Monado Arts: Difference between revisions

370 bytes removed ,  2 years ago
→‎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}})}}
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.
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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