Editing Vision
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If no directional keys are held down, Shulk performs a large, slow forward-sliding upwards slash, capable of hitting opponents a distance away from him; this has one of the longest horizontal [[reach]]es of any counterattack, along with [[Double Team]], [[Substitute]] and {{b|Toad|move}}. If forward is held during the counterpose (only while Shulk is grounded), he will instead perform a dashing slice through the opponent. This variant is much faster, sends opponents behind him, and has higher knockback growth (84 → 94), but has the tendency to miss more often due to the attack's speed and Shulk's forward momentum. | If no directional keys are held down, Shulk performs a large, slow forward-sliding upwards slash, capable of hitting opponents a distance away from him; this has one of the longest horizontal [[reach]]es of any counterattack, along with [[Double Team]], [[Substitute]] and {{b|Toad|move}}. If forward is held during the counterpose (only while Shulk is grounded), he will instead perform a dashing slice through the opponent. This variant is much faster, sends opponents behind him, and has higher knockback growth (84 → 94), but has the tendency to miss more often due to the attack's speed and Shulk's forward momentum. | ||
The regular counterattack deals a minimum of 7%/10% (beam/blade), and otherwise deals x1.3 the damage of the move that it countered. The forward counterattack has the same multiplier, but with a minimum of 10%/13% (beam/blade) instead. This counter will [[one-hit KO]] when countering a hitbox that deals at least 35% damage, and is one of the strongest counterattacks in terms of knockback. | The regular counterattack deals a minimum of 7%/10% (beam/blade), and otherwise deals x1.3 the damage of the move that it countered. The forward counterattack has the same multiplier, but with a minimum of 10%/13% (beam/blade) instead. This counter will [[one-hit KO]] when countering a hitbox that deals at least 35% damage, and is one of the strongest counterattacks in terms of knockback, along with {{SSB4|Ike}}/{{SSB4|Roy}}'s {{h1|Counter|In Super Smash Bros. 4}}s and {{SSB4|Corrin}}'s [[Counter Surge]]. | ||
===Technical data=== | ===Technical data=== | ||
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==Techniques== | ==Techniques== | ||
Vision has a few quirks unique to ''Smash 4'', which allow Shulk to pull off some advanced techniques that, though often performed through buffered setups, revolutionize the way the move is used. | |||
===Shadow Eye=== | ===Shadow Eye=== | ||
'''Shadow Eye''' is an [[advanced technique]] exclusive to ''Smash 4'' which extends the duration of the [[intangibility]] frames at the beginning of Vision's counter pose to last until the end of the pose animation. This technique is an application of a phenomenon | '''Shadow Eye''' is an [[advanced technique]] exclusive to ''Smash 4'' which extends the duration of the [[intangibility]] frames at the beginning of Vision's counter pose to last until the end of the pose animation. This technique is an application of a phenomenon called "shadow i-frames", which was discovered by [https://www.youtube.com/watch?v=hm4U70O56cQ Paradigm & Erico]. The technique and phenomenon were named as a reference to [https://www.xenoserieswiki.org/wiki/Shadow_Eye_(XC1) a Battle Art by the same name in ''Xenoblade Chronicles''], in which Shulk strikes a similar pose to his Vision counter's and reduces his current aggro. | ||
Shadow Eye is triggered when Shulk lands on the 8th frame of the aerial version of Vision. When performed correctly, Shulk will visibly flash with intangibility throughout the entire duration of the Vision counter pose, and be fully intangible until the pose ends. As the pose animation's [[interruptibility]] frames start on frame 70 and last up until frame 79, this gives Shulk up to 10 frames of wiggle room at the end of the Vision pose to perform any action directly out of intangibility, including shielding (which will result in a guaranteed [[perfect shield]] if there are any active hitboxes in range of Shulk at that moment). | Shadow Eye is triggered when Shulk lands on the 8th frame of the aerial version of Vision. When performed correctly, Shulk will visibly flash with intangibility throughout the entire duration of the Vision counter pose, and be fully intangible until the pose ends. As the pose animation's [[interruptibility]] frames start on frame 70 and last up until frame 79, this gives Shulk up to 10 frames of wiggle room at the end of the Vision pose to perform any action directly out of intangibility, including shielding (which will result in a guaranteed [[perfect shield]] if there are any active hitboxes in range of Shulk at that moment). |