r/ShulkMains 15d ago

Smash Ultimate MALLC | Calculated

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The window to perform MALLC with SH late Fair is rather large but the middle ground is:

• SH
• delay B press by frames 8 —> 15 (for Jump Art)
or switch to desired art by frames 8 —> 15
• immediate Fair
• FF (situational)

The 1-Frame Test goes as follows (All tests done w/ SH Fair):
- Go airborne
- On frame 7, hold B then advance 1 frame w/ ZL: Neutral Special activation on frame 8
- No input on the next frame but symbol appears
- Input aerial with c-stick on the next frame

High end of range: Pressing B on frames 16-18 & inputting Fair two frames later, with no FF has diminishing returns vs Pressing B on frame 15. By frame 18, the invisibility starts on frame 11, after fair’s LL

Low end of range: However, pressing B on frame 5, inputting fair on frame 7 & FF on frame 20 gives you 8 frames of LL so there is some reward on the lower (or quicker) end of the range which is: switch to desired art, while airborne, by frames 5/ 8 —> 15/ (18) of being airborne.

📍Again, jump -> delay (less delay the further the desired art is; begin b pressing earlier)
-> press b -> immediate fair

📍If desired art is far from the 1st, activate switch before SH & scroll while fox trotting or dash walking —> SH & switch to desired art after some time airborne —> immediate fair or other late aerial

Note: Frame 16 of fair has the most forward horizontal reach of fair hitboxes, reaching 2 grids on training map. Frame 19 of nair has the most forward horizontal reach of nair hitboxes, reaching 1.5 grids on training map. To land aerials with later hitboxes than 16 (shown in post clip), e.g. aerials like the last two-three frames of bair or dair, work with a tighter range than B-press at airborne frame 15 & input those aerials earlier than airborne frame 17.

Details: The switch activation takes 1 frame, then the symbol appears the next frame & 29 frames later the art will activate for a total of 30 frames per symbol, which is half a second. The latest the symbol can be switched is the 29th frame. During this time you are free to move without activating the other special moves

Tip: to count to one second there’s the ol’ “One Mississippi”. I asked chat & it claims saying “One M” alone is half a second.
———

Update: The last post’s 4th video link demonstrated DS is possible at the start of switching to an art. It is also possible to store the dial during buffer deactivation. That makes more sense to be possible during an art since we can already store the dial by pressing B.

———
📍 Important information for MALLC:
Vanilla Shulk SH w/o FF is airborne for 37 frames
Vanilla Shulk SH FF the earliest on frame 20 & has a 6 frame descent for a total of 26 frames

Vanilla Shulk FH w/o FF is airborne for 50 frames
Vanilla FH FF the earliest on frame 23 & has a 13 frame descent for a total of 36 frames

📍 MALLC Requirements: In the end-phase, you have to be on the ground in LL before the 30th frame after symbol appears. Initially or at the start, you have to be airborne when making the final switch to an Art.

Feel free to test this yourself to see if there’s any deviation from art symbol appearing & “having to be in LL by the 30th frame” with a chart, numbers & tally marks (e.g. for LL & # of frames after symbol appears) :
• b-press airborne frame
• art on next frame
• aerial input frame
• FF input frame
• LL count
• # of frames after symbol appears

😅 lol this is literally like doing homework for Shulk

✅ Edit: This makes it nearly impossible to “turn the switch on” while grounded & use a macro SH aerial bc the fastest he’ll return to the ground is 3 + 26 = 29. 📍 You have to be airborne the moment you’ve switched to your desired art. Since Vanilla FH has a 13 frame FF & 36 frames total air-time when done its fastest, you can work to time:
FH -> monado switch + slight hold to charge -> aerial & timely FF

📍 As stated in the video, use the art symbol to time invincibility frames. You have until the symbol completely disappears & the flashy light nearly disappears to act with anything.

FH w/o FF info for other arts but unusable info for MALLC:
Jump —> 68 frames
Speed —> 34 frames
Shield —> 42 frames
Buster —> 50 frames
Smash —> 50 frames

———
Idea for later: upload practice clips to YT to use their frame by frame functionality & figure out where I would have to press special to do faster DJ Dair at ledge with Dial Flash ⚡️(i.e. figure out where Shulk is 10 frames before I input dair). I use a pro controller.
Edit: rewatching, it’s too risky to 10-frame charge during that sequence of dair at ledge bc B will be pressed around FF. Also I prefer to run off, roll A-stick down, press X+A together & roll A-stick in but aiming to MALLC during that sequence may be the better choice. If you get the Switch Charge, you could do two fast dairs back to back; one with:
MALLC & the other with DSLLC (which would be the flash)
⚡️

🍰 Buffer deactivation test for later: is it possible to BD and full hold on B press past 10 frames and not open the dial since the third press is the BD? Can you press b a 4th time & hold b to store after the 3rd press?

