Starfall11
Smash Journeyman
- Joined
- Sep 28, 2014
- Messages
- 213
- 3DS FC
- 4227-1720-3560
Neutral Special: Monado Arts/Decisive Monado Arts
Forward Special: Jumping Back Slash
Upwards Special: Forward Air Slash
Downward Special: Vision
Now for explanations. Decisive Monado Arts could be very useful. Having an extra 4 seconds to stay in each form is fairly long. It's true that you can't deactivate them, but this encourages you to plan ahead and make wiser decisions. Getting the absolute most of each Monado Art. If you're stuck in Smash after a KO, either avoid your opponent, use Shulk's range and high knockback to play keepaway, or maybe even come up with some 0% combos. (I've been wondering if Smash would combo great from 0% since the knockback might make more possible.) Lastly, because Shulk has to deactivate his current monado art to switch arts, this can leave you vulnerable when using his regular arts. Decisive Monado Arts encourages a more active playstyle. (In fact, some of the best Shulk's I have seen spend very little time switching arts. Focusing more on spacing, and waiting for a safe opportunity to switch arts.)
As for Jumping Back Slash. Visually, it looked quicker to me. If it has less ending lag, I will definitely use it. Can anyone confirm if its recovery frames are the same as the original? If so, I'll stick with the original.
Forward Air Slash is great for better horizontal recovery and almost guarantees the second hit will connect. Plus, it looks damn awesome.
I think I'll stick with the original Vision. Powerful Vision has amazing KO potential, but depending on the attack you counter, opponent's can proceed to hit you out of it or shield it. Not very useful then. Dash Vision is cool, but so weak that I don't see it providing much utility. You don't want to overuse counters in a game like Smash anyways, even when the new one is encouraging it. It's too easy to punish when your opponent makes a good read.
Forward Special: Jumping Back Slash
Upwards Special: Forward Air Slash
Downward Special: Vision
Now for explanations. Decisive Monado Arts could be very useful. Having an extra 4 seconds to stay in each form is fairly long. It's true that you can't deactivate them, but this encourages you to plan ahead and make wiser decisions. Getting the absolute most of each Monado Art. If you're stuck in Smash after a KO, either avoid your opponent, use Shulk's range and high knockback to play keepaway, or maybe even come up with some 0% combos. (I've been wondering if Smash would combo great from 0% since the knockback might make more possible.) Lastly, because Shulk has to deactivate his current monado art to switch arts, this can leave you vulnerable when using his regular arts. Decisive Monado Arts encourages a more active playstyle. (In fact, some of the best Shulk's I have seen spend very little time switching arts. Focusing more on spacing, and waiting for a safe opportunity to switch arts.)
As for Jumping Back Slash. Visually, it looked quicker to me. If it has less ending lag, I will definitely use it. Can anyone confirm if its recovery frames are the same as the original? If so, I'll stick with the original.
Forward Air Slash is great for better horizontal recovery and almost guarantees the second hit will connect. Plus, it looks damn awesome.
I think I'll stick with the original Vision. Powerful Vision has amazing KO potential, but depending on the attack you counter, opponent's can proceed to hit you out of it or shield it. Not very useful then. Dash Vision is cool, but so weak that I don't see it providing much utility. You don't want to overuse counters in a game like Smash anyways, even when the new one is encouraging it. It's too easy to punish when your opponent makes a good read.