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[99.9%] Custom Specials Frame Analysis

Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
Similar to my previous frame analysis thread, this thread will only analyze Shulk's custom specials, provide frame analysis for them, & my solution(s) for them. And like my other frame thread, I will use the animation indicators as a reasoning to how I'd balance them.

The Monado has several animations indicating if Shulk's frame data looks "fair" or not. Keep in mind that this isn't the actual design intention, but rather something I wanted to focus on for the frame analysis.
A. First, you have Shulk grabbing a hold & taking off the Monado from his back.
B. Second, the Monado starts to open up & form a laser blade, or remain closed & be surrounded by ether.
C. Third, the longevity of the Monado's ether blade remaining constant to signify if the hitbox is long or short.
D. Fourth, the Monado starts retracting & the ether blade dissipating with ether particles lingering around.
E. Finally, you have the point in which Shulk places the Monado on his back & lets go of it.
(This is all based on a hypothetical "what if these animation indicators factored in entirely for Shulk's frame data" theory. Just on this alone is why I created this thread, so these things don't HAVE to matter in the long run, okay?)
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Disappointing Frame Analysis
Decisive Monado arts
Decisive art activation is intangible from frame 1-14
Decisive art takes 3/4 frames to cycle past
Decisive art selected activates on frame 90
Decisive art duration is 1200 frames
Decisive art deactivates on frame 1201
Decisive art cooldown in question is approximately 300 frames
Decisive art comes off of cooldown starting on frame 301
~
On frame 90 of selecting an art, the art activates. On frame 92, Shulk grabs hold of the Monado with his right hand. On frame 104, Shulk shouts the art. On frame 144, Shulk places the Monado on his back & lets go of it too.
~
From the art activation = frame 1 of Decisive art
Shulk puts the Monado on his back & lets go of it on frame 55.
On frame 961, Decisive arts start flashing.
On frame 1021, Decisive arts flash faster.
On frame 1081, Decisive arts flash even faster.
On frame 1141, Decisive arts rapidly flash.
Decisive art deactivates on frame 1201.


Hyper Monado arts
Hyper art activation is intangible from frame 1-14
Hyper art takes 3/4 frames to cycle past
Hyper art selected activates on frame 46
Hyper art duration is 360 frames
Hyper art deactivates on frame 361
Hyper art cooldown in question is approximately 900 frames
Hyper art comes off of cooldown starting on frame 901
~
On frame 46 of selecting an art, the art activates. On frame 48, Shulk grabs hold of the Monado with his right hand. On frame 60, Shulk shouts the art. On frame 100, Shulk places the Monado on his back & lets go of it too. On frame 106, the art starts to flash.
~
From the art activation = frame 1 of Hyper art
Shulk puts the Monado on his back on frame 55.
On frame 61, Hyper arts start flashing.
On frame 121, Hyper arts flash faster.
On frame 181, Hyper arts flash even faster.
On frame 241, Hyper arts flash even more quickly.
On frame 301, Hyper arts rapidly flash.
Hyper art deactivates on frame 361.


Back Slash Leap
Startup phase hits on frame 28-29?
Falling phase hits on frame 29/30 to falling
Landing phase hits on frame 1-2
Landing FAF is 56

Shulk firmly grabs hold of the Monado's handle on frame 9. On frame 9, Shulk is also starting to leap into the air, displaying a white spike-smoke effect. On frame 27, the Monado's center forms a bright light, but nothing else is happening. On frame 28, the Monado opens up as well as the Beam slightly appearing & showing a sword trail effect. On frame 33, Shulk lands on the floor. On frame 36, the rising sword striking trail still shows, but starts to vanish on frame 37 & finishes disappearing on frame 39. On frame 56, the Monado starts to close. On frame 59, the red ether blade starts dissipating. On frame 61, the ether blade fully dissipates but ether particles remain around the Monado. On frame 64, the Monado's inner circle lining around the center reverts back to the blue outer lining color to match the rest of the Monado's engraved lines. On frame 68, the Monado fully closes. On frame 84, Shulk places the Monado on his back & lets go of it too, but he acts on frame 88 holding shield.


