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**Extremely helpful due to its ease of use, while negating the punishable ending lag of both moves. Only cancels on hit. | **Extremely helpful due to its ease of use, while negating the punishable ending lag of both moves. Only cancels on hit. | ||
*Short-hop up/down aerial, Art activated after jumping | *Short-hop up/down aerial (second hit), Art activated after jumping | ||
**Only cancels if the second hit (the blade beam) connects, as hitting both hits cause too much hitstun. Can setup into up tilt or a grab at low percents, and an up aerial with Jump at higher percentages. | **Only cancels if the second hit (the blade beam) connects, as hitting both hits cause too much hitstun. Can setup into up tilt or a grab at low percents, and an up aerial with Jump at higher percentages. | ||
*Full-hop fast-fall aerial, Art activated after jumping | *Full-hop to fast-fall aerial, Art activated after jumping | ||
**Only cancels if whiffed. Useful for spacing, although less useful for combos as Shulk still gets ending lag if it hits. | **Only cancels if whiffed. Useful for spacing, although less useful for combos as Shulk still gets ending lag if it hits. | ||
*Full-hop | *Full-hop to fast-fall neutral/up aerial (second hit), Art activated at peak of jump | ||
**Cancels landing lag regardless if hit or missed. Allows for a jab or tilt straight after. | **Cancels landing lag regardless if hit or missed. Allows for a jab or tilt straight after. | ||
edits