Template:SSB4 to SSBU changelist/Shulk: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Shulk's model features a more subdued color scheme. In addition to losing most of the glossy sheen from his clothes and hair, Shulk's clothing now features simple detailing, his face is more defined, and his hair is somewhat less tousled.}}
*{{change|Due to the aesthetics used in ''Ultimate'', Shulk's model features a more subdued color scheme. In addition to losing most of the glossy sheen from his clothes and hair, Shulk's clothing now features simple detailing, his face is more defined, and his hair is somewhat less tousled.}}
*{{change|Shulk's alternate costumes now alter his hair color to match each party member they represent.}}
*{{change|Shulk's alternate costumes now alter his hair color to match each party member they represent.}}
**{{change|His hair colors are now dirty blonde, black, auburn, black, silver, and orange for the palette swaps of [[Fiora]], [[Dunban]], Reyn, Sharla, Melia, and [[Riki]] respectively.}}
**{{change|His hair colors are now dirty blonde, black, auburn, black, silver, and orange for the palette swaps of [[Fiora]], [[Dunban]], Reyn, Sharla, Melia, and [[Riki]] respectively.}}
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**{{buff|His [[fast fall]]ing speed is faster (2.4 → 2.528), leaving him less susceptible to [[juggling]].}}
**{{buff|His [[fast fall]]ing speed is faster (2.4 → 2.528), leaving him less susceptible to [[juggling]].}}
*{{change|Shulk's [[gravity]] is higher (0.085 → 0.098). This improves his vertical mobility and leaves him less vulnerable to juggles, but worsens his horizontal endurance.}}
*{{change|Shulk's [[gravity]] is higher (0.085 → 0.098). This improves his vertical mobility and leaves him less vulnerable to juggles, but worsens his horizontal endurance.}}
*{{change|Shulk's jump height is lower (34.8 → 33.5), slightly hindering his vertical recovery, but further agilizing his aerial game.}}
*{{change|Shulk's jump height is lower (34.8 → 33.5), slightly hindering his vertical recovery, but slightly improves his aerial game.}}
*{{buff|Shulk's [[traction]] has been increased (0.044 → 0.094), improving his ability to punish [[out of shield]].}}
*{{buff|Shulk's [[traction]] has been increased (0.044 → 0.094), improving his ability to punish [[out of shield]].}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|The first hit has an altered animation where Shulk doesn't lunge forward as far decreasing its range, and the second hit has been changed to a full roundhouse kick.}}
**{{buff|The first and second hits have altered angles (70°/60°/88° → 361°/180° (hit 1), 66°/70°/80° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks. They also no longer use [[set knockback]], but deal less knockback until very high percents (40 set/100 scaling → 35/25 base/10 scaling (hit 1), 52 set/100 scaling → 40/35 base/10 scaling (hit 2)), and have gained [[hitstun modifier]]s (0 → 2 (hit 1), 5 (hit 2)). This allows them to connect much more reliably and [[jab lock]].}}
**{{buff|The first and second hits have altered angles (70°/60°/88° → 361°/180° (hit 1), 66°/70°/80° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks. They also no longer use [[set knockback]], but deal less knockback until very high percents (40 set/100 scaling → 35/25 base/10 scaling (hit 1), 52 set/100 scaling → 40/35 base/10 scaling (hit 2)), and have gained [[hitstun modifier]]s (0 → 2 (hit 1), 5 (hit 2)). This allows them to connect much more reliably and [[jab lock]].}}
**{{buff|The first hit transitions faster into the second hit (frame 12 → 11).}}
**{{buff|The third hit has less startup (frame 12 → 6). In combination with the aforementioned changes, this allows it to connect much better from the second hit, no longer requiring specific timing against floaty or highly-damaged opponents.}}
***{{nerf|However, its total duration remains the same, increasing its ending lag.