Back Slash Charge
Startup phase hits on frame 31-32
Falling phase hits on frame 32?/33 to falling
Landing phase hits on frame 1-4 aka 34-37
Landing FAF is 62

Shulk firmly grabs hold of the Monado's handle on frame 9. On frame 29, the Monado's center forms a bright light & the Monado's inner circle lining becomes light-red, but nothing else is happening. On frame 30, a ether blade trail starts to form, but the Monado hasn't opened yet. On frame 31, the Monado opens up as well as the Beam slightly appearing. On frame 33, the sword striking trail still shows since this marks the start of the Falling phase, but it starts dissipating gradually. On frame 34, Shulk lands on the floor & starts sliding. On frame 41, the sword striking trail finishes disappearing. On frame 60/61, the Monado starts to close. On frame 67/68, Shulk comes to a complete stop & finishes sliding. On frame 68, the ether blade starts dissipating. On frame 70-71, the ether blade fully dissipates but ether particles remain around the Monado. On frame 74, the Monado fully closes. On frame 90, Shulk places the Monado on his back & lets go of it too, but he acts on frame 95 holding shield.


Advancing Air Slash
Early AAS1 hits on frame 10-11
Middle AAS1 hits on frame 12-14
Late AAS1 hits on frame 15-17
AAS2 hits on frame 11-12
landing lag is 30 frames
Additional notes: Frame 1 of AAS2 starts on frame 22 of AAS1 as soon as possible. In other words, if you try to mash AAS2, you have to go through frame 1-21 of AAS1 prior to AAS2.

Advancing Air Slash 1

On frame 4, Shulk firmly grabs hold of the Monado's handle with both hands. On frame 8, a bright flashing circular light emits from the Monado's center glass region. On frame 8/9, the Monado's inner circle lining around the glass center lights up bright white & red. On frame 9, the red ether blade forms outside of the Monado, but the Monado doesn't open. On frame 9, a small pink-ish spike visual effect appears. On frame 10, the Monado starts to open up & becomes the first hitbox frame along with the spike effect growing large. On frame 11, multiple spikes as a visual effect takes place but the effect vanishes as a whole on frame 18. On frame 23, the ether blade starts to dissipate. On frame 23/24, the Monado's inner circle lining around the center reverts back to the blue outer lining color, matching the rest of the Monado's engraved lines. On frame 26, the Monado fully closes. On frame 27, the ether blade fully dissipates, leaving ether particles behind. On frame 48, Shulk places the Monado on his back & lets go of it too. On frame 64, special fall frames start appearing. On frame 64, Shulk can begin a fast fall.

Advancing Air Slash 2
On frame 22 of AAS1, you'll see frame 1 of AAS2, & on this frame shows a large flash of red light coming from the Monado. On frame 2, the ether blade shoots back out while the bright flash of light remains from the Monado. On frame 7, a dashing gray effect forms showing that Shulk is advancing forward with the second slash. On frame 10, a light-ish blue effect forms right before the hitbox that starts on frame 11. On frame 13, the light-ish blue streak effect disappears. On frame 25, the ether blade starts growing large but begins the dissipation process. On frame 25, the Monado starts to close. On frame 28, the Monado fully closes. On frame 29, the ether blade is more noticeably dissipated, but ether particles / ether spheres remain. On frame 35, Shulk places the Monado on his back & lets go of the handle too. On frame 42/43, Shulk starts to go into special fall state. On frame 43, you can begin a fast fall.


Mighty Air Slash
Early MAS1 hits on frame 10-11
Middle MAS1 hits on frame 12-14
Late MAS1 hits on frame 15
MAS2 hits on frame 15-16
landing lag is 30 frames
Additional notes: Frame 1 of MAS2 starts on frame 22 of MAS1 as soon as possible. In other words, if you try to mash MAS2, you have to go through frame 1-21 of MAS1 prior to MAS2.


