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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{disambig2|Shulk's appearance in ''Super Smash Bros. 4''|the character in other contexts|Shulk}} | {{disambig2|Shulk's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Shulk}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Shulk | |name = Shulk | ||
|image | |image = [[File:Shulk SSB4.png|250px|Shulk]] | ||
|game = SSB4 | |universe = {{uv|Xenoblade}} | ||
|game = SSB4 | |||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 35 | ||
}} | }} | ||
:{{cquote| | :{{cquote|Shulk Foresees a Fight!|cite=Introduction Tagline}} | ||
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], Shulk was officially revealed in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 29th, 2014, which coincided with the announcement of ''Xenoblade Chronicles 3D'' on the same day. Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of ''SSB4''. | '''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], Shulk was officially revealed in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on August 29th, 2014,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlkeWRiCQ Pic of the Day: August 19, 2014]</ref> which coincided with the announcement of ''Xenoblade Chronicles 3D'' on the same day. Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of ''SSB4'', respectively. | ||
Shulk is ranked | Shulk is currently ranked 35th out of 55 on the ''SSB4'' [[tier list]], placing him in the D tier. Thanks to the [[List of swords#Monado|Monado]], Shulk possesses a number of worthwhile strengths, most notably the [[Monado Arts]]. The Arts are extremely versatile, as they enable him to temporarily alter his attributes and thus adopt a variety of playstyles that can, with optimal usage, quickly enable him to regain the advantage. | ||
The Monado itself possesses the longest overall range of any weapon in the | The Monado itself possesses the longest overall range of any weapon in the series, which in turn gives Shulk one of the most effective movesets for [[spacing]] relative to the rest of the cast. Lastly, [[Vision]] is one of the most effective [[counterattack]]s in the game, thanks to it boasting high power, impressive range, and one of the longest counterattack windows of its kind. | ||
However, Shulk's main weakness is his sluggish overall frame data. This is most obvious with his aerials, which have extremely high ending lag and, with the exception of forward aerial, are completely unable to [[Auto-canceling|auto-cancel]] in spite of their [[interruptibility]]. When coupled with his tall frame and heavy weight, Shulk's problematic frame data also makes him vulnerable to combos and juggling. | However, Shulk's main weakness is his sluggish overall frame data. This is most obvious with his aerials, which have extremely high ending lag and, with the exception of forward aerial, are completely unable to [[Auto-canceling|auto-cancel]] in spite of their [[interruptibility]]. When coupled with his tall frame and heavy weight, Shulk's problematic frame data also makes him vulnerable to combos and juggling. | ||
Although it is excellent, Shulk's range nevertheless has its flaws: his heavy reliance on aerials makes him prone to [[out of shield]] attacks, his smash attacks are completely unsafe on shield without Buster, and most of the Monado's sweetspots are located close to him. Lastly, the Monado Arts require precise usage because of their respective strengths and weaknesses, as well as their cooldown | Although it is excellent, Shulk's range nevertheless has its flaws: his heavy reliance on aerials makes him prone to [[out of shield]] attacks, his smash attacks are completely unsafe on shield without Buster, and most of the Monado's sweetspots are located close to him. Lastly, the Monado Arts require precise usage because of their respective strengths and weaknesses, as well as their cooldown durations. This is further compounded by the Arts' [[advanced technique]]s requiring extreme frame precision. | ||
Due to | Due to his high learning curve, Shulk's representation and results at high-level play were initially below-average. Despite this, Shulk has a dedicated playerbase that have gradually discovered unique Monado Art set-ups and technical combos, allowing his placings at regional tournaments to gradually improve and become more consistent; several dedicated mains have even managed to earn noteworthy results at national tournaments, such as {{Sm|Nicko}} and {{Sm|Kome}} both managing to place 17th at [[Frame Perfect Series 2]] and 33rd at [[2GGC: Civil War]]. | ||
==Attributes== | ==Attributes== | ||
