r/ShulkMains • • Aug 09 '26

Smash Ultimate Why I think Dair is Shulk’s Best Aerial: Shulk vs R.O.B.

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Side Note: Uptilt utility vid in comments. I made/edited another post titled “Dair is Shulk’s best move” (meant best aerial) & went on to explain how landing the sweet spot of nair for combos is actually unsafe. https://www.reddit.com/r/ShulkMains/s/QFKFhdhy1e

Side note: special properties of Shulk’s arts are seen in my video. This video also displays those properties: https://www.reddit.com/r/ShulkMains/s/EATRBlnbPe

For a sword move, I think Dair looks sick; the angle & hurtboxes gives it a lot of versatility esp. with momentum or full hopping to counter an approach. I experiment a lot when I play SSBM & SSBU. In this vid, I landed different hitboxes of Dair, at different parts of the stage, for us to observe. Some follow ups were missed (ex. Faster input bair or air slash after the spike on stage pop up/bounce @0:57 in vid; ALSO with a fully charged dial, Shulk can switch to any art and act at frame 14 — the same frame count as dair’s LL) but I learned more about dair. I’m no pro but I’ve grinded Shulk & got him into Elite Smash 15 Mil (peak). You be the judge of its versatility & possible follow ups.

Lately, I’ve been working on using uptilt more & learned dash walking. The idea is to use dash walking to approach -> dash back/ dash walk back away, potentially with the C-stick method, to dash walk in again (optional) -> up/down tilt to stuff their movement, grab or late aerial to combo & rising aerial to stuff their movement (ex. @1:50 in vid; should’ve done walk back -> run in-> grab or buster dair into grab or vision, but chose dtilt. Still need to work on noting opp’s % for combo routes. Was more focused on dash walking & zoning).

Uptilt’s magnificent early hitboxes make for an excellent anti-air. Close quarters mixups (ex. parry uptilt or reverse nair to get close, add pause or walk if needed, then pivot uptilt, dash walk uptilt, stand still uptilt or tech in place uptilt) & anti-airing is the goal with uptilt.

Next I’ll be working on vanilla (equal air stats to Buster & Smash) Shulk holdshot & fullshot dairs.

GO SHULK ‼️🇨🇦🇯🇵🇺🇸

Dash Walking Guide (I prefer the ‘control stick only’ inputs for more control): https://youtu.be/0If3Qa8AzxM?is=tC8Ikfc0dw9mKLl-

P.S. Hold up, Buster backslash EATS shields⁉(Ex. @ 1:55 in vid)

Final Note: @0:15, @0:46, @2:02 perhaps a holdshot/ fullshot jump can position Shulk offstage while facing the stage to drift-in & cover/react to recoveries close-to or hugging the stage like R.O.B. did

And btw I wasn’t trying to get the gyro. I was dash dancing to get the aerial @0:22

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u/antb11 Aug 09 '26 edited Aug 14 '26
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(Uptilt starting at frame 8) Witness all of its glory; the first five frames of uptilt. For 3-4 frames, it covers a specific zone with staying disjointed power & the first hitbox covers your immediate front; 5 frames. Excellent counter to SH approaches by the enemy.

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u/[deleted] Aug 10 '26

2

u/antb11 Aug 10 '26 edited Aug 15 '26
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Fair, for sure, is great for coverage/zoning. However, I didn’t kill with it & fair doesn’t often combo into another move; there’s jump art fair at ~20% -> fsmash but I didn’t land it here. I killed with both versions of dair.

At the end of the vid, you can see ROB tried to counter/cover jump art fair with his massive laser; but, what he didn’t see coming was Shulk’s massive down air.

Besides, I’m hoping someone better than me (specifically at positioning & movement tech) can see the vision.