Mighty Air Slash 1
On frame 4, Shulk grabs hold of the Monado's handle with both hands. On frame 8, a bright flashing circular light emits from the Monado's center glass region. On frame 8/9, the Monado's inner circle lining around the glass center lights up bright white & red. On frame 9, a small pink-ish spike visual effect appears. On frame 10, the Monado starts to open up & becomes the first hitbox frame along with several spikes effects forming & growing large. On frame 11, a sparkling effect appears near the outer beam region of the Monado. On frame 18, the spike effects fully dissipate. On frame 22, the sparkling effect near the ourter beam region of the Monado fully dissipates. On frame 22, the Monado starts to close. On frame 23, the ether blade starts to dissipate. On frame 24, the Monado's inner circle lines around the glass center reverts to the original blue outer color lining. On frame 26, the Monado fully closes. On frame 26/27, the ether blade fully dissipates, leaving ether particles behind. On frame 48, Shulk places the Monado on his back & lets go of it too. On frame 65, Shulk starts to go into special fall state, as special fall frames start appearing here. On frame 65, you can begin a fast fall.

Mighty Air Slash 2
On frame 22 of MAS1, you'll see frame 1 of MAS2, & on this frame shows a large flash of red light coming from the Monado. On frame 2, the ether dagger shoots back out while the bright flash of light remains from the Monado. On frame 15, a sparkling effect near the outer region of the ether dagger starts to appear. On frame 28, the sparkling effect as well as the large flash aura fully dissipates. On frame 31, the Monado starts to close. On frame 31, the ether dagger starts dissipating. On frame 36, the Monado fully closes. On frame 36, the ether dagger finally fully dissipates, leaving behind ether particles. On frame 50, Shulk places the Monado on his back & lets go of it too. On frame 66, Shulk starts to go into special fall state. On frame 66, you can begin a fast fall.


Dash Vision
Counter window is frame 7-31
Grounded counterattack hitbox is frame 31-34.
Grounded counterattack FAF=83
Grounded counterattack intangibility is frame 1-31
Aerial counterattack hitbox is frame 45-48
Aerial counterattack intangibility is frame 9-44
Aerial counterattack IASA=97
Forwarded counterattack hitbox is frame 22
Forwarded counterattack FAF=64
Forwarded counterattack intangibility is frame 1-28
~
Successive DV & then trying the Second DV is frame 1-21
Second successive DV & then trying the Third DV is frame X-XX
Third successive DV & then trying the Fourth DV is frame X-XX
Fourth successive DV & then trying the Fifth DV is frame X-XX
Fifth successive DV & then trying the Sixth DV is frame X-XX
~
After mashing the First whiff DV & then trying the Second DV is frame 7-21
After mashing the Second whiff DV & then trying to Third DV is frame 7-16
After mashing the Third whiff DV & then trying to Fourth DV is frame 7-12
After mashing the Fourth whiff DV & then trying to Fifth DV is frame 7-11. This is the lowest cap
~
During grounded counterattack
On frame 1, the Monado starts to barely open. On frame 3, the Monado starts to open up more visibly. On frame 4, a ether blade starts to materialize, but hasn't physically appeared yet. On frame 5, the ether blade shoots out & becomes ready. On frame 8/9, the Monado is fully open & ready. On frame 9, Shulk begins to step back. On frame 23, Shulk grabs hold of the Monado's handle with his left hand. On frame 29, a blue streak effect appears as Shulk begins dashing forward. On frame 47, the blue streak effect vanishes. On frame 54, the Monado starts to close. On frame 56, the ether blade starts dissipating. On frame 57, the Monado's ether blade fully dissipates, leaving ether particles behind. On frame 59, the Monado fully closes. On frame 72, Shulk places the Monado on his back, but lets go of it on frame 73. Yet he is able to act on frame 83.

During aerial counterattack
On frame 1, the Monado starts to barely open. On frame 3, the Monado starts to open up more visibly. On frame 4, a ether blade starts to materialize, but hasn't physically appeared yet. On frame 5, the ether blade shoots out & becomes ready. On frame 8/9, the Monado is fully open & ready. On frame 9, the large white circle becomes clear & Shulk starts to barely move, starting the motion of stepping backward. On frame 36, Shulk grabs hold of the Monado's handle with his left hand. On frame 38, Shulk starts to advance forward for the attack. On frame 43, a blue streak effect appears. On frame 57, the blue streak effect vanishes. On frame 67/68, the Monado starts to close. On frame 70, the ether blade starts to dissipate. On frame 73/74, the Monado fully closes. On frame 85/86, Shulk places the Monado on his back, but lets go of it on frame 87. Yet he is able to act on frame 97 with a doublejump.

