Shulk is in the running for worst lag on side tilts in the game yes/yes?
10/05/2014 12:30:15
that goes to palutena actually
Also hi limes
i played bowser at UQ today, I was teaming with that creeper Shitashi
10/05/2014 12:33:10
Also hi limes
i played bowser at UQ today, I was teaming with that creeper Shitashi
10/05/2014 12:33:10
Yes, but OMG DO THEY HAVE RANGE!
Was good to meet you today limes <3
10/05/2014 12:33:25
Was good to meet you today limes <3
10/05/2014 12:33:25
Oh yeah it was heaps of fun today :)
You guys threw us into losers bracket and it was all downhill from there ha.
10/05/2014 12:44:48
You guys threw us into losers bracket and it was all downhill from there ha.
10/05/2014 12:44:48
And then Rhastingo and Yui destroyed us in winners after that though so we let you down
10/05/2014 13:41:08
10/05/2014 13:41:08
Shulk is very disappointing, unless if he has a mobility custom for his side b his only safe approach is n-air crossovers with Monado speed. All of his spacing tools have too much lag.
10/06/2014 01:09:16
10/06/2014 01:09:16
shulk is very strong. you just have to know how to use his B. I like to use the yellow one when im over 110% so i can live as long as the heaviest characters. also the damage one is sooo good at the start of the match if you get the first hits in.
10/06/2014 01:35:53
10/06/2014 01:35:53
Aerodrome said:
And then Rhastingo and Yui destroyed us in winners after that though so we let you down
You guys gave us a run for our money in the finals though, team scandalous came through though!
10/06/2014 01:49:53
I LAG said:
shulk is very strong. you just have to know how to use his B. I like to use the yellow one when im over 110% so i can live as long as the heaviest characters. also the damage one is sooo good at the start of the match if you get the first hits in.
Jump is amazing for gimping off stage. You can full hop to basically the edge of the screen, do your stuff, and easily make it back with the extra height your jump and up-B gets. Also amazing when you spike people with your down air. Jump is fun.
10/06/2014 02:30:29
ASquirtle said:
Aerodrome said:
And then Rhastingo and Yui destroyed us in winners after that though so we let you down
You guys gave us a run for our money in the finals though, team scandalous came through though!
Naked shulk and naked ZSS worked really well, paralyzer into shulk anything is a deadly combination
Also I think all of Shulk's Monado arts are useful, but Shulk will take a lot of micro managing to be played well, like Olimar in Brawl imo
10/06/2014 02:35:59
The main issue I have with his arts are the downsides they give. The only ones that are "safe" are speed and shield, and even they nerf your jump height so recovering is harder. It's probably just my inexperience with the game, but I find myself taking a lot of damage when I try using buster early in the match to get ahead.
10/06/2014 02:50:57
10/06/2014 02:50:57
I actually have a data topic of all the downsides the Monado arts give >.<;
You can check it out here: http://smashboards.com/threads/shulk-monado-data-thread.368429/
10/06/2014 03:11:10
You can check it out here: http://smashboards.com/threads/shulk-monado-data-thread.368429/
10/06/2014 03:11:10
Interesting thread, I'll have a look into it.
Another gripe is that Shulk seems very defensive and dependant on precise spacing, which is really hard to do online and using the 3ds controls. Maybe I'll give him another shot on the Wii U version.
10/06/2014 05:23:24
Another gripe is that Shulk seems very defensive and dependant on precise spacing, which is really hard to do online and using the 3ds controls. Maybe I'll give him another shot on the Wii U version.
10/06/2014 05:23:24
So, Shulk can cancel landing lag with his monado arts animation.
https://www.youtube.com/watch?v=gjubeRA0pdI
This is pretty big.
10/09/2014 01:30:54
https://www.youtube.com/watch?v=gjubeRA0pdI
This is pretty big.
10/09/2014 01:30:54
I don't think approaching like that would be very smart. I'd just fair as soon as i see those lights and get the free hit in.
10/09/2014 03:49:18
10/09/2014 03:49:18
So all these Shulk buffs in the v1.0.4 patch Applez.
ARE YOU REALLY FEELING IT NOW???
11/19/2014 22:16:28
ARE YOU REALLY FEELING IT NOW???
11/19/2014 22:16:28
I am glad that his monado art buffs have lowered the risks of the speed and buster stances, allowing for more meaningful play that I had expected to come of shulks's kit when he was announced.
Whether this and the small increases in overall damage will make Shulk viable at top play only time will tell. Nope Shulk is still terrible.
11/20/2014 12:11:16
Whether this and the small increases in overall damage will make Shulk viable at top play only time will tell. Nope Shulk is still terrible.
11/20/2014 12:11:16
The Shadow Clone Jutsu- http://gfycat.com/ImmaculateNippyBaldeagle
01/23/2015 09:31:01
01/23/2015 09:31:01
Every time I hear Shulk use air slash all I can hear in my head is this guy going AYYYYYY SLUT
01/30/2015 13:22:05
01/30/2015 13:22:05
I feel like Shulk is a character with sooo much potential.
Against certain play-styles and match ups, he can be a powerhouse.
