Monado Arts: Difference between revisions

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|<big>{{ja|翔|Shō; lit. Soar}}</big>*||Jump ({{ja|ジャンプ|Janpu}})||Green||{{buff|Increased jump height, air speed (1.5× faster {{GameIcon|4}}, 1.7x faster {{GameIcon|ssbu}}), and Air Slash height}}<br>{{nerf|More damage taken (1.22× more{{GameIcon|4}}, 1.3x more{{GameIcon|ssbu}})}}<br>{{change|Increased falling speed (1.22× faster{{GameIcon|4}}, 1.4x faster{{GameIcon|ssbu}})}}<br>{{change|Increased sustained [[freeze frame]]s}}<br><br>An Art focused on aerial mobility, at the cost of lowered defense. Monado Jump makes Shulk significantly faster and more mobile in the air while granting extremely high jumps, allowing Shulk to edgeguard offstage efficiently since he can safely chase recovering opponents. It opens up several KO combos, such as an approaching neutral aerial followed by forward aerials ending with Air Slash, which is a KO confirm at certain percentages with rage (known as the Fair Slash combo). Another KO combo is a 50-50 in which Shulk utilizes the buffer period when canceling the Jump Art during his up throw to follow up with an up aerial (a combo known as the [http://m.youtube.com/watch?v=QqYkLTx-eRU Monado Purge]), though this combo is not as consistent as the former. Monado Jump comes at the cost of giving Shulk the most damage vulnerability out of all other Arts, including Buster; however, while it does reduce his horizontal survivability, Monado Jump's drastic falling speed boost actually provides Shulk with the second-best vertical survivability of his Arts, only behind that of Monado Shield. In ''Ultimate'', this Art lasts for 6 seconds with a cooldown time of 18 seconds.||[[File:ShulkJumpActivationPose.JPG|200px]]<br><center>Holds his hand in the air</center>
|<big>{{ja|翔|Shō; lit. Soar}}</big>*||Jump ({{ja|ジャンプ|Janpu}})||Green||{{buff|Increased jump height, air speed (1.5× faster {{GameIcon|4}}, 1.7x faster {{GameIcon|ssbu}}), and Air Slash height}}<br>{{nerf|More damage taken (1.22× more{{GameIcon|4}}, 1.3x more{{GameIcon|ssbu}})}}<br>{{change|Increased falling speed (1.22× faster{{GameIcon|4}}, 1.4x faster{{GameIcon|ssbu}})}}<br>{{change|Increased sustained [[freeze frame]]s}}<br><br>An Art focused on aerial mobility, at the cost of lowered defense. Monado Jump makes Shulk significantly faster and more mobile in the air while granting extremely high jumps, allowing Shulk to edgeguard offstage efficiently since he can safely chase recovering opponents. It opens up several KO combos, such as an approaching neutral aerial followed by forward aerials ending with Air Slash, which is a KO confirm at certain percentages with rage (known as the Fair Slash combo). Another KO combo is a 50-50 in which Shulk utilizes the buffer period when canceling the Jump Art during his up throw to follow up with an up aerial (a combo known as the [http://m.youtube.com/watch?v=QqYkLTx-eRU Monado Purge]), though this combo is not as consistent as the former. Monado Jump comes at the cost of giving Shulk the most damage vulnerability out of all other Arts, including Buster; however, while it does reduce his horizontal survivability, Monado Jump's drastic falling speed boost actually provides Shulk with the second-best vertical survivability of his Arts, only behind that of Monado Shield. In ''Ultimate'', this Art lasts for 6 seconds with a cooldown time of 18 seconds.||[[File:ShulkJumpActivationPose.JPG|200px]]<br><center>Holds his hand in the air</center>
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|<big>{{ja|疾|Shitsu; lit. Rapid}}</big>*||Speed ({{ja|スピード|Supīdo}})||Blue||{{buff|Increased movement speed (1.7× faster{{GameIcon|4}}, 2x faster{{GameIcon|ssbu}}) and air speed (1.3× faster)}}<br>{{nerf|Less damage dealt (0.8× less{{GameIcon|4}}, 0.7x less{{GameIcon|ssbu}})}}<br>{{change|Lower jumps, lower traction}}<br><br>An Art that improves Shulk's approach and spacing options, short hops, and overall comb-o ability, but lowers his overall damage output. More efficient short hops allow Shulk to space much more effectively, and a better approach speed makes this Art a good combo starter against slower characters. Decreased damage means more attacks have to land to compensate for the speed boost, but Speed's overall mobility allows the player to trap opponents with barrages of covering short-hop aerial attacks, approach quickly to punish with a grab, as well as weave in-and-out of attacks in order to bait reactions. Lowered traction significantly improves his [[pivot grab]] range (becoming the third longest in the game, tied with {{SSB4|Meta Knight}}), but it also leaves him highly punishable when coming to a stop. Lowered jump height can be an issue if recovering vertically, but the speed boost applies to Shulk's air speed as well, allowing him to quickly get close to the stage before either getting in the proper distance/height for Air Slash to sweetspot the ledge, or changing to Jump to help his recovery. Like Jump, the Speed Art can initiate a Fair Slash combo at certain percentages. In ''Ultimate'', this Art lasts for 8 seconds with a cooldown time of 16 seconds.||[[File:ShulkSpeedActivationPose.JPG|200px]]<br><center>Leans forward, ready to run</center>
