Shulk (SSB4): Difference between revisions

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|pummeldesc=Strikes the opponent's head with the Monado's hilt. A slow pummel, but while Buster is active, it is tied with {{SSB4|Olimar}}'s White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel game while either Shield or Smash is active.
|pummeldesc=Strikes the opponent's head with the Monado's hilt. A slow pummel, but while Buster is active, it is tied with {{SSB4|Olimar}}'s White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel game while either Shield or Smash is active.
|fthrowname= 
|fthrowname= 
|fthrowdmg=3% (hit 1), 8% (throw)
|fthrowdmg=3% (hit 1), 8% (hit 2)
|fthrowdesc=An upward swipe. With Speed or Buster active, it can lead into a dash attack or a forward aerial. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent.
|fthrowdesc=An upward swipe. With Speed or Buster active, it can lead into a dash attack or a forward aerial. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent.
|bthrowname= 
|bthrowname= 
|bthrowdmg=3% (hit 1), 9% (throw)
|bthrowdmg=3% (hit 1), 9% (hit 2)
|bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. It is Shulk's most damaging throw and one of the few moves in the game that deals back-facing knockback, which allows it to be used as a set-up for a [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game. However, it has below average knockback growth, which makes unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 192% while near the edge.
|bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. It is Shulk's most damaging throw and one of the few moves in the game that deals back-facing knockback, which allows it to be used as a set-up for a [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game. However, it has below average knockback growth, which makes unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 192% while near the edge.
|uthrowname= 
|uthrowname= 
|uthrowdmg=3% (hit 1), 4% (throw)
|uthrowdmg=3% (hit 1), 4% (hit 2)
|uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It has combo potential at low percentages and/or with Buster active, as it can lead into several up tilts or [[Air Slash]] with Buster active, or a ground attack if the opponent [[air dodge]]s. At high percentages, it can act as a set-up into an up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. If buffered with the momentum of a canceled Jump, this combo is only avoidable with an air dodge and can be effectively performed at a wide range of percentages. This is referred to as the [https://www.youtube.com/watch?v=QqYkLTx-eRU&feature=youtu.be&t=288 Monado Purge Combo].
|uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It has combo potential at low percentages and/or with Buster active, as it can lead into several up tilts or [[Air Slash]] with Buster active, or a ground attack if the opponent [[air dodge]]s. At high percentages, it can act as a set-up into an up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. If buffered with the momentum of a canceled Jump, this combo is only avoidable with an air dodge and can be effectively performed at a wide range of percentages. This is referred to as the [https://www.youtube.com/watch?v=QqYkLTx-eRU&feature=youtu.be&t=288 Monado Purge Combo].
|dthrowname= 
|dthrowname= 
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdmg=3% (hit 1), 4% (hit 2)
|dthrowdesc=Pins the opponent to the ground and performs a kneeling downward thrust. With Buster active, this may lead into dash attack, forward tilt, forward smash or forward aerial beginning at 0%, with the combo into forward smash being capable of dealing 35%. With Smash active, it is the strongest down throw in the game, and consequently Shulk's most powerful throw, which makes it a viable KOing option near the edge. However, even though it has high knockback growth, it is unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 210% while near the edge.
|dthrowdesc=Pins the opponent to the ground and performs a kneeling downward thrust. With Buster active, this may lead into dash attack, forward tilt, forward smash or forward aerial beginning at 0%, with the combo into forward smash being capable of dealing 35%. With Smash active, it is the strongest down throw in the game, and consequently Shulk's most powerful throw, which makes it a viable KOing option near the edge. However, even though it has high knockback growth, it is unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 210% while near the edge.
|floorfname= 
|floorfname= 
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|ssc1name=Back Slash Leap
|ssc1name=Back Slash Leap
|ssc1dmg=10%/8% (front), 16%/14% (back)
|ssc1dmg=10%/8% (front), 16%/14% (back)
|ssc1desc=Leaps much higher before performing the slash. It has less horizontal movement, but has slightly faster start-up.
|ssc1desc=Leaps much higher before performing the slash and has slightly faster start-up, but grants less horizontal movement.
|ssc2name=Back Slash Charge
|ssc2name=Back Slash Charge
|ssc2dmg=4% (front), 13%/11% (back)
|ssc2dmg=4% (front), 13%/11% (back)
|ssc2desc=Grants [[super armor]] for the slash and has increased horizontal movement, but deals noticeably less damage if it does not strike the opponent's back. It also has significantly higher ending lag, making it much more punishable.
|ssc2desc=Grants [[super armor]] for the slash and increased horizontal movement, but deals noticeably less damage if it does not strike the opponent's back. It also has significantly higher ending lag, making it much more punishable.
|usdefname=Air Slash
|usdefname=Air Slash
|usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2)
|usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2)
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|dsdefname=Vision
|dsdefname=Vision
|dsdefdmg=1.3x (min 10%/7% (standard), min 13%/10% (alternate))
|dsdefdmg=1.3x (min 10%/7% (standard), min 13%/10% (alternate))
|dsdefdesc=A counterattack involving Shulk using the Monado to foresee an attack. If he is hit, Shulk retaliates with a slow, powerful, and long-ranged slash that launches opponents forward. Alternatively, holding forward while counterattacking on the ground causes a fast dashing slash which launches opponents backward with even more damage and knockback, but at the cost of less range. Notable for being both one of the strongest counters in the series (with the forward-held version rivaling the power of Corrin's [[Counter Surge]]) and being tied with [[Double Team]] for having the longest amount of counter frames. However, it loses counter frames if repeatedly used over a short period of time, making it and [[Witch Time]] the only counterattacks that lose effectiveness if spammed. Counter frames are regained over time or once Shulk is KO'd. The standard counterattack resembles [http://xenoblade.wikia.com/Stream_Edge Stream Edge], one of Shulk's Physical Arts, while the alternate counterattack resembles [http://xenoblade.wikia.com/wiki/Thunder Thunder], one of [[Dunban]]'s Ether Arts.
|dsdefdesc=A counterattack involving Shulk using the Monado to foresee an attack. If he is hit, Shulk retaliates with a slow, powerful, and long-ranged slash that launches opponents forward. Alternatively, holding forward while counterattacking on the ground causes a fast dashing slash which launches opponents backward with even more damage and knockback, but at the cost of less range. Notable for being both one of the strongest counters in the series (with its alternate version rivaling [[Counter Surge]] in regard to power) and being tied with [[Double Team]] for having the longest amount of counter frames. However, it loses counter frames if repeatedly used over a short period of time, making it and [[Witch Time]] the only counterattacks that lose effectiveness if spammed. Counter frames are regained over time or once Shulk is KO'd. The standard counterattack resembles [http://xenoblade.wikia.com/Stream_Edge Stream Edge], one of Shulk's Physical Arts, while the alternate counterattack resembles [http://xenoblade.wikia.com/wiki/Thunder Thunder], one of [[Dunban]]'s Ether Arts.
|dsc1name=Dash Vision
|dsc1name=Dash Vision
|dsc1dmg=1x (min 8%/5% (standard), min 11%/8% (alternate))
|dsc1dmg=1x (min 8%/5% (standard), min 11%/8% (alternate))
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