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.
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.
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Pros | Cons |
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Normal Moves
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