}}
**{{buff|The third hit is placed farther horizontally (Z offset: 12.8u-7.8u → 14u-10u (clean), 12.8u → 14u (late)) and higher (Y offset: 9u → 10u), with the late hit also stretching more vertically (Y offset: 15u-12u → 16.5u-12u), increasing its range.}}
**{{nerf|All hits except the late third hit deal less damage (3.5% → 2% (hit 1), 3.5% → 1.5% (hit 2), 5.3% → 5% (hit 3, clean)). This greatly reduces the move's total damage (12.3% → 8.5%), no longer being the most damaging non-infinite neutral attack in the game.}}
**{{nerf|All hits except the late third hit deal less damage (3.5% → 2% (hit 1), 3.5% → 1.5% (hit 2), 5.3% → 5% (hit 3, clean)). This greatly reduces the move's total damage (12.3% → 8.5%), no longer being the most damaging non-infinite neutral attack in the game.}}
**{{nerf|The first and second hits have a shorter hitbox duration (frames 5-6 (hit 1), 5-7 (hit 2) → frame 5).}}
**Hit 1:
**{{nerf|The first and third hits have a higher hitlag multiplier (1.4× (hit 1), 2× (hit 3)), making the former easier to [[SDI]] and the latter easier to [[DI]].}}
***{{buff|It transitions faster into the second hit (frame 12 11).}}
**{{nerf|The first hit uses four hitboxes instead of three, which are smaller (3u/2.5u/3.5u → 1.8u/1.8u/2u/2u). In combination with its altered animation, this noticeably reduces its range.}}
***{{nerf|It has an altered animation where Shulk doesn't lunge forward as far. It also uses four hitboxes instead of three, which are smaller (3u/2.5u/3.5u → 1.8u/1.8u/2u/2u). In combination with its altered animation, this noticeably reduces its range.}}
**{{nerf|Consecutive uses of the first hit are slower (12 frames → 15).}}
***{{nerf|It has a shorter hitbox duration (frames 5-6 → frame 5).}}
**{{nerf|The second hit's middle hitbox is larger (3u → 3.2u), but the farthest hitbox is smaller (4u → 3.4u), reducing its range overall.}}
***{{nerf|It has a higher hitlag multiplier (1× → 1.4× ), making it easier to [[SDI]].}}
***{{nerf|Consecutive uses of the first hit are slower (12 frames → 15).}}
**Hit 2:
***{{change|Its animation has been changed to a full roundhouse kick.}}
***{{nerf|Its middle hitbox is larger (3u → 3.2u), but the farthest hitbox is smaller (4u → 3.4u), reducing its range overall.}}
***{{nerf|It has a shorter hitbox duration (frames 5-7 → frame 5).}}
**Hit 3:
***{{buff|It has less startup (frame 12 → 6). In combination with the aforementioned changes, this allows it to connect much better from the second hit, no longer requiring specific timing against floaty or highly-damaged opponents.}}
****{{nerf|However, its total duration remains the same, increasing its ending lag.}}
***{{buff|It is placed farther horizontally (Z offset: 12.8u-7.8u → 14u-10u (clean), 12.8u → 14u (late)) and higher (Y offset: 9u → 10u), with the late hit also stretching more vertically (Y offset: 15u-12u → 16.5u-12u), increasing its range.}}
***{{nerf|It has a higher hitlag multiplier (1× → 2×), making it easier to [[DI]].}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt deals more damage (8.5%/7.5% → 10%/9%), with knockback scaling compensated (90/85 → 80/75).}}
**{{buff|Up tilt deals more damage (8.5%/7.5% → 10%/9%), with knockback scaling compensated (90/85 → 80/75).}}
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**{{nerf|Due to the new knockback speed up effect decreasing hitstun for higher knockback values, up throw has lost its KO setups into up aerial at high percents with the Jump Art active.}}
**{{nerf|Due to the new knockback speed up effect decreasing hitstun for higher knockback values, up throw has lost its KO setups into up aerial at high percents with the Jump Art active.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw launches at a higher angle (50° → 60°), allowing it to combo into a forward tilt at mid percents with the Buster Art active.}}
**{{buff|Down throw launches at a higher angle (50° → 60°). Coupled with the Buster Art's lower knockback multiplier, down throw is now effective for combos until mid-high percents with Buster active.