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Best uses for Speed and Shield?

GreatKingBowserKoopa

Smash Apprentice
Joined
May 10, 2011
Messages
102
When should you use speed, and how can you use shield well? I don't really use shield since it makes Shulk really slow and really hard to recover if he's launched. Also, speed makes you weaker. But does it only make your damage lower and not your knockback?
 
Joined
Jun 8, 2009
Messages
18,990
The lower knockback from speed combined with the buff speed gives to Shulk's foot speed helps in doing follow ups. Also, grabbing and SHFF N-air with speed is godlike. Underrated use of speed is for edgeguarding since it actually buffs your air mobility by a lot

Shield is great for not taking much damage at all. Doesn't sound like much but it is. Best utility of it is by turtling like hell. Grab, space and let them come at you. Not much punishment. The only problem is when you're sent off-stage. Shield is easy to gimp but you can switch to monado jump if you're fast enough. It kinda sucks though if your using decisive arts

Which is why I use shield at 70%+ instead of 150%+
 
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MarioFireRed

Smash Journeyman
Joined
Oct 4, 2014
Messages
445
Location
Colony 9
NNID
MarioFireRed
3DS FC
5026-4457-8398
Speed is Shulk's best bet at acting as a rushdown character with approaching Nairs, grabs, and jabs/tilts for light damage. That art is meant to help Shulk dictate the flow of the match as, while his jump height and offense is weakened (damage, not knockback), his speed rivals Sonic's. It's also generally effective as unlike Sonic, Shulk's attacks cover very nice range thanks to the Monado's beam. Speed's not as situational as Shield and can be used pretty much whenever you get a good rhythm going, though I recommend at the start of the match for some easy combos or when the opponent comes in with a new stock.

Shield on the other hand is if for playing super defensively and stock turtling. This is for whenever you're at a high % and not standing near a ledge where someone can easily throw/launch you away from the stage. Again Nairs and tilts come into play here thanks to their range and overall effectiveness. Oh and your shield health is increased during the Shield art, enough to not break after a Bowser Bomb or Marth's Shield Breaker.
 
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