Shulk is a [[Weight|heavyweight]], being the third heaviest swordsman in the game. However, his attributes are somewhat atypical for his weight class: his [[walk]]ing speed, [[falling speed]] and [[gravity]] are average, his [[dash]]ing speed is slightly below-average, his [[air speed]] is above-average, and his [[air acceleration]] is below-average. Thanks to these attributes, Shulk has relatively good mobility for a heavyweight, especially in the air, although they do not grant him too | Shulk is a [[Weight|heavyweight]], being the third heaviest swordsman in the game. However, his attributes are somewhat atypical for his weight class: his [[walk]]ing speed, [[falling speed]] and [[gravity]] are average, his [[dash]]ing speed is slightly below-average, his [[air speed]] is above-average, and his [[air acceleration]] is below-average. Thanks to these attributes, Shulk has relatively good mobility for a heavyweight, especially in the air, although they do not grant him too many obvious advantages or disadvantages. | ||
Shulk's greatest strength is his disjointed [[range]]: thanks to the [[List of swords#Monado|Monado]], Shulk possesses the longest overall disjointed range in the | Shulk's greatest strength is his disjointed [[range]]: thanks to the [[List of swords#Monado|Monado]], Shulk possesses the longest overall disjointed range in the series. Shulk's excellent range allows him to [[punish]] careless moves by retaliating at a distance, or create [[space]] by challenging his opponent with his disjointed attacks. His most useful grounded moves are his neutral attack, up tilt and smash attacks, each of which possess distinct perks. When clean, his neutral attack is the most damaging non-infinite neutral attack in the game, even without Buster. His up tilt boasts outstanding vertical range and can cover multiple get-up options from the edge. Lastly, his smash attacks boast high power and long ranges; his forward smash, in particular, is the third longest ranged forward smash in the game, being surpassed only by {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s. | ||
Shulk also boasts a powerful | Shulk also boasts a powerful air game. Both his neutral and forward aerials possess wide-arced ranges with low landing lag, making them Shulk's best approach options. The former is useful for anything from starting combos to covering landing options thanks to its long-lasting hitbox and low landing lag, while the latter lasts shorter and has slightly more landing lag, but ends faster making it a very good [[edge-guarding]] and spacing option. His back aerial is a capable KOing option thanks to its great range and being his most powerful aerial. Lastly, his up and down aerials are, like his back aerial, thrusts instead of slashes. As such, they have minimal horizontal ranges, but can KO surprisingly early should they hit, with the former being potent near the upper blast line, whereas the latter is capable of [[meteor smash]]ing. | ||
Much like in his [[Xenoblade | Much like in his [[Xenoblade (universe)|home game]], Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. Each Art tweaks his attributes considerably for 16 seconds and can be manually canceled at any time, even immediately after hitstun ends or during landing lag. With this freedom, Shulk can activate an Art to open up options for virtually any situation while still being able to switch or cancel them if he is in a challenging position. Jump grants him significant aerial mobility by making his jumps the highest in the game while improving both his air speed and Air Slash's height. This allows him to recover from almost anywhere off-stage, edge-guard more aggressively and even perform several KO combos, such as a [[wall of pain]] leading to a [[sacrificial KO|sacrificial]] Air Slash at medium percentages. | ||
Speed amplifies his | Speed amplifies his usually average ground speed while reducing his jump height, making his ground-to-air transitions more efficient for aerial combos and spacing, while allowing him to approach and retreat noncommittally. It also lowers traction, making Shulk's pivot grab the third longest in the game (tied with {{SSB4|Meta Knight}}) for its duration. These two Arts grant him outstanding mobility for a heavyweight, and when combined with the large hitboxes of his attacks, Shulk can effectively space opponents out of a specific side of the stage with either Jump or Speed, making him very difficult to approach on stages with platforms. | ||
Shield bolsters Shulk's defensive game by reducing both damage and knockback received, which allows him to survive for a much longer period of time and resist getting trapped in combos. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as [[Bowser Bomb]]. Buster reduces his overall knockback, but increases his overall damage output, allowing him to rack up damage extremely quickly. Buster also makes up and down throws effective and damaging combo starters at 0%, while the increased damage and shieldstun make Shulk's moves both safer on shield and capable of pressuring shields. Lastly, Smash boosts his entire moveset's knockback, making almost all of Shulk's attacks KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. | Shield bolsters Shulk's defensive game by reducing both damage and knockback received, which allows him to survive for a much longer period of time and resist getting trapped in combos. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as [[Bowser Bomb]]. Buster reduces his overall knockback, but increases his overall damage output, allowing him to rack up damage extremely quickly. Buster also makes up and down throws effective and damaging combo starters at 0%, while the increased damage and shieldstun make Shulk's moves both safer on shield and capable of pressuring shields. Lastly, Smash boosts his entire moveset's knockback, making almost all of Shulk's attacks KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. | ||