}}
**{{nerf|The throw portion deals less damage (4% → 2.5%; 7% total → 5.5%) and knockback (75 base/115 scaling → 85/105), making it significantly weaker overall. Notably, it is no longer the strongest down throw in the game by a large margin with the Smash Art active.}}
**{{nerf|The throw portion deals less damage (4% → 2.5%; 7% total → 5.5%) and knockback (75 base/115 scaling → 85/105), making it significantly weaker overall. Notably, it is no longer the strongest down throw in the game by a large margin with the Smash Art active.}}
**{{nerf|Due to the new knockback speed up effect, it has lost its true combos into forward aerial at low to mid percents with the Speed Art active.}}
**{{nerf|Due to the new knockback speed up effect, it has lost its true combos into forward aerial at low to mid percents with the Speed Art active.}}
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**{{change|Arts that are on cooldown have a gradually regenerating bar under them to indicate how much time is left until they can be used again. Likewise, a gradually depleting bar appears below the active Art in Shulk's damage meter to indicate how much is left until it deactivates.}}
**{{change|Arts that are on cooldown have a gradually regenerating bar under them to indicate how much time is left until they can be used again. Likewise, a gradually depleting bar appears below the active Art in Shulk's damage meter to indicate how much is left until it deactivates.}}
**{{buff|Monado Arts activate significantly faster when selected individually.}}
**{{buff|Monado Arts activate significantly faster when selected individually.}}
**{{change|[[Monado Arts#Monado Art landing lag cancel|Monado Art landing lag cancel]]ing can still be performed, though it has a different window due to the faster activation time. Additionally, its usage to reduce landing lag is negligible due to the universal reduction to landing lag.}}
**{{change|{{h2|Monado Arts|Monado Art landing lag cancel}}ing can still be performed, though it has a different window due to the faster activation time. Additionally, its usage to reduce landing lag is negligible due to the universal reduction to landing lag.}}
***{{buff|The addition of selecting Arts through the Art wheel allows Shulk access to MALLC at any time, without having to time landings with his jumps. It also grants access to the [[Monado Arts#Dial storage|dial storage]] technique.}}
***{{buff|The addition of selecting Arts through the Art wheel allows Shulk access to MALLC at any time, without having to time landings with his jumps. It also grants access to the [[Monado Arts#Dial storage|dial storage]] technique.}}
**{{change|The kanji graphics are stylized and shown in solid colored, thick-outlined text. Upon activation, the kanji flashes with a cartoon-styled burst.}}
**{{change|The kanji graphics are stylized and shown in solid colored, thick-outlined text. Upon activation, the kanji flashes with a cartoon-styled burst.}}
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**Speed Art:
**Speed Art:
***{{buff|It grants Shulk higher initial dash and run speeds (1.7× → 2×), and a higher air speed (1.3× → 1.4×). Combined with the reduced landing lag of Shulk's aerials, Speed is a more effective aerial rushdown and spacing tool.}}
***{{buff|It grants Shulk higher initial dash and run speeds (1.7× → 2×), and a higher air speed (1.3× → 1.4×). Combined with the reduced landing lag of Shulk's aerials, Speed is a more effective aerial rushdown and spacing tool.}}
***{{buff|It increases the travel distance of dash attack.}}
***{{change|Shulk's [[gravity]] is now increased by 1.2x. This increases Shulk's overall mobility even further, but also worsens his endurance due to the [[Knockback#Melee_onward|gravity penalty]]. Furthermore, it shortens the duration <!--and height--> of his midair jump, weakening his recovery.}}
***{{change|Shulk's [[gravity]] is now increased by 1.2x. This increases Shulk's overall mobility even further, but also worsens his endurance due to the [[Knockback#Melee_onward|gravity penalty]]. Furthermore, it shortens the duration <!--and height--> of his midair jump, weakening his recovery.}}
***{{nerf|It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).}}
***{{nerf|It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).}}
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**Shield Art:
**Shield Art:
***{{buff|It further reduces damage taken (0.67× → 0.5×) and knockback taken (0.78× → 0.6×). This allows Shulk to survive almost any KO move even at high percents, and punish opponents more effectively after getting hit at low percents.}}
***{{buff|It further reduces damage taken (0.67× → 0.5×) and knockback taken (0.78× → 0.6×). This allows Shulk to survive almost any KO move even at high percents, and punish opponents more effectively after getting hit at low percents.}}
***{{buff|Due to the new selection method for Monado Arts, it can be activated inbetween most multi-hit moves and combos. This allows Shulk to break out of a variety of situations, including potential game-ending strings.}}[https://youtu.be/SjpbHFXgalA?t=573]
***{{buff|Due to the new selection method for Monado Arts, it can be activated in between most multi-hit moves and combos. This allows Shulk to break out of a variety of situations, including potential game-ending strings.}}[https://youtu.be/SjpbHFXgalA?t=573]
***{{buff|It has increased shield health and shield regeneration rates (1.5× → 2×).}}
***{{buff|It has increased shield health and shield regeneration rates (1.5× → 2×).}}
***{{nerf|It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).}}
***{{nerf|It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).}}
***{{nerf|It lowers damage dealt even more (0.7× → 0.5×), and reduces knockback dealt by 0.8×, considerably hindering Shulk's KO potential while active.}}
***{{nerf|It lowers damage dealt even more (0.7× → 0.5×), and reduces knockback dealt by 0.8×, considerably hindering Shulk's KO potential while active.}}
***{{nerf|On top of the Art's reduced duration, its meter depletes faster if Shulk takes damage. This removes its ability to stall matches for a noticeable period of time.}}
***{{nerf|On top of the Art's reduced duration, its meter depletes faster if Shulk takes damage. This removes its ability to stall matches for a noticeable period of time.}}
***{{nerf|It decreases the travel distance of dash attack.}}
**Buster Art:
**Buster Art:
***{{buff|It lowers knockback dealt even more (0.68× → 0.65×), allowing combos for longer.}}
***{{buff|It lowers knockback dealt even more (0.68× → 0.65×), allowing combos for longer.}}
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***{{nerf|The [[slowdown]] from the forward-held version now lasts slightly longer, leaking into the period after the opponent is launched, which due to a glitch slightly reduces the move's launch distance.}}
***{{nerf|The [[slowdown]] from the forward-held version now lasts slightly longer, leaking into the period after the opponent is launched, which due to a glitch slightly reduces the move's launch distance.}}
**{{change|Vision's backdrop is significantly brighter.}}
**{{change|Vision's backdrop is significantly brighter.}}
**{{change|Vision now causes the screen to shake if it is triggered.}}
**{{bugfix|[[Vision Sliding]] has been removed.}}
**{{bugfix|[[Vision Sliding]] has been removed.}}
*[[Chain Attack]]:
*[[Chain Attack]]:
**{{Buff|Chain Attack deals more damage (40% → 46% (front opponent), 30% → 36% (other opponents)).}}
**{{change|[[Mecha-Fiora]] appears during Chain Attack, attacking with Shulk in addition to [[Riki]] and [[Dunban]]. Camera angles have been adjusted to accommodate for her, and Shulk has gained an additional voice clip that calls out her name. Additionally, Riki and Dunban have more detailed models.}}
**{{change|[[Mecha-Fiora]] appears during Chain Attack, attacking with Shulk in addition to [[Riki]] and [[Dunban]]. Camera angles have been adjusted to accommodate for her, and Shulk has gained an additional voice clip that calls out her name. Additionally, Riki and Dunban have more detailed models.}}
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