Hokori
Great King of Evil
Let's discuss all things pertaining to Shulk's moves here. Will include some of the things that we can unanimously agree upon (for the most part) in the OP.
**This will be Phase 1, as I'd later like to see this thread becoming the spot for Gameplay/Strategies after release (though I may end up making a new thread for that purpose depending on possible clutter issues)**
Here's the trailer (I'll keep it outside of spoiler tags for now):
1) Neutral B:
Shulk's Neutral B (tentative title Monado Art) is one of the most interesting moves in the Smash Brothers series. This move cycles between 5 different possible modes
A mode lasts about 7-8 in game seconds before it runs out, a grey Kanji appearing to signify this, as well as his body to stop glowing. Once the mode is deactivated, it goes on a cooldown (similar to using an art in Xenoblade) where you cannot reactivate it until this internal cooldown is over. As well, current evidence points to being UNABLE to switch modes once one is activated, making you locked until the period of time the mode ends, allowing you to pick another of the 4 Monado Arts. Meaning you need to pick the Monado Art for the situation, and fully take advantage of the brief time you have.
2) Up B:
Air Slash is a relatively simple move. Like Marth's Up B, it sends Shulk upwards at a similar angle.
*If you push the button, he can unleash a follow up attack*
3) Side B:
Back Slash hops Shulk forward, allowing him to go over certain projectiles and low attacks, unleashing a large overhead swing. While a strong attack on it's own, it's strength goes up if it hits the opponent in the back.
4) Down B:
Vision is one of Shulk's most iconic powers. Shulk enters a counter state, where he "foresees" an attack. A sort of future Shulk shadow will get hit by the attack, while the present real Shulk avoids the attack and counterattacks while time is slowed down for his opponent that triggered the move.
*The duration of each counter becomes steadily shorter each time it is used*
Courtesy @ Neo Zero for the Write Up
**This will be Phase 1, as I'd later like to see this thread becoming the spot for Gameplay/Strategies after release (though I may end up making a new thread for that purpose depending on possible clutter issues)**
Here's the trailer (I'll keep it outside of spoiler tags for now):
1) Neutral B:
Shulk's Neutral B (tentative title Monado Art) is one of the most interesting moves in the Smash Brothers series. This move cycles between 5 different possible modes
- Monado Jump: Makes his legs glow green, granting Shulk much higher jumps, but causes his defense to lower
- Monado Speed: Makes his feet glow blue, granting Shulk much faster movement speed, but lowers his attack strength
- Monado Shield: Makes his body glow yellow, granting Shulk improved defenses, but lowering his movement speed
- Monado Buster: Makes the Monado glow purple, granting Shulk stronger damaging attacks, but reducing the knockback power of his attacks
- Monado Smash: Makes his hands glow red, granting Shulk much stronger knockback, but reduces the damage of his attacks, as well as makes it easier for him to get launched as well.
A mode lasts about 7-8 in game seconds before it runs out, a grey Kanji appearing to signify this, as well as his body to stop glowing. Once the mode is deactivated, it goes on a cooldown (similar to using an art in Xenoblade) where you cannot reactivate it until this internal cooldown is over. As well, current evidence points to being UNABLE to switch modes once one is activated, making you locked until the period of time the mode ends, allowing you to pick another of the 4 Monado Arts. Meaning you need to pick the Monado Art for the situation, and fully take advantage of the brief time you have.
2) Up B:
Air Slash is a relatively simple move. Like Marth's Up B, it sends Shulk upwards at a similar angle.
*If you push the button, he can unleash a follow up attack*
3) Side B:
Back Slash hops Shulk forward, allowing him to go over certain projectiles and low attacks, unleashing a large overhead swing. While a strong attack on it's own, it's strength goes up if it hits the opponent in the back.
4) Down B:
Vision is one of Shulk's most iconic powers. Shulk enters a counter state, where he "foresees" an attack. A sort of future Shulk shadow will get hit by the attack, while the present real Shulk avoids the attack and counterattacks while time is slowed down for his opponent that triggered the move.
*The duration of each counter becomes steadily shorter each time it is used*
Courtesy @ Neo Zero for the Write Up
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