Monado Arts: Difference between revisions

476 bytes added ,  3 months ago
→‎Buffered deactivation: Adjusted misinfo; Deactivating to get more air time still works on grounded jumps, just not buffered from the ground.
(→‎Techniques: Reordered techniques in Alphabetical Order (save for the glitch at the end), renamed "Monado Art Buffered Deactivation" to "Buffered Deactivation", BD overhaul (adds BD's more common and current use for transitional combos), MARC overhaul (correct misinformation, include resurgence in Ultimate), lesser adjustments for DS/MAIL/MALLC, added Smash 4's "Easter Sunday" Yoshi Egg version of the Infinite Monado Arts glitch.)
(→‎Buffered deactivation: Adjusted misinfo; Deactivating to get more air time still works on grounded jumps, just not buffered from the ground.)
Tag: Mobile edit
 
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*{{buff|Increased walk speed (1.7×), initial dash speed (1.7× {{GameIcon|4}}, 2× {{GameIcon|ssbu}}), run speed (1.7× {{GameIcon|4}}, 2× {{GameIcon|ssbu}}), dash attack travel speed (1.5× {{GameIcon|ssbu}} only) and air speed (1.3× {{GameIcon|4}}, 1.4× {{GameIcon|ssbu}})}}
*{{buff|Increased walk speed (1.7×), initial dash speed (1.7× {{GameIcon|4}}, 2× {{GameIcon|ssbu}}), run speed (1.7× {{GameIcon|4}}, 2× {{GameIcon|ssbu}}), dash attack travel speed (1.5× {{GameIcon|ssbu}} only) and air speed (1.3× {{GameIcon|4}}, 1.4× {{GameIcon|ssbu}})}}
*{{nerf|Less damage dealt (0.8× {{GameIcon|4}}, 0.7× {{GameIcon|ssbu}}), lower jump height (0.77× {{GameIcon|4}}, 0.7× {{GameIcon|ssbu}}}}
*{{nerf|Less damage dealt (0.8× {{GameIcon|4}}, 0.7× {{GameIcon|ssbu}}), lower jump height (0.77× {{GameIcon|4}}, 0.7× {{GameIcon|ssbu}})}}
*{{change|Higher gravity (1.2× {{GameIcon|ssbu}} only), higher traction (1.5× {{GameIcon|4}}, 2× {{GameIcon|ssbu}}}}
*{{change|Higher gravity (1.2× {{GameIcon|ssbu}} only), higher traction (1.5× {{GameIcon|4}}, 2× {{GameIcon|ssbu}})}}
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.
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.
|style="text-align:center"|[[File:ShulkSpeedActivationPose.JPG|200px]]<br>Leans forward, ready to run
|style="text-align:center"|[[File:ShulkSpeedActivationPose.JPG|200px]]<br>Leans forward, ready to run
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*{{buff|Less knockback taken (0.78× {{GameIcon|4}}, 0.6× {{GameIcon|ssbu}}) and damage taken (0.67× {{GameIcon|4}}, 0.5× {{GameIcon|ssbu}}), higher shield health (1.5× {{GameIcon|4}}, 2× {{GameIcon|SSBU}})}}
*{{buff|Less knockback taken (0.78× {{GameIcon|4}}, 0.6× {{GameIcon|ssbu}}) and damage taken (0.67× {{GameIcon|4}}, 0.5× {{GameIcon|ssbu}}), higher shield health and regen (1.5× {{GameIcon|4}}, 2× {{GameIcon|SSBU}})}}
*{{nerf|Lower jump height, air speed, and movement speed (all 0.6×), less damage dealt (0.7× {{GameIcon|4}}, 0.5× {{GameIcon|ssbu}}), and less knockback dealt (0.8× {{GameIcon|ssbu}} only)}}
*{{nerf|Lower jump height, air speed, and movement speed (all 0.6×), less damage dealt (0.7× {{GameIcon|4}}, 0.5× {{GameIcon|ssbu}}), and less knockback dealt (0.8× {{GameIcon|ssbu}} only)}}
An Art focused on defense and survivability, but it cripples movement speed, damage output, and recovery. Monado Shield is considerably useful to retain a percentage lead or stall matches, as Shulk can survive to extreme percentages. The reduced knockback disrupts enemies' usual combos. Monado Shield also increases Shulk's shield health, making it more much more durable and difficult to break under normal circumstances unless it was already small when the Art was activated; with Monado Shield active, Shulk's shield is able to withstand normally shield-breaking attacks such as a fully-charged [[Shield Breaker]] or both hits of [[Bowser Bomb]], provided it is at full health. As this Art reduces