Super Smash Bros. 4

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This technique is especially beneficial to Shulk because majority of his aerials have noticeable ending lag (excluding his neutral air) and none of his aerials regularly cancel out of a full jump (and most do not cancel even from a double jump). Shulk's [[back aerial]] benefits greatly from this, as it suffers from the most ending lag of all his aerials, while having the longest range and good KO power. This technique comes with the added benefit of giving Shulk a few frames of [[intangibility]] right when he poses, allowing him a chance to dodge possible punishes from his opponents.
This technique is especially beneficial to Shulk because majority of his aerials have noticeable ending lag (excluding his neutral air) and none of his aerials regularly cancel out of a full jump (and most do not cancel even from a double jump). Shulk's [[back aerial]] benefits greatly from this, as it suffers from the most ending lag of all his aerials, while having the longest range and good KO power. This technique comes with the added benefit of giving Shulk a few frames of [[intangibility]] right when he poses, allowing him a chance to dodge possible punishes from his opponents.


The smasher, Jerm, coined this technique on a Youtube video, and the video guide with timings and added details of the technique can be found [https://www.youtube.com/watch?v=34v54e5lhjQ here].
Erico9001 first explained the timings of MALLC in his Youtube video [https://www.youtube.com/watch?v=BjgKgHKChsA here]. Later, Jerm provided a more in-depth video guide on the timings and added details of the technique, which can be found [https://www.youtube.com/watch?v=34v54e5lhjQ here].


==Customization==
==Customization==

Revision as of 16:19, October 11, 2015

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Monado Arts
Shulk reveal Monado Arts.jpg
Activating the Smash Art
User Shulk
Universe Xenoblade

Monado Arts (モナドアーツ, Monado Arts) is Shulk's neutral special move. Shulk has access to five Arts: Jump, Speed, Shield, Buster, and Smash, with each Art temporarily enhancing certain abilities in exchange for weakening others.

Overview

Each of the five Arts is indicated by a colored kanji character. When the special button is pressed, a kanji character will appear behind him, beginning with Jump and following the order of Speed, Shield, Buster, and Smash for each consecutive press. 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. Arts can be scrolled through and activated while Shulk is standing still or moving. If Shulk activates an Art while standing still, he poses and announces the activated Art's name upon activation. While an Art is activated, Shulk receives buffs to certain stats while also receiving nerfs to others.

Kanji Monado Art Color Affected stats Activation pose
* Jump (ジャンプ) Green Buff Increased jump height, air speed, falling speed, and Air Slash height
Nerf More damage taken (22% more)

Gives Shulk the highest jump height in the series, greatly increases his air speed, and gives Air Slash a boost in height. Makes recovering offstage extremely easy due to the increased air speed and allows him to edgeguard offstage with incredible efficiency, as his forward aerial can wall of pain opponents to the blast line. Makes him vulnerable to damage from edgeguarding opponents, however, and Shulk has to watch out for opponents who are looking to interrupt his jumps since they can be stopped with any stray attack that causes hitstun. Although this art can make Shulk a strong aerial fighter, it is advised to switch out of it once he is in a disadvantage, as this Art gives Shulk the most damage vulnerability out of all other Arts, including Buster.
ShulkJumpActivationPose.JPG
Holds his hand in the air
* Speed (スピード) Blue Buff Increased movement speed, air speed
Nerf Lower jump height, less damage dealt (20% less)
Change Lower Traction

Lower jump height means Shulk can use short-hop aerials much more effectively, and when combined with a better approach speed makes this Art a good combo starter against slower characters, if not the most reliable combo Art in general. Decreased damage means Shulk has to land more attacks to compensate for the speed boost, but experienced players can rely on the speed to trap opponents with barrages of neutral and forward aerials, both incredibly useful spacing attacks that can drag careless opponents offstage. Lowered jump height can be an issue if recovering, but the speed boost applies to Shulk's air speed as well, allowing him to quickly get close to the stage before changing to the Jump Art to help his recovery.
ShulkSpeedActivationPose.JPG
Leans forward, ready to run
Shield (シールド) Yellow Buff Increased weight, less knockback and damage taken (33% less), higher shield longevity
Nerf Lower jump height, air speed, and movement speed, less damage dealt (30% less)

