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Overview

Shulk
Weight:97
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (1-17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-30F intangible (Neutral) 3-21F intangible (Directional)
Fastest OOS:Up-B (10F)
Overview
Shulk is a midrange focused stance character that is defined by extreme strengths and weaknesses. His Monado Arts (Neutral-B) allows him to boost one of five stats to an extreme. He is the only character in the game to be able to decide on the spot if he wants to be able to kill ridiculously early, gain excellent damage, recover from anywhere offstage, become the fastest character in the game, or be able to stop himself from having a chance of dying at all from the opponent's next kill confirm/punish, even if far beyond death percent. On top of that, his sword is among the longest in the game and outranges most characters, allowing him to force approaches with ease. This range gives Shulk a lot of moves capable of hitting below the ledge (notably Fsmash, Fair and Up-B), as well as very strong edgeguard options that can kill very early.

However, Shulk's ground game and close range options leaves a lot to be desired, which makes him reliant on his aerials, which are some of the slowest in the game. This can make Shulk's neutral rather linear neutral that is vulnerable to parries and rising aerials, as he relies on walling his opponents out with falling aerials. Without Monado Speed, punishing on reaction becomes very hard for Shulk, since he cannot cover as much speed as when Monado is active. Furthermore, Shulk's juggle game is somewhat underwhelming for a sword character, and landing can become quite challenging.

Overall, perhaps more so than any other character, success with Shulk comes down to maximizing his strengths while mitigating his weaknesses. Clever positioning, spacing and, mix-ups can make it difficult for the opponent to exploit his neutral without hard committing, which Shulk can capitalize on well.

Summary
Shulk is a polarizing midrange sword character who uses Monado Arts to change his abilities to suit the situation.
Pros Cons
  • Extreme Versatility: Shulk's Neutral-B lets him change his stats to an extreme on a whim. While these changes have drawbacks, they are mitigated by simply disabling them.
  • Gigantic Range: All of Shulk's attacks (besides his Jab) boasts both huge range and safety on shield. Only Sephiroth and Min Min can compete.
  • Ledgetrap Menace: Shulk's range allows him to stay threatening at the ledge while remaining safe (with huge reward if Monado Buster or Monado Smash are active). He can also easily hit below the ledge.
  • Great Edgeguarding: Shulk's Fair, Dair and Up-B (if used from the ledge) allows Shulk to safely edgeguard most recoveries.
  • Flawed Ground Game: Shulk's tilts generally have high endlag, low reward, awkward hitboxes, or a combination of the three.
  • Prone to Parry: As good as Shulk's neutral is, the lack of multi-hits combined with his aerials' startup makes him very easy to parry in neutral.
  • Weak Juggle Game: Shulk's juggle options, while decent on their own right, are quite lackluster compared to other sword characters' juggle options.
  • Often Shaky Disadvantage: Shulk has difficulty to reset neutral, even with Monado Shield. On top of that, he is one of the easier characters to {{{2}}}
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    .
Monado Arts
Monado Arts when holding down

Shulk's Neutral B is a move that gives 5 different modes: Jump, Shield, Speed, Buster and Smash. There are two ways to select Monado Arts. By rapidly pressing special, Shulk cycles between each art, with its corresponding symbol appearing behind him. After not pressing special for some time, the art will activate. Shulk can also select arts using the dial, accessed by holding down the special button for at least 11 frames. In order to select each Art, you move your left control stick to the desired art, before letting go of special.

Each Monado Art has its own cooldown timer and duration, and gives Shulk different buffs. However, they also come with their own debuffs.

Below is a table explaining the buffs and debuffs, but you can also go to SSBWiki for exact stats


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.0 5 25 361/180 -17 N/A
Jab 2 1.5 5 33 361 -25 N/A
Jab 3 Early Hit 5.0 6~7 45 50 -32 N/A
Jab 3 Late Hit 4.2 8 44 70 -31 N/A
  • Shulk's fastest move, becoming active at frame 5.
  • In Buster, this move can be negative on hit at low percents.