knockback, it has some beneficial gimmicks in certain situations, such as being able to airdodge out of [[Mewtwo]]'s forward throw at low percents, and reducing the amount of time Shulk gets stunned by [[Disable]] even at high percents. Shield's reduced damage and mobility makes it difficult to gain a percentage lead, but this is compensated by Shield reducing damage and knockback taken, allowing Shulk to chip at cornered opponents with a lower concern of damage taken, while even being capable of escaping percent-specific combos. However, it is highly advised to switch out of Shield while recovering, as it significantly hinders his aerial movement. In ''Ultimate'', this Art lasts for up to 6 seconds with a cooldown time of 18 seconds. Taking damage while in this mode will shorten its duration.
An Art focused on defense and survivability, but it cripples movement speed, damage output, and recovery. Monado Shield is considerably useful to retain a percentage lead or stall matches, as Shulk can survive to extreme percentages. The reduced knockback disrupts enemies' usual combos. Monado Shield also increases Shulk's shield health, making it more much more durable and difficult to break under normal circumstances unless it was already small when the Art was activated; with Monado Shield active, Shulk's shield is able to withstand normally shield-breaking attacks such as a fully-charged [[Shield Breaker]] or both hits of [[Bowser Bomb]], provided it is at full health. As this Art reduces knockback, it has some beneficial gimmicks in certain situations, such as being able to airdodge out of [[Mewtwo]]'s forward throw at low percents, and reducing the amount of time Shulk gets stunned by [[Disable]] even at high percents. Shield's reduced damage and mobility makes it difficult to gain a percentage lead, but this is compensated by Shield reducing damage and knockback taken, allowing Shulk to chip at cornered opponents with a lower concern of damage taken, while even being capable of escaping percent-specific combos. However, it is highly advised to switch out of Shield while recovering, as it significantly hinders his aerial movement. In ''Ultimate'', this Art lasts for up to 6 seconds with a cooldown time of 18 seconds. Taking damage while in this mode will shorten its duration.
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To activate an Art, the special button must not be pressed for a few frames until the colored aura appears on Shulk. While scrolling through the Arts, he will be unable to perform any other special moves until one is activated, although Shulk can still move, dodge and attack normally. In ''Ultimate'', it can also be "quick-selected" by holding down the special button, holding the directional stick mapped to the Art, then releasing the special key. The "quick select" wheel is mapped to the following: up for Smash, upper left for Jump, lower left for Speed, upper right for Buster, and lower right for Shield. If Shulk activates an Art while staying still, he poses and announces the activated Art's name upon activation.
To activate an Art, the special button must not be pressed for a few frames until the colored aura appears on Shulk. While scrolling through the Arts, he will be unable to perform any other special moves until one is activated, although Shulk can still move, dodge and attack normally. In ''Ultimate'', it can also be "quick-selected" by holding down the special button, holding the directional stick mapped to the Art, then releasing the special key. The "quick select" wheel is mapped to the following: up for Smash, upper left for Jump, lower left for Speed, upper right for Buster, and lower right for Shield. If Shulk activates an Art while staying still, he poses and announces the activated Art's name upon activation.