Makes Shulk the heaviest character in the game while this Art is active. Reduced damage and mobility makes it difficult to gain percentage lead while in this Art. A solely defensive Art, as Shulk can survive to extreme percentages even against smash attacks, but one must prepare for getting sent offstage as the increased weight and decreased mobility drastically hinders Shulk's recovery potential. Reduced knockback allows Shulk to prevent himself getting trapped in combo chains, but also increases Shulk's susceptibility to getting trapped by fast multi-hitting attacks, notably juggling moves like Kirby's up tilt. Also allows Shulk's shield to survive attacks that would normally break it (e.g Bowser Bomb).
ShulkShieldActivationPose.JPG
Crosses his arms in a defensive pose
* Buster (バスター) Purple Buff More damage dealt, increased shield damage given, higher freeze frames on hit
Nerf More damage taken (13% more)
Change Less knockback dealt

Reduced knockback allows many of Shulk's attacks to chain into each other, and makes his throws open up highly-damaging combo opportunities. Also increases the amount of knockback his attacks do on shields, making him less prone to shield grabs, and increases shield damage, making his moves more powerful shield breaking attacks. However, drastically reduces Shulk's launching power, making it unwise to attempt to KO opponents whilst in this Art. It is recommended to switch to this Art only if the player is certain they will be able to get a percentage lead, as this high-risk Art makes Shulk incredibly vulnerable to opponent's combos which can easily send his percentage up significantly if he is careless.
ShulkBusterActivationPose.JPG
Holds the Monado in front of him, much like his down taunt
* Smash (スマッシュ) Red Buff More knockback dealt
Nerf Less damage dealt (50% less), decreased shield damage given, more knockback taken, less freeze frames on hit

Turns almost all of Shulk's tilts, aerials and smash attacks into finishers with good knockback scaling. Shulk deals almost no damage and shield damage in return, making this Art solely a finishing option. Similar if not higher risk than Buster, as although Shulk will be able to KO opponents at high percentages with no issue, he can be sent flying as easily by his opponents due to Smash lowering his weight and increasing knockback taken from all sources.
ShulkSmashActivationPose.JPG
Points the Monado to the sky
*Barring "shield", all of the Japanese kanji are stylized in different English translations than what they actually translate to.

Also, for all Arts in the Japanese version, Shulk yells out for each respective one: 跳ぶ (Soar!), 走る! (Run/Dash!), 守る! (Protect/Defend!), 叩く! (Thrash!), 打っ飛ばす! (Blow away/Fly away!)

Each Art lasts for 15 seconds before stats return to normal. 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. Monado Arts can be cancelled by pressing the special button three times, or by holding down the special button for one full second. Once an Art activates or is cancelled early, it cannot be activated again until 10 seconds has passed. Before then, its corresponding kanji character will be grayed out when selecting another Art. The cooldown on all Monado Arts resets when Shulk is KO'd.

When an Art is activated, colored auras appear in areas of Shulk's body that pertain to the effect of the Art itself. For example, Jump and Speed have an aura around Shulk's shoes, while Buster's aura will appear around the Monado. Shield's aura will appear around Shulk's body and Smash's aura appears around Shulk's hands. Also, in the Wii U version, corresponding Monado Art kanji appears at the top left corner of Shulk's portrait (which blinks faster and faster when the Art is almost ready to deactivate), and Shulk additionally gains a colored trailing aura effect while he moves.

Although each Art both boosts and hampers Shulk's stats, some stat nerfs are not necessarily completely detrimental: Speed lowers his jump height as a hindrance for example, but allows Shulk to perform short hop aerials much easier, giving him a wider range of approach options while the Art is active. In the same sense, Buster makes it almost impossible to launch opponents, but lowers knockback so much that Shulk's throws can lead into many intricate and damaging combos. Knowing what each art can and cannot do is therefore one of the fundamentals to Shulk's gameplay.

Kirby is able to copy the Monado Arts with his Inhale and can receive effects from these Arts when he uses this Copy Ability. This can give Kirby incredible benefits, as Jump gives him high jumps that can easily pass the upper blast line after three jumps, and Buster can trap opponents in a chain of attacks far past basic KO percentage; particularly his up tilt which can juggle most characters for longer than usual to rack up large amounts of damage.

Monado Art Landing Lag Canceling

An advanced technique, named Monado Art Landing Lag Canceling, or MALLC, allows Shulk to remove part of landing lag of his aerials, which allows him dish out more attacks in the same amount of time.

To perform this the player should start the activation of any Monado Art while in midair, use an aerial attack, and land with the aerial just before the Art fully activates. Shulk performs a pose after any Art activates (provided he isn't in a non landing lag animation), and this pose will replace the landing lag animation. The pose can be immediately canceled as if Shulk is standing still.

