Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Stage discussion
This thread will be the main hub for discussing how Shulk interacts with the following stages. We're only going to discuss the stages that are considered legal (so we're not tackling any banned stages). Stages will be discussed at a weekly basis (more or less). Also, this OP is still under construction because it doesn't look good at all. Lol. Feel free to revisit some stage discussions if you want
If you have any suggestions or questions, feel free to ask me
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CURRENTLY BEING DISCUSSED : PILOT WINGS
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PAST/FINISHED DISCUSSIONS
This thread will be the main hub for discussing how Shulk interacts with the following stages. We're only going to discuss the stages that are considered legal (so we're not tackling any banned stages). Stages will be discussed at a weekly basis (more or less). Also, this OP is still under construction because it doesn't look good at all. Lol. Feel free to revisit some stage discussions if you want
If you have any suggestions or questions, feel free to ask me
***
~~~~~~~~~~~~~~~~~~
CURRENTLY BEING DISCUSSED : PILOT WINGS
~~~~~~~~~~~~~~~~~~
PAST/FINISHED DISCUSSIONS
Battlefield is a stage with 2 features, platforms and a flat stage. There are 2 lower platforms that are slightly above the flat stage (respectively above the left and right portions of the flat stage). 1 platform is floating above the 2 platforms aligned at the center. The stage itself has an imperfect geometry (the under portion) so be careful when recovering.
This is considered to be one of Shulk's better stages. The presence of platforms allows him to use those platforms to easily pressure his opponents with his range. His f-air, n-air, u-tilt, and b-air are most notable when it comes to this regard. Their range is long enough to pressure opponents standing on platforms. In jump mode, you can SH and use an aerial to intercept anyone standing on the lower platforms, which also allows you to cover ledge options nicely since you're zoning the platforms. Speed mode allows you to do the same thing also except you need to FH your aerials.
Another thing to note about your range's synergy with the platforms is that you can even attack opponents from below with your range if you manage to catch them with your hitbox. N-air, f-air and d-air are capable of poking through platforms while being above them (n-air is possible to use for as long as you time it right). One of the main issues with using n-air, f-air, or d-air for this is that all aerials have landing lag unless you MALLC the said aerial. Shulk also has good options when he's attempting to depart from a platform: Shulk can also go off the platform and use b-air or he can go through the platform and use n-air.
Back slash finds some actual use with the platforms. Its hitbox is large enough to intercept opponents while they're above the platforms. You can even land an actual back hit with the delayed hitbox if you manage to space it right. For more info, @ erico9001 has provided us with info regarding this:
Quick top from Masonomace about BF:When on ground, back slash can hit the opponent who is on the platform above you (use when somewhat away). If you are facing their front it is common for you to actually get a hit registering as a back hit, and if you are facing their back you may actually get a hit registering as a front hit. Testing this out - it seems if the opponent is in the middle of the platform (facing towards the middle of the stage), you will usually get a back hit when you are just below the yellow corners of that platform. You can use this to judge distance (it's ~half of the platform). There is a small window in each direction for which this will work. You get the back hit on his front if you are closer, and the front hit on his front the farther you are. As for the full distance away that back slash can hit the opponent (without acting as hitting from the opposite direction), it coincidentally looks to be a full platform length. Therefore, if the opponent is facing towards the middle of FD from the middle of a platform, you can roll to the ledge and back hit his back because that is ~1 full platform length. When practicing this, do keep in mind opponents don't spawn exactly in the middle of the platform, but a little more towards Battlefield's center. Another thing to keep in mind is Back Slash carries some of the horizontal velocity from your run. If running in for the strike, be sure to input the back slash sooner than you normally would. Using Shulk's head (which leans forward as he runs) for reference, the distance is as follows for each mode:
Run speeds not effected - 3/4 platform distance
Monado Speed - 1 platform distance
Monado Shield - Just slightly above 1/2... maybe 7/12. Do a moment before you hit 1/2.
Match-ups where in Battlefield may not be a good idea:Real Quick Tip about Battlefield & Shulk
Even though Smashville is the current discussion, I wanna mention something I've been meaning to practice & develop for Shulk in case he's pressured on platforms, & that's by using N-air, or F-air to hit characters perssuring you underneath the lower level platform on either side.
