Editing Vision
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It can be triggered when Shulk activates Vision on the exact frame he transitions from air to ground. As the timing for Vision Sliding is very strict, [[buffer]]ing Vision out of aerials is commonly done to make this easier. It can also be triggered by doing a standing turnaround (or [[perfect pivot]]) and pressing down special for exactly one frame during the turnaround animation. Though extremely difficult to perform consistently otherwise, what would otherwise be a niche technique is extremely easy and practical to perform for Shulk players with their [[C-Stick]]/right [[control stick]] set to "Special Move", such as those using the [[Bidou]] control scheme. | It can be triggered when Shulk activates Vision on the exact frame he transitions from air to ground. As the timing for Vision Sliding is very strict, [[buffer]]ing Vision out of aerials is commonly done to make this easier. It can also be triggered by doing a standing turnaround (or [[perfect pivot]]) and pressing down special for exactly one frame during the turnaround animation. Though extremely difficult to perform consistently otherwise, what would otherwise be a niche technique is extremely easy and practical to perform for Shulk players with their [[C-Stick]]/right [[control stick]] set to "Special Move", such as those using the [[Bidou]] control scheme. | ||
If done correctly, Shulk will be able to slide a tiny distance forward or back during Vision's counter pose, and will be able to slide a very considerable distance during the counter attack, which can be done in both horizontal directions due to Vision's ability to be reverse inputted. All subsequent buffered Vision counterattacks used in a row will Vision Slide until the player stops using the move. The distance of the slide | If done correctly, Shulk will be able to slide a tiny distance forward or back during Vision's counter pose, and will be able to slide a very considerable distance during the counter attack, which can be done in both horizontal directions due to Vision's ability to be reverse inputted. All subsequent buffered Vision counterattacks used in a row will Vision Slide until the player stops using the move. The distance of the slide is dependent on the [[air speed]] and [[air acceleration]] granted by [[Monado Arts]]. The Arts with the longest to shortest slides are follows: Jump, Speed, No Arts/Buster/Smash, Shield. | ||
The primary applications of this technique include punishing [[projectiles]] that would otherwise outrange Vision's hitbox (similar to one of Shulk's custom down specials, Dash Vision), as well as baiting opponents to attack Shulk due to his high landing lag, as special moves can be used before landing lag occurs as a way to defend himself. In teams scenarios, Vision Sliding can also be triggered by a teammate, allowing its large range to hit multiple opponents (even if shielding). | The primary applications of this technique include punishing [[projectiles]] that would otherwise outrange Vision's hitbox (similar to one of Shulk's custom down specials, Dash Vision), as well as baiting opponents to attack Shulk due to his high landing lag, as special moves can be used before landing lag occurs as a way to defend himself. In teams scenarios, Vision Sliding can also be triggered by a teammate, allowing its large range to hit multiple opponents (even if shielding). |