This technique is especially beneficial to Shulk because majority of his aerials have noticeable ending lag (excluding his neutral air) and none of his aerials regularly cancel out of a full jump (and most do not cancel even from a double jump). Shulk's back aerial benefits greatly from this, as it suffers from the most ending lag of all his aerials, while having the longest range and good KO power. This technique comes with the added benefit of giving Shulk a few frames of intangibility right when he poses, allowing him a chance to dodge possible punishes from his opponents.

Erico9001 first explained the timings of MALLC in his Youtube video here. Later, Jerm provided a more in-depth video guide on the timings and added details of the technique, which can be found here.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

1. Monado Arts 2. Decisive Monado Arts 3. Hyper Monado Arts
Monado Arts
Decisive Monado Arts
Hyper Monado Arts
"Activate one of five different Arts, each of which provides a different advantage." "Activate stronger Arts that last longer. However, they can't be canceled once used." "Your Arts are much stronger, but the drawbacks are too. Doesn't last as long."
  1. Monado Arts: Default.
  2. Decisive Monado Arts: Arts last for 5 more seconds and recharge 5 seconds sooner, but once an Art is activated, it cannot be canceled or changed for another Art.
  3. Hyper Monado Arts: Both positive and negative effects of Arts are amplified, but the Arts have a shorter duration time of 5 seconds. Recharging will also take 5 seconds longer.

Origin

In Xenoblade Chronicles, the wielder of the Monado has access to two additional Arts, with more being unlocked as the story progresses.

  • Monado Buster is one of the Arts available from the start, acting as a powerful slash attack with an extended blade that deals additional damage to Mechon (the main antagonists of the game, which can't be damaged by weapons other than the Monado). The Smash 4 behaviour of raising attack power is more akin to Monado Enchant, the second starter Art which improves damage and allows other party members' normal weapons to damage Mechon.
  • Monado Shield creates a barrier around all three party members that blocks a single enemy's Talent Art, as long as Shulk has upgraded the Art to a level that matches or exceeds the enemy's Art. The Smash 4 behaviour of decreasing damage taken is more akin to Monado Armour, an Art that raises the party's defenses.
  • Monado Speed greatly increases the agility of one party member, raising both accuracy and evasion for physical attacks. This is somewhat modified for Smash 4 as it gives Shulk increased movement speed instead of evasion and accuracy, although the Art's attributes are reflected in this game as it does give Shulk much more agility, making dodging much easier, and allows him to approach and retreat quickly, mimicking the increased evasion that the Speed Art grants in Xenoblade Chronicles.
  • The Jump and Smash Arts are unique to Smash 4, although both use a color that matches an existing Art in his origin game: Jump uses the green shade of Monado Purge, which applies Aura Seal on opponents, removing any existing auras and preventing them from activating any auras or spike abilities for the duration (coincidentally, Shulk does a jump before activating the Art in his origin game), while Smash uses an similar shade of red to Monado Eater, an Art that removes enemy buffs and inflicts Bleed on victims, causing damage over time.

Battle Arts in Xenoblade Chronicles have cooldown times, with different Arts having differing cooldown times. However, this only applies to Battle Arts; Monado Arts are part of Shulk's Talent Art, Activate Monado, and instead require Shulk to use part of his Talent Gauge to activate them, which can only be refilled by auto-attacking enemies.

Trivia

  • This is the only neutral special move that cannot be performed while on a revival platform. Additionally, as its effects pass on to Kirby if Shulk gets inhaled, this is the only neutral special that has an effect on another character's Final Smash.
    • It is also the only special move in the entire series that cannot be performed from a revival platform that can be performed in the air.
  • Despite having a copy of the Monado equipped after copying Shulk using Inhale, Kirby only uses it to pose after activating an art, and also blurts out the Art's name after activating it.
  • Kirby becomes the easiest character to KO in Smash 4 with the Smash Art activated, as well as the character with the longest vertical recovery with the Jump Art, surpassing even the Villager's. Hyper Monado Arts also makes Shulk the heaviest character while in Shield, makes his throws the strongest in the game while in the Smash Art, along with giving him the hardest-hitting counter if in Hyper Smash while using Power Vision, with power only rivaled by Lucario's Double Team at max aura.
  • While most of Shulk's Monado Art poses are unique to Smash 4, he uses a pose reminiscent of the Shadow Eye Art from Xenoblade Chronicles when activating Speed.
  • Even if Shulk is KO'd while selecting Arts, the sound effect of his last selected Art being activated will play after his KO sounds.