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Due to the technical aspects of activating Monado Arts, Shulk also has access to multiple unique [[advanced technique]]s, the most notable of which is known as [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]]. By jumping and timing the activation of an Art just before landing, Shulk can reduce the landing lag of his aerials to 5 frames while gaining [[intangibility]] for 14 frames (1 frame less than the length granted by his [[sidestep]]). While difficult to perform, it allows Shulk to avoid punishment before immediately responding with a punish of his own, or start [[shield break combo]]s, such as an Art canceled back aerial to forward smash. It can even let him retreat by pivoting in midair, or extend the invincibility of [[air dodging]] via an aerial Art activation. This technique is the only viable way to make some of Shulk's moves (such as back aerial) safe on shield against faster characters. | Due to the technical aspects of activating Monado Arts, Shulk also has access to multiple unique [[advanced technique]]s, the most notable of which is known as [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]]. By jumping and timing the activation of an Art just before landing, Shulk can reduce the landing lag of his aerials to 5 frames while gaining [[intangibility]] for 14 frames (1 frame less than the length granted by his [[sidestep]]). While difficult to perform, it allows Shulk to avoid punishment before immediately responding with a punish of his own, or start [[shield break combo]]s, such as an Art canceled back aerial to forward smash. It can even let him retreat by pivoting in midair, or extend the invincibility of [[air dodging]] via an aerial Art activation. This technique is the only viable way to make some of Shulk's moves (such as back aerial) safe on shield against faster characters. | ||
Several other techniques include the Monado Purge, a 50/50 KO set-up consisting of an up throw to up aerial at high percentages, and Monado Art Edge Snapping, which bypasses edge get-up animations while protecting the user with brief intangibility. When mastered, Shulk's Monado Art techniques can be very effective and unpredictable mix-up options that are inaccessible by any other character. | Several other techniques include the Monado Purge, a 50/50 KO set-up consisting of an up throw to up aerial at high percentages, and Monado Art Edge Snapping, which bypasses edge get-up animations while protecting the user with brief intangibility. When mastered, Shulk's Monado Art techniques can be very effective and unpredictable mix-up options that are inaccessible by any other character. | ||
Excluding his Arts, Shulk's special moveset shares his overall high range, and all have their own forms of utility. [[Back Slash]] is very powerful when striking the opponent's back and has long range regardless, making it a great surprise attack as well as a decent spacing tool. [[Air Slash]] grants a good amount of vertical distance, comes out quickly, and has strong knockback growth, making it a good recovery move and an even better [[out of shield]] option. The distance and knockback of Air Slash can additionally be affected by the Jump and Smash Arts respectively, allowing the move to gain even more vertical distance, or be used as a combo finisher in the air or a KO option out-of-shield. Lastly, [[Vision]] is tied with [[Double Team]] for having the longest lasting [[counterattack]] window in the game when fresh while also having the longest range, both of which give Shulk one of the most effective counters of any character. Its alternate counterattack, which is performed when Shulk inputs the direction from which the triggered attack came from, also rivals [[Counter Surge]] as the strongest counterattack in the game. | Excluding his Arts, Shulk's special moveset shares his overall high range, and all have their own forms of utility. [[Back Slash]] is very powerful when striking the opponent's back and has long range regardless, making it a great surprise attack as well as a decent spacing tool. [[Air Slash]] grants a good amount of vertical distance, comes out quickly, and has strong knockback growth, making it a good recovery move and an even better [[out of shield]] option. The distance and knockback of Air Slash can additionally be affected by the Jump and Smash Arts respectively, allowing the move to gain even more vertical distance, or be used as a combo finisher in the air or a KO option out-of-shield. Lastly, [[Vision]] is tied with [[Double Team]] for having the longest lasting [[counterattack]] window in the game when fresh while also having the longest range, both of which give Shulk one of the most effective counters of any character. Its alternate counterattack, which is performed when Shulk inputs the direction from which the triggered attack came from, also rivals [[Counter Surge]] as the strongest counterattack in the game. | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|[[Back Slash]]'s | *{{buff|[[Back Slash]]'s start-up lag decreased|frame 31|22.}} | ||