Even though Jab is Shulk's quickest move, the first two hits are so stubby that it's hard to find a use for. And you may not want to use it anyway, as the full jab sequence does a very low amount of damage and minimal knockback. On top of all this, the endlag is so slow that no hit in the sequence is safe on shield, and using it for mixups on shield is very easily punished. In neutral, you'll want to avoid this move in favor of stronger tools such as Nair. It's best used as a quick, low-risk reversal when an opponent is right in front of you.

However, this move has a few niche uses. The first and second hit can jab lock to confirm into down smash. Jab 3 has a surprisingly large lingering hitbox, and is a decent anti-air if you read an unsafe approach. Jab 1 by itself can be used for performing a Perfect Charge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 35/25 10 N/A 3
Jab 2 40/35 10 N/A 3
Jab 3 Early Hit 60 100 N/A 6
Jab 3 Late Hit 70 100 N/A 5


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.5/12.0Blade Hit/Tipper Hit 12~13 43 361 -19/-20 N/A
  • Sourspot on the 'beam' part of the blade
  • Safe on shield at max range
  • Can be used to ledgetrap, as it can hit neutral getup, roll getup, and outspace getup attack depending on the character.

Mostly sees use as a relatively quick spacing or punish tool, as well as a combo finisher.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 92 N/A 12/11
  • Values are separated as blade hit/tipper hit\


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sweetspot 10.0 11~22 39 85 -18 N/A
Sourspot 9.0 12~22 39 108 -18 N/A
  • Unsafe when used to poke shields from below platforms.

A large, sweeping anti-air. Its lingering hitbox can be used to catch air dodges.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sweetspot 70 80 N/A 10
Sourspot 65 75 N/A 9


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.5/7.5Blade Hit/Tipper Hit 10~11 31 60 -12/-13 N/A

A large disjointed hitbox that can catch landings and interrupt approaches.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
45 90 N/A 9/8
  • Values are separated as sweetspot/sourspot\


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Dash Attack 12.5/11.0Blade Hit/Tipper Hit 12~13 40 65 -16/-18 N/A
  • Can low profile
  • Safe on shield if spaced while in Buster

Shulk's main burst option. Great for catching landings and as a combo ender


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Dash Attack 70 68 N/A 12/10

Dash Attack:

  • Values are separated as sweetspot/sourspot\


Smash Attacks

Forward Smash

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit (All Angles) 5.58.25 charged 14~15 67 78/10/40 -48-47 charged N/A
Second Hit 13.0/11.519.5/17.25 charged 23 67 361 -35/-36-31/-32 charged N/A
Angled Second Hit 13.0/11.5 23 67 361 -32/-33 N/A
  • Hits certain characters' ledge hang when angled down.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit (All Angles) 28 FKB 100 N/A 53 charged
Second Hit 30 115 N/A 9/85/4 charged
Angled Second Hit 30 125 N/A 12/11

First Hit (All Angles):

  • First hits of this move when angled have 1F longer active window, but all other technical data is unchanged\


Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop 4.56.75 charged 18~21 67 112 -45-44 charged N/A
First Hit 4.56.75 charged 18~29 67 92/95 -45-44 charged N/A
Second Hit 13.520.25 charged 30~33 67 89 -28-24 charged N/A
  • Can scoop both neutral getup and roll getup off ledge for certain characters
  • Somewhat inconsistent, second hit can whiff if Shulk uses goes for this out of dash

An Up Smash with two parts: A scooping hitbox on both sides of Shulk that combos into a vertically long disjointed sword hitbox. The first hit also has a hitbox on the sword, albeit much smaller, so it's not very useful as an anti-air; Up Tilt serves this purpose instead.

