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# '''Dash Vision''': Shulk takes a big step forward and the counter's range is extended. The move becomes significantly faster, and the dash turns Dash Vision into the longest-reaching counter in the game. | # '''Dash Vision''': Shulk takes a big step forward and the counter's range is extended. The move becomes significantly faster, and the dash turns Dash Vision into the longest-reaching counter in the game. | ||
# '''Power Vision''': Shulk counters with a much stronger slash, but the attack itself has increased startup and ending lag. Has extreme knockback, OHKOing upon countering an attack that deals 30% damage (the lowest OHKO requirement out of all counterattacks) and can even KO upon countering a jab if the opponent is at 60% or above on small stages. However, the counter window is shortened more drastically with each consecutive use, to the point where it loses the majority of its counter-frames on its second use, and essentially loses its ability to counter on the third use. Due to the move's only downside being the inability to counter after excessive use while still keeping its respectably long counter window when fresh, it is one of the most powerful counter moves in the game, and arguably the most feared. | # '''Power Vision''': Shulk counters with a much stronger slash, but the attack itself has increased startup and ending lag. Has extreme knockback, OHKOing upon countering an attack that deals 30% damage (the lowest OHKO requirement out of all counterattacks) and can even KO upon countering a jab if the opponent is at 60% or above on small stages. However, the counter window is shortened more drastically with each consecutive use, to the point where it loses the majority of its counter-frames on its second use, and essentially loses its ability to counter on the third use. Due to the move's only downside being the inability to counter after excessive use while still keeping its respectably long counter window when fresh, it is one of the most powerful counter moves in the game, and arguably the most feared. | ||
==Vision Sliding== | |||
[[File:Vision_Sliding.gif|200px|thumb|Vision Sliding (standard and forward input, respectively).]] | |||
[[File:Retreating_Vision_Slide.gif|200px|thumb|A backwards-inputted Vision Slide used as a retreat option.]] | |||
Vision Sliding is an [[advanced technique]] in ''Smash 4'' which allows {{SSB4|Shulk}} to significantly amplify the distance he moves upon the activation of Vision's counterattack, along with the ability to have complete control of the counterattack's momentum. The bug that allowed this technique has been fixed in ''Ultimate'' and thus is impossible to perform in that game. | |||
Vision Sliding only triggers when Shulk activates Vision on the exact frame he transitions from air to ground. As the timing for Vision Sliding is very strict, [[buffer]]ing Vision out of aerials is commonly done to make this easier. If done correctly, Shulk would be able to slide a considerable distance, which can be done in both horizontal directions due to Vision's ablity to be reverse inputted. All subsequent Vision counterattacks used in a row will Vision Slide until the player stops using the move. Additionally, Shulk is able to slide a tiny distance forward or back during Vision's pose, and it can be chained repeatedly just like the counterattack itself. The distance of the slide is dependent on the [[air speed]] and [[air acceleration]] granted by [[Monado Arts]]. The Arts with the longest to shortest slides are follows: Jump, Speed, No Arts/Buster/Smash, Shield. | |||
The primary applications of this technique include punishing [[projectiles]] that would otherwise outrange Vision's hitbox (similar to one of Shulk's custom down specials, Dash Vision), as well as baiting opponents to attack Shulk due to his high landing lag, as special moves can be used before landing lag occurs as a way to defend himself. In teams scenarios, Vision Sliding can also be triggered by a teammate, allowing its large range to hit multiple opponents (even if shielding). | |||
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==Origin== | ==Origin== |
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