*{{nerf|Aerial Back Slash travels slower.}} | *{{nerf|Aerial Back Slash travels slower.}} | ||
*{{buff|Up aerial's first hit now launches opponents at 96° and its second hit's hitbox sizes increased | *{{buff|Up aerial's first hit now launches opponents at 96° and its second hit's hitbox sizes increased|3.5u/5.5u|3.8u/6.5u. These changes make its hits connect together better.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Dash Vision's | *{{buff|Dash Vision's knockback growth increased|84 (standard)/94 (alternate)|89|99, improving its KO potential.}} | ||
*{{change|Dash Vision's angle altered|35°|32°.}} | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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*Shulk's damage outputs and knockback can be manipulated by [[Monado Arts]]. The following moveset list details the properties of his attacks when he has no active Monado Arts. | *Shulk's damage outputs and knockback can be manipulated by [[Monado Arts]]. The following moveset list details the properties of his attacks when he has no active Monado Arts. | ||
*Shulk is the only character who can [[interruptibility|interrupt]] all of his aerial attacks before their ending [[Auto-canceling|auto-cancel]] frames. This means he cannot actually auto-cancel his aerials at all, but can avoid or reduce landing lag by double jumping or using another move before hitting the ground. <!--Please do not change the following. Only applicable with a full hop.--> However, his up and down aerials can be canceled by [[special move]]s after a full hop without any Arts, negating landing lag. By extension, Monado Arts can be selected during landing lag. | *Shulk is the only character who can [[interruptibility|interrupt]] all of his aerial attacks before their ending [[Auto-canceling|auto-cancel]] frames. This means he cannot actually auto-cancel his aerials at all, but can avoid or reduce landing lag by double jumping or using another move before hitting the ground. <!--Please do not change the following. Only applicable with a full hop.--> However, his up and down aerials can be canceled by [[special move]]s after a full hop without any Arts, negating landing lag. By extension, Monado Arts can be selected during landing lag. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname= | |neutralname= | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutral1dmg=3.5% | |neutral1dmg=3.5% | ||
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|neutral3dmg=5.3% (clean), 4.2% (late) | |neutral3dmg=5.3% (clean), 4.2% (late) | ||
|neutraldesc=A jab, followed by a mid-level roundhouse kick, followed by an upward slash. Shulk's fastest move (hits on frame 5), has good range, and boasts the highest damage output of any non-infinite neutral attack in the game, so long as it is clean and neither Shield or Smash are active. These traits make it Shulk's most reliable damage racking option. Its second hit resembles Dive Sobat, one of Reyn's Physical Arts. | |neutraldesc=A jab, followed by a mid-level roundhouse kick, followed by an upward slash. Shulk's fastest move (hits on frame 5), has good range, and boasts the highest damage output of any non-infinite neutral attack in the game, so long as it is clean and neither Shield or Smash are active. These traits make it Shulk's most reliable damage racking option. Its second hit resembles Dive Sobat, one of Reyn's Physical Arts. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13.5% (blade), 12% (beam) | |ftiltdmg=13.5% (blade), 12% (beam) | ||
|ftiltdesc=An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack. While near the edge of {{SSB4|Final Destination}}, its blade hitbox KOs middleweights at 119%/108% (3DS/Wii U). It is also capable of hitting opponents close to Shulk's back when [[Pivoting|pivoted]], and deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves | |ftiltdesc=An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack. While near the edge of {{SSB4|Final Destination}}, its blade hitbox KOs middleweights at 119%/108% (3DS/Wii U). It is also capable of hitting opponents close to Shulk's back when [[Pivoting|pivoted]], and deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves. It is based on one of Shulk's basic Auto Attacks. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8.5% (blade), 7.5% (beam) | |utiltdmg=8.5% (blade), 7.5% (beam) | ||
