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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= {{StockIcon|{{PAGENAME}}}} is a midrange focused stance character that is defined by extreme strengths and weaknesses. On one hand, the huge range of his sword normals dwarfs that of most other characters, and of course the Monado Arts grant Shulk good damage, amazing burst range, exceptional killpower, and unparalleled survivability. Shulk's ledgetrapping can be terrifying with many moves that hit below ledge, and offstage a combination of Fair, Dair and Up B can end stocks very early. Shulk also sports an out of shield Up B with huge range that is fast enough to punish most ground moves in the game and can even KO.
|overview= {{StockIcon|SSBU|Shulk}} is a midrange focused stance character that is defined by extreme strengths and weaknesses. His Monado Arts ({{clr|special|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 {{clr|smash|Fsmash}}, {{clr|aerial|Fair}} and {{clr|special|Up-B}}), as well as very strong edgeguard options that can kill very early.


On the other hand, however, Shulk's moveset has many holes that make it difficult for him to play situations in ways that other characters could. His ground attacks are quite flawed with niche application, making Shulk quite reliant on his aerials, which have some of the highest start up in the game. This creates many problems for Shulk in neutral, advantage, and disadvantage. Shulk struggles in CQC and must play more pre-emptively than other characters to cover the opponent's options. In neutral he often falls back on '''walling with his falling aerials''' which can become linear and be countered by opponents stuffing his jumps with rising aerials, or parrying the attacks. Without Monado Speed, Shulk's burst range is not intimidating and he struggles to punish options on reaction. In addition to this core weakness, Shulk also has a somewhat underwhelming juggle game and a disadvantage that can be shaky in places.
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 {{clr|special|Monado Speed}}, punishing on reaction becomes very hard for Shulk, since he cannot cover as much speed as when {{clr|special|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.
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= {{StockIcon|{{PAGENAME}}}} is a polarizing midrange sword character who uses Monado Arts to change his abilities to suit the situation.
|summary= is a polarizing midrange sword character who uses Monado Arts to change his abilities to suit the situation.
|pros=
|pros=
*'''Monado Arts:''' Shulk's neutral special grants him access to five unique stances that greatly change his stats, from attack power to mobility, to even his own weight. These provide Shulk with some of the most extreme strengths in the game, and their drawbacks are greatly mitigated by Shulk being able to switch or disable the Art in use at any time.
*'''Extreme Versatility:''' Shulk's {{clr|special|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.
*'''Huge, Safe Normals:''' All of Shulk's attacks besides his grab and jab boast massive hitboxes that are only beaten in size by the likes of Min Min and Sephiroth. Furthermore, his aerials are all exceedingly safe on shield and whiff.
*'''Gigantic Range:''' All of Shulk's attacks (besides his {{clr|tilt|Jab}}) boasts both huge range and safety on shield. Only {{StockIcon|SSBU|Sephiroth}} and {{StockIcon|SSBU|Min Min}} can compete.
*'''Terror at Ledge:''' Huge range allows Shulk to cover both neutral get up and ledgeroll distance at the same time, and with Buster and Smash, the reward for punishing a ledge option is very high. Also, Fair and Up B can hit below the ledge, meaning stalling can be very costly.
*'''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 {{clr|aerial|Fair}}, {{clr|aerial|Dair}} and {{clr|aerial|Up-B}} (if used from the ledge) allows Shulk to safely edgeguard most recoveries.
*'''Offstage Menace:''' Fair is a large hitbox that starts above Shulk and can catch double jumps. Dropping from ledge and using reverse Up B can be devastating vs more horizontal recoveries such Donkey Kong's Spinning Kong. Dair can hit through the stage even before the opponent's 2 frame.
|cons=
|cons=
*'''Flawed Ground Game:''' Shulk's tilts generally have high endlag, low reward, awkward hitboxes, or a combination of the three.
*'''Flawed Grounded Tools:''' Shulk's tilts all have high endlag, awkward hitboxes, and generally poor reward. Down tilt, likely the best of the bunch, does little vs aerial opponents and is low reward. Dash attack can be a decent mix up burst option in neutral, but is too slow to whiff punish most attacks on reaction. And the less said about his jab, the better.
*'''High Start Up Aerials:''' For all their strengths, Shulk's aerials are slow to come out, making them prone to losing air-to-air interactions, easy to parry, and requiring more pre-emptive use.
*'''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.
*'''Weak Juggle Game:''' Shulk's up air is slow with a narrow hitbox, making it difficult to land on a drifting opponent without a hard read. His up tilt, while seemingly a strong anti-air, can be airdodged through with proper timing and has no hitbox near the ground to punish airdodge landing lag. Overall Shulk is more reliant on ledgetraps and edgeguards for advantage state.
*'''Often Shaky Disadvantage:''' Without Monado Arts, Shulk is a tall, floaty character with poor air acceleration and slow aerials. Even after tanking hits with Monado Shield, Shulk can struggle to get away and reset to neutral. Shulk's recovery is also one of the easier in the game to 2 frame.
*'''Often Shaky Disadvantage:''' Shulk has difficulty to reset neutral, even with {{clr|special|Monado Shield}}. On top of that, he is one of the easier characters to {{term|twoframe}}.
|weight = 97
|weight = 97
|spotDodge = -
|spotDodge = 25F (1-17F intangible)
|airDodge = 3
|airDodge = 3-30F intangible (Neutral)
3-21F intangible (Directional)
|fastestOOS = Up B (10F)
|fastestOOS = {{clr|special|Up-B}} (10F)

