charged f-smashes
3 uncharged F-smashes
4 F-tilts or Bairs
5 D-tilts or U-tilts
Buster:
1 uncharged d-smash
2 F-tilts, Bairs, or F-smashes
3 D-tilts or U-tilts
Counter timber is a custom tree of choice. While it's weaker than normal tree, it hurts whoever attacks it, hence the name. However, on the attack that kills the counter tree, it will not deal damage back. And... we just happen to be lucky enough to have moves that can 1 hit it, meaning it will be gone immediately without us taking damage. If you can't 1 hit the tree, you really shouldn't be attacking it. These are the moves:
Buster:
Bair, F-tilt, uncharged D-smash, back slash (back hit, which for the tree is the side opposite from where Villager is when he PLANTS it). Decisive arts do not add any new moves to this list.
Hyper Buster:
All the usuals but also D-tilt and front facing Back Slash.
Vanilla: Slightly charged D-smash (I'm now realizing the tree has 15 hp), and Back slash (back side)
Speed: Fully charged D-smash (that's it.)
Also, Buster F-tilt and D-tilt can outprioritize pushy loid
Dash vision should be good, and AAS will be good as an attack and for avoiding them bowling balls. Will elaborate more tomorrow.
Yeah, Villager wins up close. I don't think it's +1 either.Hmmm "Villager is campy/campy Villager"
how good is Shulk up close if not I doubt this is a +1 Shulk as Villager probably messes him up close.
At long range Shulk loses but not for long
At mid range Villager just does not want
Ah ok I wasn't too sure on thatAnyone can mess Shulk up when they get close especially since his frame data is the worst in the game. The thing is, you need approach Shulk.
Indeed, Villager is more of a zoning/anti-zoning character. She has just enough tools to break zoning what with her disjointed aerials and Pocket (Not like it's going to help against Shulk) so she can use her amazing close ranged buttons. There are few characters she wants to be camping against (Ganon and DDD come to mind)From what I'm seeing, you guys are suggesting that Villager should be aggressive in this match up instead of defensive/campy. That could work if Villager's move set was designed for aggressive play. Problem is, it isn't.
Sort of. What you really want to do is pelt him with enough pellets so he doesn't have a hitbox while you get in, avoiding Mid range hitboxes[/quote]You could say that you'd camp Shulk and provoke him to go at close range
This is why i have a hard time ranking an MU for the two. While Shulk can wall out Villager, he can't do it forever. Villager will get in. A perfect shield on a normal or a well timed roll/spot dodge means close range for Villager. Which is where she excels at. The question at least for me is If Shulk can Wall out Village before Villager gets in and if Villager can Shrek shulk inside long enough before he finds a way to reset to mid range.but Shulk is primarily made for mid-range. The best tactic to do with Shulk is to stay at mid-range which is also Villager's worst spot. The best you can do with Villager is that you try breaking through Shulk's mid-range zoning and that's where the difficulty arises. Villager isn't really a rush down character. He'll need to get around Shulk's ranged normals before he can beat him up close.
Villager does not need to approach Shulk, as he can set up his tree and send out gyroids. That puts some pressure on Shulk to do the approach, while Villager has none. Also, Villager's mid-range Fair and Bair vastly outreach Shulk's.Anyone can mess Shulk up when they get close especially since his frame data is the worst in the game. The thing is, you need approach Shulk. From what I'm seeing, you guys are suggesting that Villager should be aggressive in this match up instead of defensive/campy. That could work if Villager's move set was designed for aggressive play. Problem is, it isn't. You could say that you'd camp Shulk and provoke him to go at close range, but Shulk is primarily made for mid-range. The best tactic to do with Shulk is to stay at mid-range which is also Villager's worst spot. The best you can do with Villager is that you try breaking through Shulk's mid-range zoning and that's where the difficulty arises. Villager isn't really a rush down character. He'll need to get around Shulk's ranged normals before he can beat him up close.
Yep. This is the issue with approaching Villager with an aerial while in Monado Speed.Sort of. What you really want to do is pelt him with enough pellets so he doesn't have a hitbox while you get in, avoiding Mid range hitboxes
This is why i have a hard time ranking an MU for the two. While Shulk can wall out Villager, he can't do it forever. Villager will get in. A perfect shield on a normal or a well timed roll/spot dodge means close range for Villager. Which is where she excels at. The question at least for me is If Shulk can Wall out Village before Villager gets in and if Villager can Shrek shulk inside long enough before he finds a way to reset to mid range.
Umm guys... How is a defensive Shulk going to wall out Villager? Villager fires pellets from a far distance away, and can send out as many as he wants (and kinda fast too). Shulk is not dealing any damage when walling Villager. He is just gaining damage.You could say that you'd camp Shulk and provoke him to go at close range, but Shulk is primarily made for mid-range. The best tactic to do with Shulk is to stay at mid-range which is also Villager's worst spot. The best you can do with Villager is that you try breaking through Shulk's mid-range zoning and that's where the difficulty arises
Yes! Hitbox comes out on frame 10. Although, we shouldn't get many opportunities to use it. Maybe if Villager is being overly aggressive and approaching with lots of Nairs (14 frames of landing lag) or other aerials.Umm Shulk can Air Slash OoS right? that's probably important
You can always opt not to give a score. I'm actually thinking about doing away with MU scores once the next patch commences (and I'm going to reset all the scores in the MU OP)This is why i have a hard time ranking an MU for the two. While Shulk can wall out Villager, he can't do it forever. Villager will get in. A perfect shield on a normal or a well timed roll/spot dodge means close range for Villager. Which is where she excels at. The question at least for me is If Shulk can Wall out Village before Villager gets in and if Villager can Shrek shulk inside long enough before he finds a way to reset to mid range.t
That's not what I meant. I'm seeing here that Villager should go at close-range once Shulk tries to stay at mid-range, and yes, her f-air/b-air outranges Shulk because it's a projectile.Villager does not need to approach Shulk, as he can set up his tree and send out gyroids. That puts some pressure on Shulk to do the approach, while Villager has none. Also, Villager's mid-range Fair and Bair vastly outreach Shulk's
That's what I was getting to with Shulk. I meant close enough that his aerials will reach Villager's but not too close. That's where he'll thrive (because Villager is bad at mid-range)When we do approach, we need to make sure to be near him (as his mid-range is much longer than ours) but not too close to be hit by jabs or that umbrella. Oh, and Villager's Nair can hurt a lot too. For Shulk to be that distance, he needs to be spacing well, which is not always easy.
Dash to shield. Really, it's a lot safer and much easier to just dash to VillagerYep. This is the issue with approaching Villager with an aerial while in Monado Speed.
At mid-range. Not at long-range, buddy.Umm guys... How is a defensive Shulk going to wall out Villager? Villager fires pellets from a far distance away, and can send out as many as he wants (and kinda fast too). Shulk is not dealing any damage when walling Villager. He is just gaining damage.
ok yep. True then. Dash to shield is definitely how to approach with speed. Being in Speed helps Shulk maintain pressure if Villager tries to flee.You can always opt not to give a score. I'm actually thinking about doing away with MU scores once the next patch commences (and I'm going to reset all the scores in the MU OP)
That's not what I meant. I'm seeing here that Villager should go at close-range once Shulk tries to stay at mid-range, and yes, her f-air/b-air outranges Shulk because it's a projectile.
That's what I was getting to with Shulk. I meant close enough that his aerials will reach Villager's but not too close. That's where he'll thrive (because Villager is bad at mid-range)
Dash to shield. Really, it's a lot safer and much easier to just dash to Villager
At mid-range. Not at long-range, buddy.