|<big>{{ja|疾|Shitsu; lit. Rapid}}</big>*||Speed ({{ja|スピード|Supīdo}})||Blue||{{buff|Increased movement speed (1.7× faster{{GameIcon|4}}, 2x faster{{GameIcon|ssbu}}) and air speed (1.3× faster)}}<br>{{nerf|Less damage dealt (0.8× less{{GameIcon|4}}, 0.7x less{{GameIcon|ssbu}})}}<br>{{change|Lower jumps, lower traction}}<br><br>An Art that improves Shulk's approach and spacing options, short hops, and overall combo ability, but lowers his overall damage output. More efficient short hops allow Shulk to space much more effectively, and a better approach speed makes this Art a good combo starter against slower characters. Decreased damage means more attacks have to land to compensate for the speed boost, but Speed's overall mobility allows the player to trap opponents with barrages of covering short-hop aerial attacks, approach quickly to punish with a grab, as well as weave in-and-out of attacks in order to bait reactions. Lowered traction significantly improves his [[pivot grab]] range (becoming the third longest in the game, tied with {{SSB4|Meta Knight}}), but it also leaves him highly punishable when coming to a stop. Lowered jump height can be an issue if recovering vertically, but the speed boost applies to Shulk's air speed as well, allowing him to quickly get close to the stage before either getting in the proper distance/height for Air Slash to sweetspot the ledge, or changing to Jump to help his recovery. Like Jump, the Speed Art can initiate a Fair Slash combo at certain percentages. In ''Ultimate'', this Art lasts for 8 seconds with a cooldown time of 16 seconds.||[[File:ShulkSpeedActivationPose.JPG|200px]]<br><center>Leans forward, ready to run</center>
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|<big>{{ja|盾|Tate}}</big>||Shield ({{ja|シールド|Shīrudo}})||Yellow||{{buff|Less knockback taken (0.78× less {{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}}) and damage taken (0.67× less {{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}}), higher shield health (1.5× more {{GameIcon|4}}, 2x more{{GameIcon|SSBU}})}}<br>{{nerf|Lower jump height, air speed, and movement speed (all 0.67× less), less damage dealt (0.7× less{{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}})}}<br>{{change|Reduced sustained freeze frames}}<br><br>An Art focused on defense and survivability, but it cripples movement speed, damage output, and recovery. Monado Shield is considerably useful to retain a percentage lead or stall matches, as Shulk can survive to extreme percentages. The reduced knockback Shulk takes can potentially mess up the opponent's combos (such as {{SSB4|Sheik}}'s aerial combos), but makes him more vulnerable to multi-hitting attacks, notably [[juggle|juggling]] moves like Kirby's up tilt. Monado Shield also increases Shulk's shield health, making it more durable (being able to survive shield-breaking attacks such as both hits of [[Bowser Bomb]]). As this Art reduces knockback, it has some beneficial gimmicks in certain situations, such as being able to airdodge out of {{SSB4|Mewtwo}}'s forward throw at low percents, and reducing the amount of time Shulk gets stunned by [[Disable]] even at high percents. Shield's reduced damage and mobility makes it difficult to gain a percentage lead, but this is compensated by Shield reducing damage and knockback taken, allowing Shulk to chip at cornered opponents with a lower concern of damage taken, while even being capable of escaping percent-specific combos. However, it is highly advised to switch out of Shield while recovering, as it significantly hiders his aerial movement. In ''Ultimate'', this Art lasts for 6 seconds with a cooldown time of 18. It can also lose time should Shulk take damage during its duration.||[[File:ShulkShieldActivationPose.JPG|200px]]<br><center>Crosses his arms in a defensive pose</center>
|<big>{{ja|盾|Tate}}</big>||Shield ({{ja|シールド|Shīrudo}})||Yellow||{{buff|Less knockback taken (0.78× less {{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}}) and damage taken (0.67× less {{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}}), higher shield health (1.5× more {{GameIcon|4}}, 2x more{{GameIcon|SSBU}})}}<br>{{nerf|Lower jump height, air speed, and movement speed (all 0.67× less), less damage dealt (0.7× less{{GameIcon|4}}, 0.5x less{{GameIcon|ssbu}})}}<br>{{change|Reduced sustained freeze frames}}<br><br>An Art focused on defense and survivability, but it cripples movement speed, damage output, and recovery. Monado Shield is considerably useful to retain a percentage lead or stall matches, as Shulk can survive to extreme percentages. The reduced knockback Shulk takes can potentially mess up the opponent's combos (such as {{SSB4|Sheik}}'s aerial combos), but makes him more vulnerable to multi-hitting attacks, notably [[juggle|juggling]] moves like Kirby's up tilt. Monado Shield also increases Shulk's shield health, making it more durable (being able to survive shield-breaking attacks such as both hits of [[Bowser Bomb]]). As this Art reduces knockback, it has some beneficial gimmicks in certain situations, such as being able to airdodge out of {{SSB4|Mewtwo}}'s forward throw at low percents, and reducing the amount of time Shulk gets stunned by [[Disable]] even at high percents. Shield's reduced damage and mobility makes it difficult to gain a percentage lead, but this is compensated by Shield reducing damage and knockback taken, allowing Shulk to chip at cornered opponents with a lower concern of damage taken, while even being capable of escaping percent-specific combos. However, it is highly advised to switch out of Shield while recovering, as it significantly hiders his aerial movement. In ''Ultimate'', this Art lasts for 6 seconds with a cooldown time of 18. It can also lose time should Shulk take damage during its duration.||[[File:ShulkShieldActivationPose.JPG|200px]]<br><center>Crosses his arms in a defensive pose</center>
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