|unique_mechanic1_name= Monado Arts
|unique_mechanic1=
[[File:SSBU_ShulkMonadoArts.png|200px|thumb|Monado Arts when holding down {{Prompt|B}}]]
Shulk's Neutral B is a move that gives 5 different modes: Jump, Shield, Speed, Buster and Smash. There are two ways to select {{clr|special|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 {{clr|special|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 [https://www.ssbwiki.com/Monado_Arts exact stats]
<br style="clear:both;"/>

{{Ambox
|image={{clr|grab|Jump}}
|border=green
|type=''' '''
'''+''' Increased jump height, air speed and {{clr|special|Air Slash}} Height
----
'''+/-''' Increased falling and fast fall speed.
----
'''-''' Increased damage taken
}}

{{Ambox
|image={{clr|aerial|Speed}}
|border=blue
|type=''' '''
'''+''' Increased ground speed and air speed
----
'''+/-''' Increased gravity and traction
----
'''-''' Decreased damage output and jump height
}}

{{Ambox
|image={{clr|tilt|Shield}}
|border=yellow
|type=''' '''
'''+''' Decreased knockback taken, damage taken, and increased shield HP
----
'''-''' Decreased jump height, air speed, movement speed, and damage and knockback output
}}

{{Ambox
|image=<span style="color:#800080">Buster</span>
|border=purple
|type=''' '''
'''+''' Increased damage output
----
'''+/-''' Decreased knockback output
----
'''-''' Increased damage taken

}}

{{Ambox
|image={{clr|smash|Smash}}
|border=red
|type=''' '''
'''+''' Increased knockback output
----
'''-''' Decreased damage dealt and increased knockback taken
}}

}}
}}


==Normal Moves==
==Normal Moves==
{{#vardefine:cargoTable|SSBU_MoveData}}
=== {{clr|tilt|Jab}} ===
<big>{{Prompt|A}}</big>
{{SSBU Move Card
|attack=Jab 1, Jab 2, Jab 3
|specificHits=yes
|description=
*Shulk's fastest move, becoming active at frame 5.
*In Buster, this move can be negative on hit at low percents.
A stubby, three-hit jab with very short range that does minimal damage. Best used as a quick, low-risk reversal. {{clr|tilt|Jab 1}} by itself can be used for performing a <b>Perfect Charge</b>.
}}

=== {{clr|tilt|Forward Tilt}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Tilt
|specificHits=
|description=
* 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.
}}

=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Tilt
|specificHits=yes
|description=
*Unsafe when used to poke shields from below platforms.
A large, sweeping anti-air. Its lingering hitbox can be used to catch air dodges.
}}

=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|description=
A large disjointed hitbox that can catch landings and interrupt approaches.
}}

=== {{clr|tilt|Dash Attack}} ===
<big>{{Prompt|A}} while dashing or running</big>
{{SSBU Move Card
|attack=Dash Attack
|specificHits=yes
|description=
* 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
}}

== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Smash
|specificHits=yes
|description=
* Hits certain characters' ledge hang when angled down.
}}

=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Smash
|specificHits=yes
|description=
* 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 {{clr|smash|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; {{clr|tilt|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. {{clr|special|Air Slash}} should be used in most cases instead, so only go for {{clr|smash|Up Smash}} against very unsafe moves that put the opponent right next to Shulk.
}}

=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
* Placeholder
}}

==Aerials==
=== {{clr|aerial|Neutral Aerial}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Neutral Air
|specificHits=
|description=
* 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.
}}
=== {{clr|aerial|Forward Aerial}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Air
|specificHits=
|description=
One of Shulk's best tools in advantage state. Use it for edgeguards and as a combo tool.
}}
=== {{clr|aerial|Back Aerial}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Back Air
|specificHits=yes
|description=
* 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.
}}

=== {{clr|aerial|Up Aerial}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Air
|specificHits=yes
|description=
* 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 {{StockIcon|SSBU|R.O.B.}}, but generally it sees use as a pressure tool and combo starter.

At an impeccable minus ''five,'' {{clr|aerial|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 {{clr|aerial|Up Air}}. In Buster Art, the opponent will be in range for {{clr|aerial|Down Air}}, which then combos into fastfall {{clr|grab|Grab}}. In Speed Art, buffering {{clr|aerial|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.

}}

=== {{clr|aerial|Down Aerial}} ===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
* Reaches below the ledge for two-frames
* A buffered short hop {{clr|aerial|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 {{clr|aerial|Down Air}} a very good tool for catching recoveries from below the stage or bad angles.

