58,843
edits
(→Customization: this custom move doesn't capitalize "arts" in the ntsc wii u's in-game description) Tag: Mobile edit |
m (Text replacement - "https?:\/\/m\.youtube\.com" to "https://www.youtube.com") |
||
Line 23: | Line 23: | ||
!Kanji!!Monado Art!!Color!!Affected stats!!Activation pose | !Kanji!!Monado Art!!Color!!Affected stats!!Activation pose | ||
|- | |- | ||
|<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}}, 1.7× faster {{GameIcon|ssbu}}), gravity (1.3x higher {{GameIcon|4}}, 1.4x higher {{GameIcon|ssbu}}), and Air Slash height}}<br>{{nerf|More damage taken (1.22× more{{GameIcon|4}}, 1.3× more{{GameIcon|ssbu}})}}<br>{{change|Increased falling speed (1.22× faster{{GameIcon|4}}, 1.4× 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. With Jump Art active, Shulk is granted an amazing recovery, especially if he still has his double jump as he can recover from almost anywhere offstage with his extremely high jumps, amazing air mobility, and boost to Air Slash distance. It also 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 [ | |<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}}, 1.7× faster {{GameIcon|ssbu}}), gravity (1.3x higher {{GameIcon|4}}, 1.4x higher {{GameIcon|ssbu}}), and Air Slash height}}<br>{{nerf|More damage taken (1.22× more{{GameIcon|4}}, 1.3× more{{GameIcon|ssbu}})}}<br>{{change|Increased falling speed (1.22× faster{{GameIcon|4}}, 1.4× 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. With Jump Art active, Shulk is granted an amazing recovery, especially if he still has his double jump as he can recover from almost anywhere offstage with his extremely high jumps, amazing air mobility, and boost to Air Slash distance. It also 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 [https://www.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|疾|Shitsu; lit. Rapid}}</big>*||Speed ({{ja|スピード|Supīdo}})||Blue||{{buff|Increased movement speed (1.7× faster{{GameIcon|4}}, 2× faster{{GameIcon|ssbu}}) and air speed (1.3× faster{{GameIcon|4}}, 1.4× faster {{GameIcon|ssbu}})}}<br>{{nerf|Less damage dealt (0.8× less{{GameIcon|4}}, 0.7× 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> | |<big>{{ja|疾|Shitsu; lit. Rapid}}</big>*||Speed ({{ja|スピード|Supīdo}})||Blue||{{buff|Increased movement speed (1.7× faster{{GameIcon|4}}, 2× faster{{GameIcon|ssbu}}) and air speed (1.3× faster{{GameIcon|4}}, 1.4× faster {{GameIcon|ssbu}})}}<br>{{nerf|Less damage dealt (0.8× less{{GameIcon|4}}, 0.7× 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> |