Masonomace
Yeah Shulk, get stuck in!
My findings & understanding about Vision. It's a lot of reading but interesting to say the least. This all was also noted in previous patches but it should still apply.Guys, I think I might have found a damage bug with Shulk's counter... Here's the story.
I've played and mained Shulk for over a year now. I know that I can counter jabs and kill ridiculously early. However, over time, I realized that I sometimes can't get any kills from countering certain aerial attacks (even though the enemy is certainly at a kill percent for a jab counter).
So I went off to training mode. I picked Shulk vs Shulk. I used forward vision against a jab and it did 13%. Okay, makes sense. I then used forward vision against Shulk's neutral aerial and it did 9% ... I guess that's the reason why it doesn't kill as early.
But ... how is that even possible? First of all, the counter hit with the blade component of the monado, so it should have done 13%. Second of all, the absolute bare minimum Shulk can do with his forward vision is 10% (if the counter hits with the beam component).
Clearly, 9% makes absolutely no sense. Am I missing something here? Can somebody explain this phenomena?
About Vision
Vision will usually deal 10% base damage or 13% with the Forwarded attack when countering a move dealing 6% or less, which means the 1.3x multiplier won't apply in the damage calculations. However, countering a move dealing 6.166666665% or higher becomes Vision's damage. Therefore, Vision's 10% or 13% base damage will be replaced while also applying the 1.3x multiplier.
Examples:
-Kirby's Dtilt deals 6% & hits Shulk's Vision counter window. Kirby is dealt Vision's 10% base damage.
-Shulk's Nair deals 7% & hits the other Shulk's Vision counter window. Shulk is shown to be dealt 9%, but it's actually 9.1% because of Nair's 7% base damage becoming Vision's damage multiplied by 1.3x
Countering a move dealing less than 6.16% with Monado arts
Damage Calculator for Vision: Regular 10% OR Forwarded 13% × Monado art's damage multiplier
Examples:
-Lucario's Jab1 hits Shulk's Vision counter window while Monado Buster is active, granting Shulk 1.4x the damage. Buster Shulk's Vision deals 14% to Lucario.
-Mario Dthrows Shulk & proceeds to Utilt but Shulk has Monado Shield active, granting Shulk 0.7x the damage, & Monado Shield reducing hitstun allows Shulk to input Vision before Mario's Utilt hits. Therefore, Mario's Utilt hits Shield Shulk's Vision counter window & deals 7% to Mario.
Countering a move dealing 6.16% or more with Monado arts
Damage Calculator for Vision: Damage of countered move × 1.3 × Monado art's damage multiplier
Examples:
-Ganon inputs U-tilt near the ledge while Shulk is ledge-hanging with the Smash art active. Right before Ganon's U-tilt starts to unleash his 28% of doom, Smash Shulk quickly ledge-jumps & interrupts the jump with Vision to land on the stage countering the U-tilt. Vision deals 18.2% while KO'ing Ganon in the process.
-Shulk with the Speed art active Short Hops & airdodges through Ness' PK Fire. Then, Ness readies his PKT2 to deal 25% right as Speed Shulk is about to land, except that Speed Shulk can cancel his airdodge's landing lag with a special move, so in this case he'll use Vision to counter PKT2 dealing 26% to Ness.
Afaik, countering a move that deals ~6.166666665% or higher will apply that move's damage & calculate Vision's multiplier (1.3x) to it. So if default Vision countered a move less than that ^, then it'd deal the base 10% damage without the 1.3x multiplier. Theoretically, without testing it since I'm about to leave soon, this means that if you countered a move that deals close to or about 8% or higher, then your Vision will deal a damage higher than the base 10%. Of course it's always better to counter a more powerful move, but at least it takes just 8% to have a slightly stronger Vision attack.
Also, the knockback difference between Vision's base 10% to Mario's Ftilt countered dealing ~9.1% is quite noticeable. Something to note I suppose.
P.S. No one in this game deals 6.2% in Training Mode. Thank Bionis for Lucario's Aura helping me with figuring out more about Vision.
Extra info about Vision feat. Dr. Mario & Mario. I'd give it a read in case you don't know how Vision works:
Tested on training mode. Dr. Mario respawned from the revival platform to land on the middle of Omega Gaur Plains & used moves to determine the difference between Vision's counter damages without applying DI.
Dr. Mario's Jab1 vs Ftilt
At 176%, Shulk Vision countering a move which in this case was Dr. Mario's Jab1 dealing 2.8% means that Vision's 10% base damage is applied without the multiplier. This shows the Deadly blow effect & KOs Dr. Mario. Although, this was the same result with Dr. Mario's Ftilt even though it deals 7.84%, which is higher than the ~6.166666% threshold. At least it applies the multiplier, but that equals 10.192% which isn't much more.
With Forwarding Vision, Jab1 countered KOs Dr. Mario with the Deadly blow effect appearing at 118% to deal the base 13% base damage without the multiplier. However, the flaw about Forwarded Vision becomes apparent when the move's damage is higher than the threshold but doesn't deal damage higher than the Forwarded 13% base damage, because Forwarded Vision's damage is the same as regular Vision after passing the threshold. So Dr. Mario's Ftilt countered by Forwarded Vision still only deals 10.192%. Forwarded Vision countering Ftilt KOs Dr. Mario with the Deadly blow effect appearing at 148%.
The good news: Forwarded Vision possesses more KBG, but it has the same knockback angle & BKB as regular Vision as far as we know. This explains why Dr. Mario dies from his countered Ftilt with regular Vision at 176% & then KO'd at 148% by Forwarded Vision.
"So how much damage does a move need to deal to break even or more than 13%?" Approximately 10% or higher. And Dr. Mario's Fair Late dealing 10.08% is just the move to use:
Dr. Mario's Jab1 vs Fair Late
You know Jab1's kill percent with Forwarded Vision, being 118%. As for Fair Late, Shulk's Forwarded Vision KOs Dr. Mario at 117% with the Deadly blow effect appearing. I even fastfell the aerial so I could be closer to the ground for a more accurate result. Fair Late's calculation being 10.08 x 1.3 = 13.104% could have affected the result by the slight ~1% kill difference between Fair Late & Jab1, but I won't go that far to say there's a marginal difference.
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Now let's use Mario, since his moves don't have any messy decimal values. Have some numbers:
Mario Jab1 vs Ftilt
At 176%, Shulk's Vision countering Jab1 KOs Mario while showing the Deadly blow effect. And at 196%, Shulk's Vision countering Ftilt KOs Mario while showing the Deadly blow effect. Yikes. Ftilt only dealing 7% means that the regular Vision dealt 9.1%.
At 118%, Shulk's Forwarded Vision countering Jab1 KOs Mario while showing the Deadly blow effect. And at 165%, Shulk's Forwarded Vision counteing Ftilt KOs Mario while showing the Deadly blow effect. Ftilt only dealing 7% means that the Forwarded Vision dealt 9.1%.
But before I say more, I wanna say that there could perhaps be a thing with something else that Vision applies, but I'll discuss about that later.