|utiltdesc=An overhead arcing slash. It has a wide hitbox and excellent vertical range, almost being capable of reaching the top platform of [[Battlefield]]. As such, it is very useful as an anti-air attack, for covering most edge get-up options, challenging shields, or trapping landings while beneath platforms. With Buster active, it is also a useful damage racking option. Without Arts, it can also function as a situational KOing option, thanks to its high knockback growth; on Final Destination, the blade hitbox KOs middleweights at 153%/143% (3DS/Wii U). With the Smash Art, it is one of Shulk's strongest KO moves, doing so at around 105%. However, it only hits in front of Shulk at its beginning, and has moderate start-up and ending lag. | |utiltdesc=An overhead arcing slash. It has a wide hitbox and excellent vertical range, almost being capable of reaching the top platform of [[Battlefield]]. As such, it is very useful as an anti-air attack, for covering most edge get-up options, challenging shields, or trapping landings while beneath platforms. With Buster active, it is also a useful damage racking option. Without Arts, it can also function as a situational KOing option, thanks to its high knockback growth; on Final Destination, the blade hitbox KOs middleweights at 153%/143% (3DS/Wii U). With the Smash Art, it is one of Shulk's strongest KO moves, doing so at around 105%. However, it only hits in front of Shulk at its beginning, and has moderate start-up and ending lag. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9.5% (blade), 7.5% (beam) | |dtiltdmg=9.5% (blade), 7.5% (beam) | ||
|dtiltdesc=A kneeling inward slash. Moderately slow for a tilt attack (hits on frame 10), but it has good range and the lowest amount of ending lag out of his entire moveset (21 frames). As a result, it is a good combo starter while Jump, Speed, or Buster are active. When spaced correctly, it is also able to [https://youtu.be/iDgmTwZxyoU?t=391 hit edge-hanging opponents once their invincibility ends]. | |dtiltdesc=A kneeling inward slash. Moderately slow for a tilt attack (hits on frame 10), but it has good range and the lowest amount of ending lag out of his entire moveset (21 frames). As a result, it is a good combo starter while Jump, Speed, or Buster are active. When spaced correctly, it is also able to [https://youtu.be/iDgmTwZxyoU?t=391 hit edge-hanging opponents once their invincibility ends]. | ||
|dashname= | |dashname= | ||
|dashdmg=11.5% | |dashdmg=11.5% | ||
|dashdesc=A braking inward slash. Unlike Shulk's other standard attacks, it does not possess a sweetspot or sourspot. When coupled with its decent damage output, it can function as a situational KOing option. While near the edge of Final Destination, it KOs middleweights at 156%/146% (3DS/Wii U). However, it has very high ending lag (37 frames). | |dashdesc=A braking inward slash. Unlike Shulk's other standard attacks, it does not possess a sweetspot or sourspot. When coupled with its decent damage output, it can function as a situational KOing option. While near the edge of Final Destination, it KOs middleweights at 156%/146% (3DS/Wii U). However, it has very high ending lag (37 frames). | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|5.5}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2 blade), {{ChargedSmashDmgSSB4|11.5}} (hit 2 beam) | |fsmashdmg={{ChargedSmashDmgSSB4|5.5}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2 blade), {{ChargedSmashDmgSSB4|11.5}} (hit 2 beam) | ||
|fsmashdesc=A thrust, which causes the Monado to reveal its beam blade. It consists of two hits: the first is from the Monado's blade, which leads into the second hit from its beam blade. It is the third longest ranged, non-projectile forward smash in the game, surpassed only by {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s. When coupled with its ability to be angled, it can hit opponents attempting to grab the edge. The Buster Art grants the move good shield-pressuring potential. While near the edge of Final Destination, the non-angled blade KOs at 98%/84% (3DS/Wii U), while the non-angled beam blade KOs at 107%/97% (3DS/Wii U). However, the first hit's low [[priority]] makes it easily canceled by weak attacks, while the move's considerable ending lag (41 frames) make it very risky. It is also completely unsafe on shield. It is based on Slit Edge, one of Shulk's Physical Arts. | |fsmashdesc=A thrust, which causes the Monado to reveal its beam blade. It consists of two hits: the first is from the Monado's blade, which leads into the second hit from its beam blade. It is the third longest ranged, non-projectile forward smash in the game, surpassed only by {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s. When coupled with its ability to be angled, it can hit opponents attempting to grab the edge. The Buster Art grants the move good shield-pressuring potential. While near the edge of Final Destination, the non-angled blade KOs at 98%/84% (3DS/Wii U), while the non-angled beam blade KOs at 107%/97% (3DS/Wii U). However, the first hit's low [[priority]] makes it easily canceled by weak attacks, while the move's considerable ending lag (41 frames) make it very risky. It is also completely unsafe on shield. It is based on Slit Edge, one of Shulk's Physical Arts. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2) | ||