Here's a table showing who gets hit by said move while they're standing underneath the platform.
Note: I did not account for them shielding & using an OoS option like U-smash etc..
Any Yes or Nos that are colored signify that they can hit, just not effectively.Character | N-air | F-air | B-air | D-air's 2nd hit
| No | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | Yes | Yes
| Yes | Yes | No | Yes
| Yes | Yes | Yes | Yes
| Yes | Yes | No | Yes
| No | Yes | No | Yes
| Yes | Yes | Yes | Yes
| No | Yes | No | Yes
| No | No | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | Yes | Yes
| No | Yes | No | Yes
| Yes | Yes | Yes | Yes
| Yes | Yes | Yes | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| No | No | No | Yes
| No | No | No | Yes
| Yes | Yes | Yes | Yes
| No | No | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| No | No | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| No | No | No | Yes
| No | No | No | Yes
| Yes | Yes | Yes | Yes
| No | Yes | No | Yes
| Yes | Yes | Yes | Yes
| No | Yes | No | Yes
| No | No | No | Yes
| Yes | Yes | Yes | Yes
| Yes | Yes | Yes | Yes
| No | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
| No | Yes | No | Yes
| Yes | Yes | No | Yes
| Yes | Yes | No | Yes
(Default)| Yes | Yes | No | Yes
(Default)| Yes | Yes | No | Yes
(Default)| Yes | Yes | No | Yes
Final Destination is basically one flat stage with normal edges. Really, there's nothing special about it. Each omega stage is different in terms of layout.
Due to the lack of platforms, monado jump's art usage changes a bit. Basically, your option with jump art is either to dive bomb with n-air, FF then do nothing, or FF then dash grab. You're gonna be faking out a lot with jump art. Speed art's utility is valuable in these flat stages due to your increased ground speed, lowered jump height and air mobility. The stage lip of Final Destination is rather generous. There isn't really much to say about it. It isn't exactly a bad stage for Shulk. He doesn't really benefit a lot from the flat stage. He obviously does better in stages with platforms
Match-ups where in Final Destination/Omega stages may not be a good idea:
Smashville is a stage with 2 features that make it seem like Final Desination, except with a moving platform and the flat stage is somewhat smaller than Final Destination's. There's a moving platform that's above the flat stage. The moving platform moves from one side to the other. The platform's elevation from ground is slightly higher than Battlefield's
This stage is pretty much FD with a moving platform but the moving platform changes a lot of things. For one, it helps significantly in dealing with campers. It also can save you when you're recovering. The platform moves from one side of the stage (not the flat stage btw, I meant the whole stage) to the other so in case air slash's horizontal recovery distance fails you, if ever the moving platform is coming to your zone, you can use it to save yourself. The flat stage is slightly smaller than Final Destination's flat stage making it easier to get closer to zoner's since they have less breathing room. The platform has a slightly higher elevation than BF's platforms so an FH in speed art and shield art may not be enough to land on the platform. Same can be said for a SH with jump art activated.
Speed art gains a lot of mileage from the stage. Quoted from @ Masonomace :
About Smashville & MALLC
We can utilize Vanilla more-so when we we apply MALLC to a Full Hop + aerial, & the results can be great. On top of the platofrm moving to the left or right, landing on the platform with Jump active can affect the way we land depending on whether we drift across the platform's floor to the left or right for different results. If we Short Hop & immediately use our Doublejump with Speed or Shield on, we can land on the platform with or without an aerial.
Out of all the Arts however, it feels like we get more mileage from using Speed. Taking what I mentioned earlier about the Battlefield's lower level platforms & using them with landing N-air to keep people out from below, dropping down past Smashville's moving platform & using our Doublejump & landing with N-air or F-air can keep people away. Not only that, we can take advantage of the moving platform to travel towards the enemy's direction in case we launch them to the opposite side of the stage & run off the platform to catch them off-guard. Another example of using the platform for mix-ups is to B-Reverse the Monado Art activation with any following aerial for whatever said reason (One example is to sit on the platform as it goes off-stage nearby the opponent recovering to the ledge, & then bam B-Reverse the Jump Art's activation + F-air to edge-guard them from behind).
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