While this move can be used directly out of shield, it's somewhat slow at frame 18, and very small in horizontal range. Air Slash should be used in most cases instead, so only go for Up Smash against very unsafe moves that put the opponent right next to Shulk.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop 92 FKB 100 N/A 43 charged
First Hit 70 FKB/60 FKB 40/100 N/A 43 charged
Second Hit 45 98 N/A 95 charged


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 14.0/11.021/16.5 charged 18~19 82 361/45/55 -54/-56-50/-53 charged N/A
Hit 2 12.0/10.018/15 charged 23~24 82 361/45/55 -51/-52-47/-49 charged N/A
Hit 3 10.0/8.015/12 charged 28~29 82 361/45/55 -47/-48-44/-46 charged N/A
Hit 4 8.0/6.012/9 charged 35~36 82 361 -41/-42-39/-40 charged N/A
Hit 5 6.0/4.09/6 charged 41~42 82 361 -36/-37-34/-36 charged N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 50 95 N/A 10/85/4 charged
Hit 2 50 95 N/A 8/74/4 charged
Hit 3 55 90 N/A 7/64/4 charged
Hit 4 60 90 N/A 6/54/3 charged
Hit 5 60 90 N/A 5/43/3 charged


Aerials

Neutral Aerial

Airborne

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.5/7.5 13-30 60 50 -2/-3 N/A
  • Safe on shield
  • Does not start combos when spaced into anything other than Dash Attack or F-Tilt
  • Can be used to juggle

One of Shulk's main neutral tools. Its large disjointed hitbox and low landing lag makes it incredibly safe on shield.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 100 6 ? 4/3

Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0/6.5 14-18 42 361 -6/-7 N/A

One of Shulk's best tools in advantage state. Use it for edgeguards and as a combo tool.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
46 100 10 ? 4/3

Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.5 19-23 55 361 -6 N/A
Late 8.5 22-23 55 361 -7 N/A
  • Sourspot on the far end.
  • Essentially unpunishable on shield if spaced.

A large disjointed poke. One of Shulk's best neutral tools, as it can very easily wall out opponents. Since the move takes so long to come out and the hitbox is so narrow, it can be hard to land this move, especially midair, or against smaller opponents. In that case, it's usually better to go for sweeping attacks like nair or fair.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 35 100 11 ? 5
Late 35 100 11 ? 4


Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit 5.5 14-16 55 102/111/104 -6 N/A
2nd Hit 10.5/8.0 24-26 55 88 -5 N/A
  • Extremely safe on shield
  • Very inconsistent, small characters drop out easily if they or Shulk have any momentum

A very situational tool in Shulk's kit. While it has a very strong upwards disjoint, in practice, it's hard to hit, and small characters can fall out easily. It will easily juggle bigger characters such as R.O.B., but generally it sees use as a pressure tool and combo starter.

At an impeccable minus five, Up Air is amazing for shield pressure, and is Shulk's main method of pressuring shield through platforms. Against static characters, Up Air will send straight up, setting up Shulk for another Up Air. In Buster Art, the opponent will be in range for Down Air, which then combos into fastfall Grab. In Speed Art, buffering Up Air out of a jumpsquat will perfectly time it to have the second hitbox come out right before Shulk lands. Hitting this at mid to high percents can lead to some of Shulk's more complicated kill confirms using Dial Storage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit 60 FKB/40 FKB 100 9 ? 3
2nd Hit 55 100 9 ? 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit 6.0/7.5 14-16 61 215/160 -11 N/A
2nd Hit 11.5/10.5 23-25 61 270/361 -9/-10 N/A
  • Reaches below the ledge for two-frames
  • A buffered short hop D-Air in Speed art always hits below ledge

A two-hit spiking attack. While it is slow, the spiking hitbox is generous and can lead to a taken stock from even mid percent. The sourspot on the beam end of the blade is also very potent, and can still kill off the side if the sweetspot misses. This makes Down Air a very good tool for catching recoveries from below the stage or bad angles.

In neutral, DAir is unsafe, and is easily punishable on shield. However, it can be comboed into at mid percents while in Buster and Speed art.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit 15 FKB/20 FKB 100 14 ? 3
2nd Hit 15/50/55 90/85 14 ? 5/4


Special Moves

Monado Arts

(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 9 N/A N/A N/A

Monado Arts is Shulk's most important move. Knowing when to activate each art and capitalizing off all of their strengths is critical to maximizing your performance and making the most of this character. Press neutral special three times in succession deactivate the current art.