In ''SSB4'', each Art lasts for 15 seconds before stats return to normal. In ''Ultimate'', all Arts last for less time, with Buster lasting for 10 seconds, Speed and Smash lasting for 8 seconds, and Jump and Shield lasting for only 6 seconds. The Arts can be cancelled by pressing the special button three times in succession, or, in ''SSB4'', by holding down the special button for about one full second. Additionally, they will be canceled instantly when the user is hit by the initial rush of [[All-Out Attack]].  In ''SSB4'', once an Art activates or is canceled early, it cannot be activated again until 10 seconds have passed. In ''Ultimate'', each Art has its own cooldown time, with Jump and Shield taking 18 seconds, Speed and Smash taking 16 seconds, and Buster taking 14 seconds. Before then, its corresponding kanji will be grayed out when selecting another Art. The cooldown on all Monado Arts resets when Shulk is [[KO|knocked out]]. No two Monado Arts can run at the same time; if one is active, and a different Art is chosen, the previous Art is overwritten and enters cooldown.
In ''SSB4'', each Art lasts for 15 seconds before stats return to normal. In ''Ultimate'', all Arts last for less time, with Buster lasting for 10 seconds, Speed and Smash lasting for 8 seconds, and Jump and Shield lasting for only 6 seconds (with Shield Art's duration also draining a slight amount every time Shulk gets hit while the Art is active). The Arts can be cancelled by pressing the special button three times in succession, or, in ''SSB4'', by holding down the special button for about one full second. Additionally, they will be canceled instantly when the user is hit by the initial rush of [[All-Out Attack]].  In ''SSB4'', once an Art activates or is canceled early, it cannot be activated again until 10 seconds have passed. In ''Ultimate'', each Art has its own cooldown time, with Jump and Shield taking 18 seconds, Speed and Smash taking 16 seconds, and Buster taking 14 seconds. Before then, its corresponding kanji will be grayed out when selecting another Art. The cooldown on all Monado Arts resets when Shulk is [[KO|knocked out]]. No two Monado Arts can run at the same time; if one is active, and a different Art is chosen, the previous Art is overwritten and enters cooldown.


Each Monado Art also affects Shulk's attacking power with battering items like the [[Beam Sword]] (e.g. Smash reduces hitlag and damage while increasing knockback). However, they do not affect firing weapons like the [[Ray Gun]] or thrown items such as the [[Capsule]].
Each Monado Art also affects Shulk's attacking power with battering items like the [[Beam Sword]] (e.g. Smash reduces hitlag and damage while increasing knockback). However, they do not affect firing weapons like the [[Ray Gun]] or thrown items such as the [[Capsule]].


Shulk's [[Final Smash]], [[Chain Attack]], is also affected by the Monado Arts. With Buster, this attack becomes highly damaging, often sending the opponent into KO percents if the Art lasts the duration of the full attack, but cannot KO as effectively. With Smash, Shulk can KO at significantly earlier percents but, should the attack not clear the stock, Shulk will have hardly done as much damage to the opponent as desired, making it arguably riskier than with Buster. Speed and Shield will only reduce its effectiveness while Jump has no effect whatsoever. The Arts can run out in the middle of the Final Smash, so awareness of their durations and the situation is advised. In addition, the neutral special input will activate the Final Smash, and thus the desired Art to use during Chain Attack must be chosen beforehand. However, Monado Arts can be accessed even with a Final Smash on standby; Shulk bust hold the button down while in aerial landing lag.
Shulk's [[Final Smash]], [[Chain Attack]], is also affected by the Monado Arts. With Buster, this attack becomes highly damaging, often sending the opponent into KO percents if the Art lasts the duration of the full attack, but cannot KO as effectively. With Smash, Shulk can KO at significantly earlier percents but, should the attack not clear the stock, Shulk will have hardly done as much damage to the opponent as desired, making it arguably riskier than with Buster. Speed and Shield will only reduce its effectiveness while Jump has no effect whatsoever. The Arts can run out in the middle of the Final Smash, so awareness of their durations and the situation is advised. In addition, the neutral special input will activate the Final Smash, and thus the desired Art to use during Chain Attack must be chosen beforehand. However, Monado Arts can be accessed even with a Final Smash on standby; Shulk must hold the button down while in aerial landing lag.