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

==Special Moves==
=== {{clr|special|Monado Arts}} ===
<big>{{Prompt|B}} (Hold OK)</big>
{{SSBU Move Card
|attack=Monado Arts
|specificHits=yes
|description=
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 the special button three times to deactivate the current art.
----
;Jump {{Prompt|Analog Up Left}}
----
;Speed {{Prompt|Analog Down Left}}
---- 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 {{clr|aerial|Neutral Air}} and {{clr|grab|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:
* {{clr|aerial|NAir}} > {{clr|tilt|Down Tilt}}
* {{clr|aerial|NAir}} > {{clr|grab|Dash Grab}}
* {{clr|grab|Down Throw}} > {{clr|aerial|FAir}}

At mid-percents, his combos change slightly:
* {{clr|aerial|NAir}} > {{clr|tilt|Dash Attack}}
* {{clr|grab|Forward Throw}} > Tech Chase
;Shield {{Prompt|Analog Down Right}}
---- 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 {{clr|smash|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.
;Buster {{Prompt|Analog Up Right}}
----
;Smash {{Prompt|Analog Up}}

}}

=== {{clr|special|Back Slash}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=Back Slash
|specificHits=
|description=
* 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.
}}


=== {{clr|special|Air Slash}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=Air Slash 1, Air Slash 2
|specificHits=yes
|description=
* 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 {{clr|special|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 {{clr|special|Up Special}}, otherwise, he can eat an easy punish and die early.

Drop down {{clr|special|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 {{clr|special|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.

{{clr|special|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.

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

In Jump art, {{clr|special|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, {{clr|special|Air Slash}} enables one of Shulk's best kamikaze kill combos: After sending the opponent offstage, jump after them, {{clr|aerial|FAir}}, double jump, {{clr|aerial|FAir}}, and finish with {{clr|special|Air Slash}}.
}}

=== {{clr|special|Vision}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=Vision
|specificHits=yes
|description=
* When grounded, hold forward to perform a faster and more reliable version that sends behind Shulk.
}}

==Grabs & Throws==
=== {{clr|grab|Grab}} ===
<big>{{Prompt|Z}}</big>
{{SSBU Move Card
|attack=Grab
|specificHits=yes
|description=
----
;Standing Grab

----
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})

----
;Dash Grab (While Dashing, {{Prompt|Z}})

----
;Pummel (After grabbing, {{Prompt|A}})

}}
=== {{clr|grab|Forward Throw}} ===
<big>After grabbing, {{Prompt|Analog Right}}</big>
{{SSBU Move Card
|attack=Forward Throw
|specificHits=yes
|description=
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 {{clr|aerial|Foward Air}}.}}

=== {{clr|grab|Back Throw}} ===
<big>After grabbing, {{Prompt|Analog Left}}</big>
{{SSBU Move Card
|attack=Back Throw
|specificHits=yes
|description=
}}
=== {{clr|grab|Up Throw}} ===
<big>After grabbing, {{Prompt|Analog Up}}</big>
{{SSBU Move Card
|attack=Up Throw
|specificHits=yes
|description=
}}
=== {{clr|grab|Down Throw}} ===
<big>After grabbing, {{Prompt|Analog Down}}</big>
{{SSBU Move Card
|attack=Down Throw
|specificHits=yes
|description=
Shulk's main combo tool in Buster Art. Links into either {{clr|tilt|D-TIlt}}, {{clr|tilt|F-TIlt}}, {{clr|smash|F-Smash}}, {{clr|tilt|Dash Attack}} or <b>BD</b> {{clr|special|Air Slash}} depending on the character and their percent.
}}

==Misc. Attacks==
=== Ledge Attack ===
<big>{{Prompt|A}} while holding the ledge</big>
{{SSBU Move Card
|attack=Ledge Attack
|specificHits=
|description=
Longer than most Ledge Attacks. Useful for tripping up opponents who are too close to Shulk when ledge trapping.
}}

=== Getup Attack ===
<big>{{Prompt|A}} after getting knocked down</big>
{{SSBU Move Card
|attack=Getup Attack
|specificHits=yes
|description=
Longer than most Getup Attacks.
}}

=== Trip Attack ===
<big>{{Prompt|A}} after tripping</big>
{{SSBU Move Card
|attack=Trip Attack
|specificHits=
|description=
*PlaceHolder
}}


(Page content goes here)


==Navigation==
==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
<center>{{StockIcon|{{ROOTPAGENAME}}|size=50px}}</center>
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:Navigation}}
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[[Category:Super Smash Bros. Ultimate]]
[[Category:Shulk]]
[[Category:Playable Character]]

Latest revision as of 21:01, 7 June 2024


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 No results.
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.

A stubby, three-hit jab with very short range that does minimal damage. Best used as a quick, low-risk reversal. 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 the special button three times to deactivate the current art.


Jump

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.

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.


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 to perform a faster and more reliable version that sends behind 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
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

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

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

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


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


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.


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


Navigation

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