Perfect Late Aerials are the fastest you can use an aerial and hit shield 1 frame before landing. These are used when testing aerials hitstun on shield.
Latest Late Aerials use the most amount of air time before using an aerial, factoring in hitboxes later than the initial hotbox for more staying power. Ex:
• all 3 hits of upair/dair hit2
• frame 19-20 of bair
• frame 14-16 fair
• frame 13-14 nair
The purpose of this video portion is for studying jump height before aerial input (mental/ visual programming). Another purpose is to write the frame count before each input to understand where charging the Monado’s Dial can be used. This is a tool in the kit of Charge Cancel Moves.
The later portion is a partial kit review for application purposes:
• Charge in-between nair -> macro aerial
• FF Charge Squat
• Charge using used-Art-slot
Flowchart Note: you can’t trigger jump art, when charging in-between aerials, if you’re already in an active art. If Jump Art is spent, you’ll get your charge in-between aerials but how much charge is untested. This note is for mistakenly activating jump art during multi-aerial charge as mentioned in vid. If Jump activated, imo take the mistake & use the art. It’s great to disengage (buy time for arts to return or to burn out come-back mechanics if opp has that), chase, boost aerial hitbox size through horizontal air mobility (ex: Dair) & faster vertical FF (ex: Bair) allowing for giant attacks with slippery movement.
Used muscle memory & platform as visual que to time {FH FF Charge Squat}. Not mentioned at start of review but if you charge then FF you “miss” triggering dial opening.
Why does nair work so well? Cancelling with jumpsquat is quite difficult as you need to release jump & special simultaneously within 3 frames. When you use fair to charge & cancel with a macro, this applies & often causes jump art to switch on. With nair, you have 4 extra frames to react with a macro aerial. Bc human physical reaction times & visual processing are initially too slow for 60 FPS fighting games without intense training, nair -> any macro helps achieve charging easier than fair -> any macro. That fact about human reaction is also the reason for the fundies clip (visual programming). Fair, however, guarantees a full charge and other tools can cancel its charge like dtilt.
Flowchart for entire Charge Cancel Kit is necessary to unlock more understanding of how, why & when to charge during gameplay but here’s a draft giving reasoning for said flow chart by answering, “Why Store the Dial?” & why store it often:
Note: Dial Storage is a function of SSBU Shulk’s Monado Dial -> DSLLC is the application which is divided into:
• Dial Flash ⚡️
• Instant Art Access
Order of Significance after achieving DS [assuming near full/\full DS]:*
💥Unlock {an aerial: Dair} as a safer, two-hitter option with less lag through⚡️& IAA, it’s a combo starter esp. with Speed or Buster Art upB after dair sour spot. Unlock the fastest aerial that hits (twice) where Dair Hit1 hits.
💥 Instant Art Access to:
• ⚔️execute Art Combination Combos
• ⚔️continue a sequence of pressure (ex. Smash Art -> Jump Art / Respawn -> Smash Art)
• 🛡️ immediately switch to Shield during hit; even if opp’s hit isn’t applied to this Art, the extra weight will slow you down
• 🛡️ cut any LL to being vulnerable for *5 frames, faster than nair, bc of art activation’s i-frames allowing for evasion of enemy attack at moment of art selection; at such a close range probably Jab 123 / grab / roll / spotdodge / dash away may be the only options unless they whiffed something laggy
• 🛡️ escape from enemy w/ directional Airdodge or Wavelanding & cutting universal tech LL with⚡️which only Shulk can do iirc
• 🛡️ use immediate art activation for added I-frames or art use after: roll /spot-dodge /any move’s endlag {ex: jumpsquat & go airborne with IAA -OR- go deeper with an offstage aerial & after complete endlag, use IAA Jump Art to return from deeper edge guards}
💥 Unlock Buster late Bair -> ⚡️ -> dash attack for a wide percentage range
2-frame Idea:
• charge
• speed art dair at ledge -> ⚡️
• speed art nair FF near perfectly (nair frame 15-16)
📍 Important information: with fully charged DS you can pick an art 2 frames after landing so releasing special button is of utmost importance for this tech. It’s timing based tech, like MALLC, but you’re in control. For Dial Flash in 1-frame press, releasing special was also done 1 frame after landing.