==Instructional quotes==
==Instructional quotes==
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'''Buffered deactivation''' (often shortened to '''BD''') is a technique that allows Shulk to exploit unique interactions caused by the deactivation of a Monado Art between moves, such as transitioning speeds between Arts, enabling combos that would not otherwise be possible, or enhancing existing combos. By pressing neutral special three times to deactivate Shulk's current Art and timing the third press so that it occurs at least 30 frames before Shulk is in a state where he can cycle Monado Arts, the Art will deactivate the moment Shulk is in a cyclable state.
'''Buffered deactivation''' (often shortened to '''BD''') is a technique that allows Shulk to exploit unique interactions caused by the deactivation of a Monado Art between moves, such as transitioning speeds between Arts, enabling combos that would not otherwise be possible, or enhancing existing combos. By pressing neutral special three times to deactivate Shulk's current Art and timing the third press so that it occurs at least 30 frames before Shulk is in a state where he can cycle Monado Arts, the Art will deactivate the moment Shulk is in a cyclable state.


In both ''Smash 4'' and ''Ultimate'', buffered deactivation allows Shulk to situationally optimize certain combos, increasing their effectiveness. For example, by turning off Buster Art (or Shield Art in ''Ultimate'') during a combo, the next move will be performed with No Art, which will increase its knockback significantly, potentially making attacks that are unsafe on hit safer or turning the combo into a [[kill confirm]]. Similarly, Shulk can deactivate Speed Art or Shield Art after landing a combo starter to deactivate the Art's reduced damage output, increasing the combo's damage overall. Turning off Shield Art can also allow for some combos that wouldn't otherwise be possible by nullifying the speed reduction of the Art, allowing for greater reach.
In both ''Smash 4'' and ''Ultimate'', buffered deactivation allows Shulk to situationally optimize certain combos, increasing their effectiveness. For example, by turning off Buster Art (or Shield Art in ''Ultimate'') during a combo, the next move will be performed without Buster Art active, which will increase its knockback significantly, potentially making attacks that are unsafe on hit safer or turning the combo into a [[kill confirm]]. Similarly, Shulk can deactivate Speed Art or Shield Art after landing a combo starter to deactivate the Art's reduced damage output, increasing the combo's damage overall. Turning off Shield Art can also allow for some combos that wouldn't otherwise be possible by nullifying the speed reduction of the Art, allowing for greater reach.


In ''Smash 4'', buffered deactivation (previously known as '''Monado Art buffered deactivation''' or '''MABD''') allows Shulk to retain his jumping, walking and/or running speed immediately after canceling an Art. BD was originally discovered by [https://www.youtube.com/watch?v=XoFGAuRFPJY Erico9001], who also researched that it boosts Shulk's jump height [https://www.youtube.com/watch?v=ES_-r2A6grI here]. Performing this requires the player to buffer-cancel an active Monado Art during an uninterruptible animation (i.e dropping shield or dodging), while also buffering a movement option during that time. If successful, the Art will cancel, but Shulk will technically begin moving before the Art disappears, causing him to gain the increased movement speed that is provided by the Art until another command is inputted. However, any movement speed gained will slowly change back to the default speed after a while: in the case of running, Shulk will initially start at the speed of Monado Speed or Monado Shield and then either slow down or speed up, respectively. The effect will last until Shulk does another action, such as an attack. This has several uses, including fakeouts or doing attacks/combos that requires Monado Speed's mobility without being penalized by its lower damage.
Buffered deactivation can also be used to enhance Shulk's jump height if Monado Jump is deactivated as Shulk jumps. This is due to Shulk keeping Monado Jump's increased [[jump]] height, but not the increased [[falling speed]], causing him to travel higher and stay in the air longer. This allows Shulk greater reach and increased air time when edge guarding or chasing opponents into the air. In ''Smash 4'', this technique can boost the height of any jump, and is pivotal for the '''Monado Purge''' [[50-50|50/50]] setup (up throw to jumping up aerial), as the extra height extends the setup's effective percent range. Though the technique also works in ''Ultimate'', deactivating Jump Art during the early frames of a full hop will fail to change the jump's properties (due to all changes being overwritten by the full hop's own natural jump boost).


