r/ShulkMains • u/antb11 • 2d 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.
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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.
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📍 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
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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?