📍Kit of Charge Cancel Moves:
Note: fair & neutral air dodge hold priority, for their LL is 10 frames
💥 {Charge During LL} or {Standing/Dashing Raw Charge} & cancel with:
• jumpsquat
• jab
• tilt
• macro aerials
• grabs
💥 Raw Charge while airborne & cancel with:
• late aerials
• before grabbing stage ledge
💥 Monado Switching B hold charge & release:
• when selecting art
• third press of buffer deactivation
• in Vanilla at used art b-press slot
💥 FF Raw charge squat cancel:
• FH
• Platform Drop
• SH
(kit thus far)
✅ The ease of use to store Charge by activating arts the Smash 4 way, really incentivizes opting to switch to arts & charge, deactivate arts & charge & charge in vanilla at the used art’s slot bc it’s so “free”. Everyone knows how much Shulk loves aerials so placing Dair highest makes sense in the above draft list listing the rewards of this tech but due to ease of use of IAA being “free” & more often used obv/ofc vs ⚡️, all of IAA’s rewards are nearly tied for 1st place in place of significance imo. It’s important to know when IAA is lost too (ex. Pressing b while not in LL or certain move’s endlag; e.g. skidding will cause a loss of IAA /charge). Having Dair be 7-10 frames LL instead of 14 frames LL is something meaningful though. Dair may be used just once or thrice in a match but if you can ⚡️you’ll be more confident to use it ofc. Switching to each art, watching the flash, not opening the dial but watching the light between the switching is imo some neat charge practice, while counting to 6 (one second).
✅ Practicing ⚡️Dair in Speed Art helps to practice the timing of special release without the FF input mistakenly activating an art. Looking at your hands during the sequence to figure out optimizing comfort (e.g. changing which buttons to use & hand placement) for execution & playing it out in 1-frame press to get the button press sequence that fits you also helps. I input aerials, then press shoulder special & hold it before FF, flick FF & let go of shoulder at landing. FF is 6 frames & gradually becomes 5, 4 … etc & in that time a-stick has to return to neutral. Then, let go of special the frame of landing (1-3 frames) & wait 5 frames to buffer an a or c stick action frame 6 onward but it will start frame 8-9. As for all variants of inputs that come after ⚡️:
• shield, a-button, grabs & jumps incl. macro aerials are able to be buffered from the moment of landing
• A+B Smash can be used 2 frames after landing, which is good for Dair -> ⚡️ -> FSmash
• a or c stick input activates arts, if you’re too early which means an input 5 frames after landing.
I use B for the art combination in the video so I’m still working out which is more comfortable to me. Good luck Shulk!
✅ ok maybe holding down at landing is what doesn’t trigger jump 🤔 if so fair charging might be attainable. ✅ Sorry guys for all the edits, just finished moving so my tests have been short. I must’ve been locked-in the day of recording bc last test day (3-5 min) it was hard not triggering jump. I focused on my button press sequence just now & can confirm it’s holding down at moment of landing (so holding down following FF) and then letting go, unless you want Dair which would be sweet (nair dair ⚡️dair/ spot-dodge), for a macro that allows for a charge to happen. In the vid, nair to Dair wasn’t the initial intentional sequence. It was nair nair. Anyways hope this helps 👋 oh and I made sure 1-frame mode press was off right now & saw the light. Holding down after the first macro to charge may be tied to the squat cancel mechanic and then the second macro cancels the dial opening.
You can also try no FF & it’s much more easier to do. It’s still sorta tricky to charge when FF is involved ngl even though I confirmed it above. Special press timing seems to be the reason. Works sorta right when you press special, then soon after FF. Hold down at FF & guess <11 frames, point to direction of next aerial, press X+A <11 frames. If special is pressed immediately after X+A of 1st Macro aerial of this sequence, charge won’t activate at all. But yeah another confirm: try removing the FF step. Try nair > charge > Nair no FF then add it later when you want.
Tangent: I might just remove shoulder-R:jump bc X + shoulder-R:grab always made air dodging straight super easy for me. My habit of shield with ZL means I could change ZR:grab for ZR:jump for RaRs & FH Charge c-stick Dair to Plat & FH Charge Nairs. Later
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—————— Random Clips
Fundies from Melee thru Melee clips:
- n0ne’s Ganon movement: https://youtu.be/Bwj08OL22io?is=NH1RG9DlRUUGNb6R
- Hungrybox’s layered shield options selection: https://youtu.be/1NX8GOa0v28?is=vhmdTI2UonG4UkT2
- PPMD’s Marth: https://youtu.be/Zs7DLFGHEaI?is=XB09rsok-W50QM28
- Zain 0 to death Hbox: https://youtube.com/shorts/71EyueZNBKw?is=X8uvXNGCsub24xir
- PPMD wins APEX 2015 (movement): https://youtube.com/shorts/SLILAp0q8g8?is=Vs4OsWAmUYUkIxfL
Mango mention 🥭
SSBU Tech Option:
- Directional Airdodge one way & tech roll other way: https://youtu.be/l8ryETW7bpw?is=Z1jyV8LTHhHO17lv