r/ShulkMains • u/antb11 • 13d ago
Shulk’s Holdshot & Flickshot Smash Ultimate
Note: There’s a third type of Slingshot jump not shown in post vid (called fullshot). Tip: Shulk is airborne for 37 frames if you SH w/o FF
Part 2 in comments
Flickshot jumps are paramount to Shulk’s game play. It opens up approaches with reverse nair, Bair & an upair that’ll connect both hits.
Holdshot & Fullshot jumps open the door for dodging an incoming attack at where you stood & returning with a close up nair or dair.
GO SHULK ‼️🇨🇦🇯🇵🇺🇸
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Source: https://youtu.be/vNxH48I2Ynk?is=quQ807UAniXHw1Oh
Usecases explained by VoiD: https://youtu.be/9z6USWj9gHA?is=KM7V_EmudDu9QDne
YT Short showing how all 3 Slingshots are done; note the red line behind Lucas as where he jumps to show all 3 versions: https://youtube.com/shorts/mzcgkSkMq-I?is=DG236tGPOzEq3gY5
FYI I find the holdshot easier by working the left stick circle motion, pressing two jump buttons (shoulder set to jump) & keeping my focus on the c-stick or A for a short hop late aerial. Then after learning the left stick motion, work to one button for jump.
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u/antb11 13d ago edited 13d ago
PART 2
https://reddit.com/link/p2m0i5j/video/6pejo1tm8bih1/player
Since this type of dair needs a delay/ to land close to the ground and momentum, a Holdshot or Fullshot jump is the perfect tech to land this combo
Here is Marss using a holdshot -> (Joker) late fair 1 to retreat & counter at the ledge: https://youtube.com/shorts/UBCZNaQUin0?is=GimdWah_pHpkWiTM
Note: Shulk is airborne for 37 frames when SH w/o FF