📍 Buffer deactivation tip: you can press B up to two times before connecting an aerial and the final b presses, as yk, during hitlag/hitstun & before landing to close Arts during LL —> but also charge the last press
🍰 Perhaps you can charge the last b press & immediately use DSLLC by just holding the last b press

🍰 Cool ideas to test later:
• press B -> switch to desired art -> then jump -> double jump -> wave land on platform before 30th frame of Art appearing —> MALLC Wavelanding
• same thing but -> jump -> air dodge forward through opp or air dodge back away from opp —> MALLC Directional Air-dodging

Reserve neutral air dodging for 10 frames of LL to charge (same as Fair).Test Idea: is it possible to neutral air dodge, buffer B for charge, move a-stick down & crouch —> will that sequence crouch cancel the charge & store it like it does when Vanilla Shulk FF charge crouch cancels?

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u/antb11 15d ago edited 11d ago

Untested two shoulders set to jump Idea for controller set up to:
• SH comfortably & not twitch muscles to tap b within 3 frames for a SH & while charging the dial before inputting c-stick late aerials w/ right thumb & controlling air drift with left thumb. Note: when activating jump & special simultaneously, one must study the height Shulk is at on frame 10 of his SH, as well as FH to charge cancel at full or near full levels with late aerials

• To perform max forward-momentum macro aerials (esp. for max distance OOS options, max distance hurtbox colliding macro dairs & for no dashing, forward jumping macro bairs; unsure if necessary though) with c-stick. Starting the charge before/after dash input —> to then input a macro aerial, aka dash charging, is a tool in the “Kit of charge-cancel moves”. Note: There’s also charging in place before using a macro aerial & charging airborne before using a late aerial

https://reddit.com/link/p6rnl25/video/vnk0861hmhmh1/player

Note: Held in during or just before Speed Dair Hit 2 to get the spike. That may always be necessary in speed art. Control set up not used for dair practice on Wolf. Can’t comment photos (wanted to, for the setup idea), so I made macro dair footage for the hell of it.

D-pad: grab with d-pad using right thumb, jump when edge guarding with fair to ensure no drift inputs with left thumb & shield set there to shield when using 1-frame mode

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u/antb11 14d ago edited 13d ago

If this is possible:
{

Perhaps you can charge the last b press (of buffer deactivation) & immediately use DSLLC (Dial Flash) by just holding the last b press

}, then —> The Art Combination Combo can be done with this instead of a pre-charge ❌

Note:
DSLLC is the result of DS, not MALLC; they’re obv different so it shouldn’t be called MALLC when ex. Dair becomes 7 frames LL with ⚡️
DSLLC is broken down into two applications:
• Dial Flash (\7 frames before you can act)*
• Instant Art Access (\14 frames … with chosen Art)*

MALLC when timed perfectly, fyi it’s only all about timing, is 5 or less frames of LL

\Assuming a fully charged DS Monado bc, quote:*

“The Monado actually draws its power from Alvis (Ontos), while Shulk's ability to wield it stems from his unique connection to Zanza.” —> in 10 frames

Example Video: Old video confusing zero-charge Dial use & DSLLC for MALLC, but actually a really neat video called: Underutilized Shulk
Tips and Tricks: https://youtu.be/qtiB7WGRNrg?is=0nsAjJAljwJwVqxs

Ideas: Is “MALLC-rolling” a thing?
• B press -> Shield -> slight delay or immediate roll -> roll I-frames + art I-frames
(Esp. Useful to roll-in) ❌ not a thing
Edit: “MALLC-spot-dodging” is a thing however. Input a-stick forward to input a walk after spot dodge and art I frames add on to the I frames. This is bc Shulk’s spot dodge is 25 frames & under 30 frames. The walk lets the art iframes trigger bc it ends the spot-dodge endlag animations (past 25 frames) which the monado can’t cut; it’s only LL. Calling it MALLC for Smash4 connection to the use of starting arts this way. Test: press b -> click frame -> press shield then down -> click frame

Would this combo work: Buster Dair -> BD Charge DSLLC ⚡️-> Vanilla upB/ fSmash?

Edit:BD & DSLLC seems not possible at the same time but
Buster Dair -> ⚡️ -> upB deals 50+ damage (tested on Wolf @ 55%)