Uniquely, BD enhances Shulk's jump height if Monado Jump is canceled and a jump is buffered as well. This is due to Shulk keeping Monado Jump's increased [[jump]] height, but not the increased [[falling speed]], causing him to travel higher. This is pivotal for the '''Monado Purge''' combo (up throw to jumping up aerial) as the extra height turns the combo into a 50-50 that is only escapable with an air dodge at higher percents. In ''Ultimate'', though the bug which allowed Shulk's movement properties to transfer through deactivation has been removed (Shulk will now immediately change all his attributes the instant he switches or deactivates an Art), in the same spirit as Smash 4, Jump Art can be deactivated immediately after a mid-air jump, combining the boosted jump height from Jump Art with the slower fall speed of No Art to increase his aerial reach.
In ''Smash 4'', buffered deactivation (previously known as '''Monado Art buffered deactivation''' or '''MABD''') allows Shulk to retain his jumping, walking and/or running speed immediately after canceling an Art. Buffered deactivation was originally discovered by [https://www.youtube.com/watch?v=XoFGAuRFPJY Erico9001], who also researched that it boosts Shulk's jump height [https://www.youtube.com/watch?v=ES_-r2A6grI here]. Performing this requires the player to buffer-cancel an active Monado Art during an uninterruptible animation (i.e dropping shield or dodging), while also buffering a movement option during that time. If successful, the Art will cancel, but Shulk will technically begin moving before the Art disappears, causing him to gain the increased movement speed that is provided by the Art until another command is inputted. However, any movement speed gained will slowly change back to the default speed after a while: in the case of running, Shulk will initially start at the speed of Monado Speed or Monado Shield and then either slow down or speed up, respectively. The effect will last until Shulk does another action, such as an attack. This has several uses, including fakeouts or doing attacks/combos that requires Monado Speed's mobility without being penalized by its lower damage. In ''Ultimate'', the bug which allowed Shulk's movement properties to transfer through deactivation was removed (Shulk will now immediately change all his attributes the instant he switches or deactivates an Art).
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===Dial storage===
===Dial storage===
[[File:Dial_Storage_tech.gif|250px|thumb|Shulk buffers the Monado Arts dial during the landing lag of forward aerial (indicated by the body flash). This "uses up" the dial's 10 frame startup lag, and the second use of the dial is instantaneous.]]
[[File:Dial_Storage_tech.gif|250px|thumb|Shulk buffers the Monado Arts dial during the landing lag of forward aerial (indicated by the body flash). This "uses up" the dial's 10 frame startup lag, and the second use of the dial is instantaneous.]]
'''Dial storage''' is an ''Ultimate'' exclusive advanced technique which allows Shulk to bypass up to 10 frames of startup lag when using the Monado Arts dial wheel. It is named as such due to a technical quirk that allows the initial frames of the Monado dial to be "stored up" before its next use.
'''Dial storage''' is an ''Ultimate'' exclusive advanced technique which allows Shulk to bypass up to 10 frames of startup lag when using the Monado Arts dial wheel. It is named as such due to a technical quirk that allows the initial frames of the Monado dial to be "stored up" before its next use, much like a [[charge]] move.