During forwarded counterattack
On frame 1, the Monado starts to barely open. On frame 3, the Monado starts to open up more visibly. On frame 4, an ether blade starts to materialize, but hasn't physically appeared yet. On frame 5, the ether blade shoots out & becomes ready. On frame 8, the Monado is fully open & ready. On frame 9, Shulk starts moving to initiate the forward counter. On frame 18, the blue streak effect appears. On frame 37, the blue streak effect vanishes. On frame 38, the Monado starts to close. On frame 44, the Monado fully closes. On frame 46, the ether blade dissipates, leaving behind ether particles. On frame 47, the ether blade fully dissipates. On frame 64, Shulk places the Monado on his back & lets go of it too. On frame 64, Shulk is able to act with holding shield.


Power Vision
Counter window is frame 7-51
Grounded counterattack hitbox is frame 57-62
Grounded counterattack FAF=124
Grounded counterattack intangibility is frame 1-59
Aerial counterattack hitbox is frame 49-54
Aerial counterattack IASA=116
Aerial counterattack intangibility is frame 9-49
Forwarded counterattack hitbox is frame 49-52
Forwarded counterattack FAF=95
Forwarded counterattack intangibility is frame 1-59
~
Successive PV & then trying the Second PV is frame 7-11. This is the lowest cap
~
After mashing the First whiff PV & then trying the Second PV, it won't even last to frame 12. Aka it's 7-11. This is the lowest cap
~
During grounded counterattack
On frame 1, the Monado starts to barely open. On frame 5, the ether blade starts shooting out & becomes ready. On frame 4, the ether blade materializes, but hasn't physically appeared. On frame 8, the Monado becomes fully open & ready. On frame 9, Shulk starts to step back to initiate the attack later on. On frame 39-45, Shulk slowly grabs hold of the Monado's handle with his left hand. On frame 46, Shulk steps forward to begin the counterattack. On frame 46, a bright large sparkling effect appears near the Monado's center. On frame 66, the bright large sparkling effect vanishes. On frame 94/95, the Monado starts to close. On frame 97, the ether blade starts to dissipate. On frame 98, the ether blade fully dissipates, leaving ether particles behind. On frame 101, the Monado fully closes. On frame 112/113, Shulk places the Monado on his back. On frame 114, Shulk lets go of the Monado's handle. On frame 124, Shulk is able to act with holding shield.

During aerial counterattack
On frame1, the Monado starts to barely open. On frame 3, the Monado opens up more noticeably. On frame 5, the ether blade shoots out & becomes ready. On frame 9, Shulk begins to step back while a large white outlining circle remains. On frame 36, Shulk grabs hold of the Monado's handle with his left hand. On frame 38/39, a large bright sparkling effect appears near the center of the Monado. On frame 61/62/63, the large bright sparkling effect vanishes. On frame 85/86, the Monado starts to close. On frame 89, the ether blade starts dissipating. On frame 92/93, the Monado fully closes. On frame 105/106, Shulk places the Monado on his back & lets go of it too. On frame 116, Shulk is able to act with a doublejump.

During forwarded counterattack
On frame 1, the Monado starts to barely open. On frame 5, the ether blade starts shooting out & becomes ready. On frame 4, the ether blade materializes, but hasn't physically appeared. On frame 8, the Monado becomes fully open & ready. On frame 9, Shulk starts to step forward to initiate the attack later on. On frame 33, Shulk grabs hold of the Monado's handle with his left hand. On frame 33/34, Shulk advances forward for the counterattack. On frame 37, a bright large sparkling effect appears. On frame 50/51, the large bright sparkling effect vanishes. On frame 69, the Monado starts to close. On frame 77, the ether blade starts dissipating. On frame 77/78, the Monado fully closes. On frame 95, Shulk places the Monado on his back & lets go of it too. On frame 95, Shulk is able to act with holding shield.
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MY SOLUTION(S):
Key:
(OPTIONAL) = Mixed feelings
(RECOMMENDED) = Happy



Decisive Monado art Balance changes (RECOMMENDED)
  1. Art's activation intangibility increased (frame 1-14 → 1-24)
    Why:
    To grant a longer i-frame window. Despite that your art lasts much longer than a Monado art or Hyper art, the drawback of not being able to deactivate a Decisive art manually in itself is a hindrance. So for defensive, long-lasting forced decision-making arts, you'd have more i-frames to spare for a Decisive art activation. This helps make each Decisive art activation really count.