Jump

Exactly what it says on the tin. Shulk's jump and Up Special height increase tenfold, and let him recover to the stage from essentially anywhere on screen. The height Shulk needs to clip to ledge changes as well, so be sure to understand this to properly recover. Jump Art is the first Art in the Art rotation, so it's easy to swap to when off-stage.

Additionally, this is the only art that does not affect Shulk's damage output. This means you can chase down opponents who are recovering high, or go extremely deep for an edgeguard and still recover. Since this Art gives Shulk such an absurd jump height and air speed, he can use it to camp in the air, either to stall for a time-out, run away from attacks or temporary buffs, or wait for other Arts to recharge, namely the slow-to-recharge Shield art.

Jump Art is tied with Shield for the longest cooldown time after use, though that doesn't matter since you'll mainly be using Jump for recovery.

Speed

Speed art is the most useful art in neutral, and is what allows Shulk to rush down his opponent and create an opening. It's nearly always the first art he should activate at the start of the match. He'll mainly be looking to hit Neutral Air and Dash Grab, both of which will grant him opportunities to combo and get him into advantadge state. Since knockback dealt is decreased, Shulk can string together multiple attacks.

Some basic low-percent combos include:

  • NAir > Down Tilt
  • NAir > Dash Grab
  • Down Throw > FAir

At mid-percents, his combos change slightly:

  • NAir > Dash Attack
  • Forward Throw > Tech Chase
Shield

Shulk's panic button. If Shulk is being comboed, getting juggled, or is in disadvantage, use Shield Art to take far less damage and knockback, as well as be essentially un-killable. His shield also takes far less shield damage. Since this move can be switched to while in hitstun, it's especially useful to escape kill confirms and multi-hit Smash Attacks to prevent his own death.

As a drawback, Shulk's damage output and movement in Shield is heavily nerfed. After you get out of disadvantage, quickly deactivate Shield art to return to neutral.

Unique to Shield Art, the activation timer will go down every time Shulk is hit. The cooldown time is extremely long, so be careful after using the art.

Buster

Smash


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A


Back Slash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0/9.0/16.0/14.0Front Blade/Beam, Back Blade/Beam 22/23-31/32-33 71 361/140 -29 N/A
  • Does more damage and knockback if it hits an opponent's back
  • Sourspot at the very very tip
  • Initial jump distance can be influenced by holding forward or back

Shulk's dedicated 'big' move. He does a small leap, before slamming back on the ground with a large hitbox. This move does much more damage and knockback when it hits the opponent from the back. Unsafe on shield.

Back Slash is often best used as a recovery tool, as it can clip to ledge if you use it at a certain height (around Shulk's double jump height). The large hitbox will defend Shulk as he jumps the ledge. Be sure to get familiar with the height you'll need to clip to ledge, otherwise Shulk will fall to his death. however, you'll have to be cautious not to overuse this technique, as it can be easily counterplayed. During this move, Shulk is vulnerable from directly beneath, so he can be hit out of it if the opponent gets a read. Furthermore, this move loses to Counters, which can often spell death if you've already spent your double jump.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 80/100 40 N/A 10/9/14/13
  • Hits above Shulk at frame 22


Air Slash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1st Hit, Clean 6.0 10-11 65 78/91/85 -48 to -47 N/A
1st Hit, Late Hitboxes 1 5.0 12-14 65 80/86 -46 to -44 N/A
1st Hit, Late Hitboxes 2 5.0 15-17 65 52/70 -43 to -41 N/A
2nd Hit 5.5 9-10 60 48 -44 to -43 N/A
  • Gains more height and some control of horizontal momentum if second hit is delayed
  • Reaches tallest platform of battlefield if second hit is delayed
  • Does not link into second hit when hitting very light characters in midair
  • Links less reliably when in Jump art

Shulk's recovery move, as well as a combo finisher, out of shield option, anti-air, and all-around amazing move. Pressing Up Special once will send him up, and pressing it again will do the follow up, increasing the recovery height and sending opponents forward.