To use dial storage, the player must hold the special button while in idle/landing lag/hitstun animations. The dial must be released with the special button before the Monado dial visually appears. This will "store" the current dial charge (a visual "flash" effect around Shulk's torso can be used to time this correctly). As the dial appears at frame 11, this technique can cut out up to 10 frames from the time it takes to open the dial. If done correctly, Shulk's next use of the Monado dial will have its startup lag reduced by how many frames were "stored", with a maximum of having no startup frames at all when all 10 frames are used up. This grants an instantaneous Monado Art switch on the next attempt, but Shulk will still suffer from 4 frames of lag after releasing the special button (these 4 frames allow him to input directions to switch Arts).
To use dial storage, the player must hold the special button while in a chargeable state (ie: while idle, during landing lag, or in hitstun) and release the button or interrupt the charge with an attack, [[grab]], jump squat, or a [[taunt]] before the Monado Art dial activates. This will pause the charge, storing however many frames the dial was charged for. (A "flash" effect around Shulk's torso can be used as a visual aid to see how many frames were charged.) Though starting to charge again while in a chargeable state or successfully opening the Monado Art dial resets the current charge, buffering the dial charge out of an unchargeable state (ie: any action that prevents Shulk from switching Arts) or during an action’s [[interruptibility]] frames allows Shulk to access that stored charge, resuming the charge from where he left off.


Pressing and holding the special button during any action that prevents Shulk from switching Arts or during an action’s [[interruptibility]] frames (ie: [[landing lag]] or after the action’s ending lag) will resume the charge when the action ends. Interrupting the charge with an attack, [[grab]], jump squat, or a [[taunt]] will pause the charge. Trying to use Monado Arts normally after this point will reset the charge.
If done correctly, Shulk's next use of the Monado Art dial will have its startup lag reduced by however many frames were charged in advance. As the dial appears at frame 11, this technique can cut out up to 10 frames from the time it takes to open the dial, with a maximum of having no startup frames at all when all 10 frames are charged up. Using dial storage, Shulk can open the dial instantly, allowing him to reduce the landing lag of an aerial attack or airdodge to as low as 7 frames (by flashing the dial without selecting an Art), switch Arts almost instantly (gaining up to 14 frames of [[intangibility]]), escape or switch to Shield Art during certain multi-moves, or use a directional [[air dodge]] as an escape or movement option with minimal landing lag. These situations may otherwise be impossible to escape from when using the standard dial switch (which has 11 frames of startup lag). Dial storage can also be used to switch Arts almost immediately between combo hits, allowing a wide variety of transitional combos between different Arts; this includes potent KO combos like leading Buster Art moves into Smash Art finishers, or mid-combo Art switches that extend strings with boosted mobility and/or increased damage.


Freely charging the dial (releasing B freely or interrupting a charge with an attack before the dial comes out) can quickly prepare dial storage for use on the fly. Landing with a forward aerial or a neutral [[air dodge]] while holding special and buffer an input during landing lag can also be used as a practical setup to guarantee a maximum dial charge in advance by buffering the charge during those moves' 10 frames of landing lag.
Freely charging the dial (ie: charging without a timed setup) can quickly prepare dial storage for use on the fly, which can be done while cycling or deactivating Monado Arts, before attacking, or slipped in after an Art activates. Landing with a [[forward aerial]] or a neutral air dodge while holding the special button and buffering an input during landing lag to interrupt the charge can also be used as a practical setup to guarantee a maximum dial charge, buffering the charge during those moves' 10 frames of landing lag.
 
Using dial storage, Shulk can open the dial instantly, allowing him to reduce the landing lag of an aerial attack or airdodge to as low as 7 frames (by flashing the dial without selecting an Art), switch Arts instantly (gaining up to 14 frames of [[intangibility]]), escape or switch to the Shield Art during certain multi-moves, or use a directional airdodge as an escape or movement option with minimal landing lag. These situations may otherwise be impossible to escape from when using the standard dial switch (which has 11 frames of startup lag). Dial storage can also be used to switch Arts almost immediately between combo hits, allowing a wide variety of transitional combos between different Arts; this includes potent KO combos like leading Buster Art moves into Smash Art finishers, or mid-combo Art switches that extend strings with boosted mobility and/or increased damage.