  2. Art activation endlag increased (frame 6 → 12)
    Why:
    To establish a bit more lag for committing to a Decisive art. This way, you're stuck with more endlag for the compensation of having the largest amount of i-frames out of the art variants.


Hyper Monado art Balance changes (RECOMMENDED)
  1. Hyper art duration increased (360 frames (6 seconds) → 600 frames (10 seconds))
    Why:
    Despite that the Hyper arts are radically stronger by far than standard Monado arts, the difference of the duration between standard arts lasting 960 frames, & hyper arts lasting 360 frames is 600 frames. That's too short. Currently as of now, hyper arts are very dangerous but aren't used much in Neutral at all, because they have very little time of duration. Therefore, players usually camp hyper arts.
    NOTE: If this duration buff is too much, then I'd settle for 450 frames (7.5 seconds), or 480 frames (8 seconds).

  2. Art activation's intangibility increased (frame 1-14 → 1-19)
    Why:
    To grant a longer i-frame window. If the duration of Hyper arts didn't increase at all, then I'd want something like this as a replacement change for the better. It would make sense to have a bit more i-frames for a Hyper art activation when the arts don't last that long in the first place.

  3. Art activation endlag reduced (frame 6 → 3)
    Why:
    To help better reflect the nature of Hyper arts. Out of the three art variants, Hyper arts clearly are the "fastest" paced arts simply because their buffs & debuffs are so extreme on top of the fact that the duration is the least between Monado Decisive & Hyper arts. So why not allow Hyper arts to act the quickest too?


Back Slash Leap Balance changes (RECOMMENDED)
  1. Landing phase duration increased (frame 1-2 → 1-6)
    Why:
    To address the strongest & most important phase of Back Slash Leap. Hitbox activity is something that's apparent in Shulk's move-set, but as of now Back Slash & Back Slash Leap have the same hitbox activity & yet BSL focuses more strength in this phase than all of the other phases. Besides, the sword striking trail effect still appears on frame 36, but starts to vanish on frame 37 & then finishes vanishing on frame 39.

  2. Endlag reduced (frame 56 → 52)
    Why:
    To better match up the frame when Shulk puts the Monado on his back & lets go of it, which is frame 52 of the Landing phase. For a move to travel less vertical range yet compensating for a vertical rise & drop Back Slash, the startup phase lasts only 1-2 frames, the falling phase syncs immediately after, & yet the move's hitbox falling isn't long-lasting because you fall so quickly. So while I understand the trade-off, this much endlag isn't necessary.


Back Slash Charge Balance changes (RECOMMENDED)
  1. Startup reduced (frame 31 → 30)
    Why:
    No real reason other than to provide a hitbox on this frame, due to that a ether sword trail effect takes place on frame 30. The Monado itself opens up starting on frame 31, but it's not out of the question to reduce the startup by 1 frame, compared to Back Slash's startup reduced by 9 frames.

  2. Super Armor window increased (frame 1-30 → 1-32)
    Why:
    To give the move an extra amount of oomph. You can use this move for the Super Armor utility but end up losing to well-timed attacks & not have SA frames since it finishes right before your startup's first frames come out. This helps the move not get boxed out, because the startup for BSC is arguably its most important phase to use.

  3. Landing phase duration increased (frame 1-4 → 1-8)
    Why:
    Despite that I said Back Slash Charge's Startup is arguably its best phase, I could also argue that the Landing phase that also matters. The Falling phase is the worst phase for BSC & is the worst Falling phase between the Back Slash variants, but an increase of hitbox duration to the Landing phase gives it more coverage & reason to use the move for long-distance disruption or sneaking in the hit for low hurtboxes. Plus, the sword striking trail effect disappears on frame 41 aka frame 8 of the landing hitbox, but the dust spike effects from the landing hitbox sliding across the floor finish & become normal ground dust effects on frame 42 aka frame 9 of the landing.