For recovery, Shulk travels vertically with almost no horizontal movement. This makes his double jump very valuable when off stage, so only use it when needed. Shulk also needs to be a good distance under the ledge to snap to ledge from an Up Special, otherwise, he can eat an easy punish and die early.

Drop down Air Slash is also a mixup Shulk can use from ledge. Since the horizontal hitbox is so generous, it can hit opponents who are off-guard or charging an attack some distance away from the ledge. If the first hit of Air Slash is shielded, Shulk can either delay the second hit and hope to catch an attempted punish, or simply not press anything and grab ledge as a mix-up. The latter is a better option in most cases, because Shulk has a few frames of lag if he lands on stage.

Air Slash is Shulk's fastest out of shield option at frame 10. It sacrifices some speed for range, allowing Shulk to punish many spaced moves that would otherwise be safe. If it does whiff, Shulk is slow to fastfall out of it, making it very punishable unless he has a platform to land on.

Air Slash facing away from the stage is also an incredible edgeguarding tool. If Shulk drops down from the ledge, he can use Air Slash facing away and still grab ledge for an easy edgeguard.

In Jump art, Air Slash's inital height is massively increased, which, alongside increased jump height enables him to recover from basically anywhere on screen. In Buster art, Air Slash out of sheild can be somewhat unsafe unless Shulk lands on a platform afterwords. In Smash art, it becomes a very reliable kill move, especially near the ledge. In Speed art, Air Slash enables one of Shulk's best kamikaze kill combos: After sending the opponent offstage, jump after them, FAir, double jump, FAir, and finish with Air Slash.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
1st Hit, Clean 140 FKB/135 FKB/100 FKB 100 N/A N/A 6
1st Hit, Late Hitboxes 1 78 FKB/80 FKB 100 N/A N/A 6
1st Hit, Late Hitboxes 2 43 FKB 100 N/A N/A 6
2nd Hit 35 170 N/A N/A 6


Vision

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Detect - 7-41 Catch 69 N/A N/A all intangible 6-7
Attack Forward 10.0/9.0 8-10 50 50 -31 to -29/-32 to -30 N/A
Attack Back 13.0/10.0 21-22 57 50 -23 to -22/-25 to -24 N/A
  • When grounded, hold forward in the direction of the attack to perform a faster and more reliable version that sends behind Shulk.
  • Counter window becomes shorter with every subsequent use of Vision, regardless if the counter is actually triggered or not. It will return to normal after 15 seconds without using the move, though you shouldn't be using it that much in the first place.

Vision is a candidate for the strongest counter in the entire game, however, it comes with a myriad of caveats that forces it into the position of being a somewhat niche option that's good for punshing mashing in neutral.

Firstly, its merits. As previously mentioned, it's powerful, with a minimum damage of 9-10% and a 1.3x multiplier, the third highest out of all counter attacks, behind only King K. Rool and Joker with Arsene. The forward-holding counter has a higher minimum damage, and additionally, sends behind Shulk, which is very effective for killing when its used in the corner. This is enough to one-hit kill if a big move like Ganondorf's Warlock Punch is countered. Vision will also scale with Monado Arts. Countering in Speed or Shield will decrease damage output, but inversely, pulling off a counter in Buster deals massive percent, and Vision in Smash art is the most knockback of any counter in the game. Another strength is that the counter window is egregiously long, starting on frame 7 and lasting a whopping 34 frames, serving as an effective mixup against anyone unfamiliar with this matchup.

Now onto the drawbacks. Unlike the counters of Fire Emblem characters, Vision is not unblockable, and is very unsafe on shield. Though countering in proximity to opponents will slow them down and prevent them from dodging the move, countering projectiles whilst not in vicinity of the opponent can lead to your attack getting blocked and eating a huge punish. In other words, Shulk has to rely on his neutrals and spacing to play around zoning.