This technique can be used much like Shulk's {{h2||Monado Art landing lag cancel}}. However, the applications of this technique are far more versatile and can be used more aggressively, mostly due to the reduced utility of MALLC. In comparison, dial storage is more flexible as it doesn't require airtime nor a timed landing, and can be used in any Art (MALLC requires no Arts to be active). However, MALLC has no vulnerability when landing (dial storage suffers from 3 frames of vulnerability during the "fuzzy window" which allows Arts to be chosen). Overall, both techniques can be used for different situations.
This technique can be used much like Shulk's {{h2||Monado Art landing lag cancel}}. However, the applications of this technique are far more versatile and can be used more aggressively, mostly due to the reduced utility of MALLC. In comparison, dial storage is more flexible as it doesn't require airtime nor a timed landing, and can be used in any Art (MALLC requires no Arts to be active). However, MALLC has no vulnerability when landing (dial storage suffers from 3 frames of vulnerability during the "fuzzy window" which allows Arts to be chosen). Overall, both techniques can be used for different situations.
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The '''Infinite Monado Arts glitch''' was a glitch in both ''Smash 4'' and ''Ultimate'' which allowed Shulk to retain every effect of [[Monado Arts]] at once. In ''Smash 4'' it involved Shulk's currently-active Monado Art expiring while trapped by {{SSB4|Yoshi}}'s [[Egg Lay]], while in ''Ultimate'' it involved Shulk being hit by {{SSBU|King K. Rool}}'s [[Blast-O-Matic]], timed so that his currently-active Monado Art expires between the second (laser) and third (launching) hits. When done correctly, Shulk would have no visible effects of any Arts, but all five of them would be active at once, mixing any overlapping properties together. In ''Ultimate'', the glitch also incurred [[RCO lag]] where if any aerial move is used during the glitch, the landing lag would last much longer than normal. The glitch also worked for {{SSBU|Kirby}}, if Kirby [[Inhale (Kirby)|inhaled]] Shulk with the Monado Art. The only way to remove the glitch was to [[self-destruct]] or use a transformation item.
The '''Infinite Monado Arts glitch''' was a glitch in both ''Smash 4'' and ''Ultimate'' which allowed Shulk to retain every effect of [[Monado Arts]] at once. In ''Smash 4'' it involved Shulk's currently-active Monado Art expiring while trapped by {{SSB4|Yoshi}}'s [[Egg Lay]], while in ''Ultimate'' it involved Shulk being hit by {{SSBU|King K. Rool}}'s [[Blast-O-Matic]], timed so that his currently-active Monado Art expires between the second (laser) and third (launching) hits. When done correctly, Shulk would have no visible effects of any Arts, but all five of them would be active at once, mixing any overlapping properties together. In ''Ultimate'', the glitch also incurred [[RCO lag]] where if any aerial move is used during the glitch, the landing lag would last much longer than normal. The glitch also worked for {{SSBU|Kirby}}, if Kirby [[Inhale (Kirby)|inhaled]] Shulk with the Monado Art. The only way to remove the glitch was to [[self-destruct]] or use a transformation item.


In ''Smash 4'', the glitch was fixed [[List of updates (SSB4)/1.0.6 changelog|in version 1.0.6]]. In ''Ultimate'', the glitch was fixed [[List of updates (SSBU)/2.0.0 changelog#Shulk|in version 2.0.0]].
In ''Smash 4'', the glitch was fixed [[List of updates (SSB4-3DS)/1.0.4 changelog#Yoshi|in version 1.0.4 on 3DS]], and [[List of updates (SSB4)/1.0.6 changelog|in version 1.0.6 on Wii U]]. In ''Ultimate'', the glitch was fixed [[List of updates (SSBU)/2.0.0 changelog#Shulk|in version 2.0.0]].
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