  4. OPTIONAL: Landing phase damages increased
    -BSC Back-hitting Early Initial Landing sweetspot (14% → 15%)
    -BSC Back-hitting Early Initial Landing sourspot (12% → 15%)
    -BSC Front-hitting Early Initial Landing sweetspot (6% → 7%)
    -BSC Front-hitting Early Initial Landing sourspot (4.5% → 7%)
    ~
    -BSC Back-hitting Late Final Landing sweetspot (7% → 11%)
    -BSC Back-hitting Late Final Landing sourspot (6% → 11%)
    -BSC Front-hitting Late Final Landing sweetspot (4% → 5%)
    -BSC Front-hitting Late Final Landing sourspot (3% → 5%)

    Why:
    Keep in mind that this is optional. As in, this isn't on my mind of needing a damage buff, but I will admit that if I wanted additional QoL buffs, then I'd suggest this as well. The Landing phase deals okay damage for the very beginning of the attack, but once you pass that very early initial point, it becomes really bad & I'm not even thinking about the endlag that comes with it. Dealing 14% currently for the best-case scenario, & then dealing as little as 7%, or 3%?! You've got to be kidding me.

  5. Endlag reduced (frame 62 → 57)
    Why:
    To better match when Shulk places the Monado on his back & lets go of it too, which is on the 57th frame of the Landing phase. It's honestly frame 90 of the entire move, but currently Shulk acts with holding shield on frame 95.


Advancing Air Slash Balance changes (OPTIONAL & RECOMMENDED)
No Changes are necessary.

  1. OPTIONAL: Remove the 78 WBKB value within the Frame 12-14 hitbox window of AAS1
    Why:
    No real reason other than to be rid of something I feel is unnecessary. There's already a 80 WBKB value within the Frame 12-14 hitbox window of AAS1.

  2. AAS1 fastfalling sooner (frame 65 → 48)
    AAS2 fastfalling sooner (frame 43
    → 35)
    Why:
    To better match the moment Shulk puts the Monado on his back & letting go of it too, which happens on frame 48 during AAS1. For AAS2, Shulk puts the Monado on his back & lets go of it on frame 35. This also means that Shulk's special fall state for AAS1 would take place on frame 48, & AAS2 would take place on frame 35/36 as well.


Mighty Air Slash Balance changes (RECOMMENDED)
  1. MAS1's Early hit sourspot range Increased
    Why:
    This should be self-explanatory. The up-close range which is an artificial "Blade" hitbox has the 78° angle. And then you have the sourspot which is an artificial "Beam" hitbox having the 91° angle. The problem with the Frame 10-11 startup of MAS1 is that the sourspot outer region of the move isn't enough range. There's the Monado sword, but a small amount of an ether blade is shown outside of the Monado's tipper area, but you can't even call this an ether blade. You should be calling it an ether dagger, which is sad. This needs to happen. Even if it's just a small range increase.

  2. MAS1's Late hitbox duration increased (frame 15 → 15-17)
    Why:
    This is a disgusting thing to perform & witness for MAS1's case. The very last hitbox activity of MAS1 only lasting one frame, whereas AS1 & AAS1 have a Late Hit 1 window that lasts for 3 frames gives you a head-shake. Honestly, just apply this hitbox window to MAS1 so that every Air Slash variant has the same hitbox activity.

  3. MAS1 fastfalling sooner (frame 65 → 48)
    MAS2 fastfalling sooner (frame 65/66 → 50)

    Why:
    To better match the moment Shulk puts the Monado on his back & letting go of it too, which happens on frame 48. For MAS2, Shulk puts the Monado on his back during frame 50 & lets go of it too. It's also because the fact that MAS is a vertical-focused move, you could have a better quicker moment when you should fastfall. This also means that Shulk's special fall state for MAS1 would take place on frame 48, & MAS2 would take place on frame 50 as well.