Some combos with Shulk include:
SPEED ART
Nair > Dtilt > Grab > Throw > Follow up (Dash attack, Fair, Nair, Etc)
Nair > Jab3
Nair > Fsmash (not guaranteed)
Pivot grabs (Very safe due to slide)
BUSTER ART
UThrow > Utilt > Utilt > AIRSLESHH (second Utilt not guaranteed, weight dependant)
BThrow > BUck SLASH (Only at certain %s, only works if they miss their tech or tech in place)
Nair > Dtilt
General Play
Shulk relies a lot on speed arts to approach. Nair is most useful and should be spaced so that you land behind the opponent so you're not shield grabbed.
Dtilt stops a lot of dash attacks and grounded approaches.
Full hop FF Back Air works, and seems to catch people off guard with the range. Play around with the timing of it, as you will experience landing lag.
SPACING IS KEY - Use aerials wisely and not recklessly.
Arts
Jump: Basically only used when offstage. There is little reason to use this onstage. If recovering, press b 3 times (or hold) to remove art in use, and then press b once more to activate jump. Always save your second jump.
Speed: Main approach tool. Used often when opponent is on low% (0-35%) or when Buster is not active on higher %s. Makes you a combo master.
Shield: Used when on ridiculously high %s or just to play it safe. Never use this below say 90% and ALWAYS GET RID OF IT OFFSTAGE. Kill power stays the same as normal if i recall correctly, so it is the most safe option to go for when on last stock last hit.
Buster: Makes you a Combo Master once again, but with more damage. This art is used mainly when your opponent is on 40% or so and you can easily get them to 100% or more with 3 or 4 hits. Just keep in mind you do take more damage when in this art.
Smash: Makes you the KO King, really. You can easily kill someone at 80% with an fsmash at the ledge or even an Ftilt at 100%. A lot of players will get very cautious and scared when you swap to this art when they're at a disadvantage. Dthrow and Bthrow will kill at the edge. Read a roll with upsmash and the stock is basically sealed.
Treat Ftilt as a smash attack when you're in Smash Art.
Things to keep in mind:
Uair isn't very good, it's very difficult to hit and covers like no area.
Landing lag on Shulk is brutal, especially with back air and fair. Space properly.
Air Slash can kill with the second hit.
If you don't have to approach your opponent, you are in control. You can zone so much area.
Hope this helps understand Shulk c:
07/13/2015 05:33:56
Against certain play-styles and match ups, he can be a powerhouse.
Some combos with Shulk include:
SPEED ART
Nair > Dtilt > Grab > Throw > Follow up (Dash attack, Fair, Nair, Etc)
Nair > Jab3
Nair > Fsmash (not guaranteed)
Pivot grabs (Very safe due to slide)
BUSTER ART
UThrow > Utilt > Utilt > AIRSLESHH (second Utilt not guaranteed, weight dependant)
BThrow > BUck SLASH (Only at certain %s, only works if they miss their tech or tech in place)
Nair > Dtilt
General Play
Shulk relies a lot on speed arts to approach. Nair is most useful and should be spaced so that you land behind the opponent so you're not shield grabbed.
Dtilt stops a lot of dash attacks and grounded approaches.
Full hop FF Back Air works, and seems to catch people off guard with the range. Play around with the timing of it, as you will experience landing lag.
SPACING IS KEY - Use aerials wisely and not recklessly.
Arts
Jump: Basically only used when offstage. There is little reason to use this onstage. If recovering, press b 3 times (or hold) to remove art in use, and then press b once more to activate jump. Always save your second jump.
Speed: Main approach tool. Used often when opponent is on low% (0-35%) or when Buster is not active on higher %s. Makes you a combo master.
Shield: Used when on ridiculously high %s or just to play it safe. Never use this below say 90% and ALWAYS GET RID OF IT OFFSTAGE. Kill power stays the same as normal if i recall correctly, so it is the most safe option to go for when on last stock last hit.
Buster: Makes you a Combo Master once again, but with more damage. This art is used mainly when your opponent is on 40% or so and you can easily get them to 100% or more with 3 or 4 hits. Just keep in mind you do take more damage when in this art.
Smash: Makes you the KO King, really. You can easily kill someone at 80% with an fsmash at the ledge or even an Ftilt at 100%. A lot of players will get very cautious and scared when you swap to this art when they're at a disadvantage. Dthrow and Bthrow will kill at the edge. Read a roll with upsmash and the stock is basically sealed.
Treat Ftilt as a smash attack when you're in Smash Art.
Things to keep in mind:
Uair isn't very good, it's very difficult to hit and covers like no area.
Landing lag on Shulk is brutal, especially with back air and fair. Space properly.
Air Slash can kill with the second hit.
If you don't have to approach your opponent, you are in control. You can zone so much area.
Hope this helps understand Shulk c:
07/13/2015 05:33:56
uair reads can get kills at 80% tho
07/16/2015 06:15:25
07/16/2015 06:15:25
noted o:
i feel like people fall out of the second hit a lot.
also, usmash reads on rolls are glorious and you should try go for them as much as u can c:
07/17/2015 07:56:03
i feel like people fall out of the second hit a lot.
also, usmash reads on rolls are glorious and you should try go for them as much as u can c:
07/17/2015 07:56:03