Monado Arts: Difference between revisions
→Overview: rewrote for clarity and brevity
(→Dial storage: Adjustments and clarifications, mostly regarding practical usage of dial storage in the modern meta. Notable Shulk players that make active use of Dial Storage do so almost universally with Free Charge, rather than Max Charge setups.) |
(→Overview: rewrote for clarity and brevity) |
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*{{nerf|More damage taken (1.22× {{GameIcon|4}}, 1.3× {{GameIcon|ssbu}})}} | *{{nerf|More damage taken (1.22× {{GameIcon|4}}, 1.3× {{GameIcon|ssbu}})}} | ||
*{{change|Increased falling speed (1.22× {{GameIcon|4}}, 1.4× {{GameIcon|ssbu}})}} | *{{change|Increased falling speed (1.22× {{GameIcon|4}}, 1.4× {{GameIcon|ssbu}})}} | ||
Monado Jump improves aerial mobility at the cost of lowered defense. It greatly improves Shulk's air mobility and jump height, as well as increasing the upwards travel distance of Air Slash. Shulk's recovery and edgeguarding both become far stronger: his recovery distance is much greater, so he can go very far offstage to chase opponents. His high air mobility makes him extremely effective at avoiding his opponents' edgeguard attempts, and at chasing down their evasive manoeuvres. Jump also improves Shulk's combos: he is more able to quickly follow opponents after launching them away. (For example, in Smash 4, an up throw followed by an up aerial can become a 50-50; this setup is known as the [https://www.youtube.com/watch?v=QqYkLTx-eRU Monado Purge]). Jump's great strengths come with high risk: its has more severe damage vulnerability than any other Art. However, because it increases gravity, it marginally improves his survivability against vertical attacks. In ''Ultimate'', this Art lasts for 6 seconds with a cooldown time of 18 seconds. | |||
|style="text-align:center"|[[File:ShulkJumpActivationPose.JPG|200px]]<br>Holds his hand in the air | |style="text-align:center"|[[File:ShulkJumpActivationPose.JPG|200px]]<br>Holds his hand in the air | ||
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