  4. OPTIONAL: MAS2 knockback growth increased (80g → 90g)
    Why:
    To give an extra oomph. While it's true that MAS2 has stronger base knockback than AS2 or AAS2, the knockback growth reduction to this extent makes MAS2 not really all that devastating. And that's supposed to be the trade-off of MAS, right? Less range, more power, so additional amounts of power gives the move the extra oomph it could better use to attract Shulk players into using it more.


Dash Vision Balance changes (RECOMMENDED)
  1. Dash Vision's whiff counter endlag reduced (frame 70 → 55)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be frame 55.

  2. Counter window duration increased (frame 1-31 → 1-34)
    Why:
    Due to the counter regeneration frames being slowed down, the fully charged counter window will mean more to you the less used.

  3. Counter frame window cap changed (frame 7-11 → 7-14)
    Why:
    To adjust with the counter window duration increase. This way, you'll still be 20 frames away from the lowest cap to the max counter window, given you let Dash Vision fully regenerate.

  4. Counter frames decay adjusted (−5 frames for each use)
    Why:
    Like Vision, I want both of the Vision variants to decay counter frames each time you use Dash Vision, regardless of whether you successfully counter an attack or whiff it. It's also because that the move has a smaller counter window in the first place that this counter decay adjustment fits better with it.

  5. Counter regeneration frames slightly slowed
    Why:
    For balancing reasons due to the compensation of reduced endlag in most areas of Dash Vision.

  6. Grounded counterattack intangibility increased (frame 1-31 → 1-34)
    Why:
    So that you're not boxed out of your own counterattack. Regardless of the match setting, it's not really justified to me that you'd have i-frames for only 1 frame of your hitbox when you still have 3 frames of hitbox activity not covering yourself from anything.

  7. Aerial counterattack intangibility increased (frame 9-44 → 9-48)
    Why:
    So that you're not boxed out of your own counterattack. It's ludicrous to have intangibility & THEN no longer have anymore i-frames right before your counterattack's hitbox. Dumb.

  8. Forwarded counterattack intangibility reduced (frame 1-28 → 1-22)
    Why:
    To balance out the amount of i-frames in comparison to the other counterattack's increased i-frame windows.

  9. Grounded counterattack endlag reduced (frame 83 → 73)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be on frame 73.

  10. Aerial counterattack endlag reduced (frame 97 → 87)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be on frame 87.


Power Vision Balance changes (RECOMMENDED)
  1. Power Vision's whiff counter endlag reduced (frame 70 → 55)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be frame 55.

  2. Counter window duration increased (frame 7-51 → 7-54)
    Why:
    Due to the drastic reduction to counter regeneration of frames. To Shulk players, this will barely mean anything when they realize that this modified Power Vision in the end will only be useful a total of two to three times per match.

  3. Counter frame window cap changed (frame 7-11 → 7-14)
    Why:
    To adjust with the counter window duration increase. This way, you'll still be 40 frames away from the lowest cap to the max counter window, given you let Power Vision fully regenerate.

  4. Counter regeneration frames drastically slowed
    Why:
    For balancing reasons due to the compensation of reduced endlag in most areas of Power Vision.

  5. Grounded counterattack intangibility increased (frame 1-59 → 1-62)
    Why:
    So that you're not boxed out of your own counterattack. Regardless of the match setting, it's not really justified to me that you'd have i-frames for only 1 frame of your hitbox when you still have 3 frames of hitbox activity not covering yourself from anything.

  6. Aerial counterattack intangibility increased (frame 9-49 → 9-54)
    Why:
    So that you're not boxed out of your own counterattack. It's ludicrous to have intangibility & THEN no longer have anymore i-frames right before your counterattack's hitbox. Dumb.

  7. Forwarded counterattack intangibility reduced (frame 1-59 → 1-52)
    Why:
    To balance out the amount of i-frames in comparison to the other counterattack's increased i-frame windows.

  8. Grounded counterattack endlag reduced (frame 124 → 114)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be on frame 114.

  9. Aerial counterattack endlag reduced (frame 116 → 106)
    Why:
    To better match with the exact frame that Shulk puts the Monado on his back & lets go of it too, which happens to be on frame 106.
 
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