Vision also has very odd momentum properties, particularly when in the air. The way Shulk moves when the counter is triggered is based on his current momentum. If he's moving forward, the actual counter will move further forward as well, and if he's moving backwards, he won't go nearly as far forward. This scales with speed art, which can lead to Shulk sometimes flying forward with this move. In practice, this momentum property leads to Vision often whiffing when it's done midair, and making edgeguarding with this very tough, unlike most similar moves. Although Shulk will often turn to his huge normals like forward air to get kills off stage, the solution to this is to jump backwards before countering, which will prevent whiffing. On the ground, holding forward tends to eliminate this issue, but both versions of the counter tend to have trouble hitting oppenents that are far above Shulk.

This move is best used for punshing mashing and predictable approaches. Landing attempts with slow aerials or obvious stall-and-falls can be easily dealt with using Vision, and since these moves tend to hit very heavily, it can lead to an early kill. Similarly, since many characters like to approach with dash attack or an aerial, Vision is easy counterplay to overzealous approaches and will often put Shulk into a good position on the stage, letting him take the center and force opponents closer to the ledge. However, don't be obvious. Approaches with grabs will beat counter, and if the opponent predicts a counter or mixes up their approach, they can deal out a hefty punish.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Detect N/A N/A N/A N/A N/A
Attack Forward 70 80 N/A N/A 10/9
Attack Back 70 90 N/A N/A 12/10


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-8 37 N/A N/A N/A
Dash N/A 10-11 45 N/A N/A N/A
Pivot N/A 11-12 40 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

Standing Grab

Below average range and frame data for a grab. Should be mostly avoided as an out of shield option since it will only grab opponents who are right in front of him.


Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Since Shulk is so great at spacing shield pressure, dash grab will most likely be the grab you use the most, as it's an effective mixup to throw in during pressure.


Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3


Forward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 15-16 38 25 -18 to -17 all invincible 1-16
Throw 5.0 16 38 45 N/A all invincible 1-16
  • Big collateral hitbox

Enables Shulk's tech chasing while he's in Speed art. In Smash art, forward throw will kill at the ledge at around 150%, so you can punish normal getup into sheild after conditioning with Foward Air.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 65 FKB 100 N/A N/A 4
Throw 60 95 N/A N/A N/A


Back Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 18-19 46 25 -23 to -22 all invincible 1-20
Throw 6.0 20 46 135 N/A all invincible 1-20

Shulk's strongest kill throw in Smash art.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 65 FKB 100 N/A N/A 4
Throw 70 83 N/A N/A N/A


Up Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 20-21 48 361 -23 to -22 all invincible 1-22
Throw 4.0 22 48 88 N/A all invincible 1-22

Shulk's most niche throw. Up Throw is best used to start juggles, but since Shulk's juggling is poor, you won't get very much off of this move. It's best used on big characters like Donkey Kong and R.O.B., since they're the most vulnerable against Up Air, but otherwise, avoid using this move.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 120 N/A N/A 4
Throw 60 80 N/A N/A N/A


Down Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 23-24 44 361 -16 to -15 all invincible 1-25
Throw 2.5 25 44 60 N/A all invincible 1-25

Shulk's main combo tool in Buster Art. Links into either D-TIlt, F-TIlt, F-Smash, Dash Attack or BD Air Slash depending on the character and their percent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 0 100 N/A N/A 4
Throw 85 105 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24-26 56 45 -22 to -20 all intangible 1-26

Longer than most Ledge Attacks. Useful for tripping up opponents who are too close to Shulk when ledge trapping. Shulk's roll from ledge has some very unfortunate vulnerability, so you may want to opt for different options, including ledge attack, dropdown Air Slash, or dropdown Shield art ledge regrab to be safe.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 17-22 46 48 -21 to -16 all intangible 1-22
Down 7.0 17-22 46 48 -21 to -16 all intangible 1-22

Longer than most Getup Attacks.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-24 50 361 -24 to -19 all intangible 1-7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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To edit frame data, edit values in SSBU/Shulk/Data.
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