|usmashdesc=Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. An overall effective move for punishing, as the first hit's deceptive horizontal range launches opponents into the second hit, similarly to {{SSB4|Marth}} and {{SSB4|Lucina}}'s up smashes. This allows it to punish rolls, landings, and edge get-up options. The second hit's vertical range, high knockback and [[Priority#Transcendent priority|transcendent priority]] allow it to KO reliably. Unlike forward smash, it does not possess a sweetspot and sourspot, which also gives it consistent KO potential. On Final Destination, the second hit KOs aerial middleweights at 99%/91% (3DS/Wii U). However, the first hit has considerable start-up (hits on frame 18) and ending lag (35 frames), making it equally as punishable. Opponents can also hinder its effectiveness by DIing downward to [[powershield]] the second hit after getting hit by the first, especially fast-fallers or if Shulk has high [[rage]]. | |usmashdesc=Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. An overall effective move for punishing, as the first hit's deceptive horizontal range launches opponents into the second hit, similarly to {{SSB4|Marth}} and {{SSB4|Lucina}}'s up smashes. This allows it to punish rolls, landings, and edge get-up options. The second hit's vertical range, high knockback and [[Priority#Transcendent priority|transcendent priority]] allow it to KO reliably. Unlike forward smash, it does not possess a sweetspot and sourspot, which also gives it consistent KO potential. On Final Destination, the second hit KOs aerial middleweights at 99%/91% (3DS/Wii U). However, the first hit has considerable start-up (hits on frame 18) and ending lag (35 frames), making it equally as punishable. Opponents can also hinder its effectiveness by DIing downward to [[powershield]] the second hit after getting hit by the first, especially fast-fallers or if Shulk has high [[rage]]. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1 blade), {{ChargedSmashDmgSSB4|11}} (hit 1 beam), {{ChargedSmashDmgSSB4|12}} (hit 2 blade), {{ChargedSmashDmgSSB4|10}} (hit 2 beam), {{ChargedSmashDmgSSB4|10}} (hit 3 blade), {{ChargedSmashDmgSSB4|8}} (hit 3 beam), {{ChargedSmashDmgSSB4|8}} (hit 4 blade), {{ChargedSmashDmgSSB4|6}} (hit 4 beam), {{ChargedSmashDmgSSB4|6}} (hit 5 blade), {{ChargedSmashDmgSSB4|4}} (hit 5 beam) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1 blade), {{ChargedSmashDmgSSB4|11}} (hit 1 beam), {{ChargedSmashDmgSSB4|12}} (hit 2 blade), {{ChargedSmashDmgSSB4|10}} (hit 2 beam), {{ChargedSmashDmgSSB4|10}} (hit 3 blade), {{ChargedSmashDmgSSB4|8}} (hit 3 beam), {{ChargedSmashDmgSSB4|8}} (hit 4 blade), {{ChargedSmashDmgSSB4|6}} (hit 4 beam), {{ChargedSmashDmgSSB4|6}} (hit 5 blade), {{ChargedSmashDmgSSB4|4}} (hit 5 beam) | ||
|dsmashdesc=Crouches and spins to swing the Monado in a circle along the ground. It is capable of hitting during any of its five hitboxes (three at Shulk's front and two at his back), with its first hit being strong enough to KO reliably. While near the edge of Final Destination, its first hit's blade hitbox KOs middleweights at 91%/81% (3DS/Wii U). Each spin quickly loses power, but the final spin has slightly more range. The Smash Art grants the later hits KO potential, despite their weak power without any Monado Arts. While it is possible for this attack to connect more than once, it is difficult to do so unless Buster is active and the opponent has low damage. With Buster active, it is capable of shield breaking if an opponent is cornered at an edge and the first three hits land. Extremely useful for punishing [[roll]]s and [[sidestep]]s thanks to its multiple hitboxes and range, but suffers from the most overall lag out of Shulk's smash attacks because of its considerable start-up (hits on frame 18) and ending lag (41 frames). It resembles War Swing, one of Reyn's Physical Arts. | |dsmashdesc=Crouches and spins to swing the Monado in a circle along the ground. It is capable of hitting during any of its five hitboxes (three at Shulk's front and two at his back), with its first hit being strong enough to KO reliably. While near the edge of Final Destination, its first hit's blade hitbox KOs middleweights at 91%/81% (3DS/Wii U). Each spin quickly loses power, but the final spin has slightly more range. The Smash Art grants the later hits KO potential, despite their weak power without any Monado Arts. While it is possible for this attack to connect more than once, it is difficult to do so unless Buster is active and the opponent has low damage. With Buster active, it is capable of shield breaking if an opponent is cornered at an edge and the first three hits land. Extremely useful for punishing [[roll]]s and [[sidestep]]s thanks to its multiple hitboxes and range, but suffers from the most overall lag out of Shulk's smash attacks because of its considerable start-up (hits on frame 18) and ending lag (41 frames). It resembles War Swing, one of Reyn's Physical Arts. | ||
|nairname= | |nairname= | ||
|nairdmg=7.5% (blade), 8.5% (beam) | |nairdmg=7.5% (blade), 8.5% (beam) | ||
|nairdesc=A circular slash around himself. It is one of Shulk's most useful [[approach]] options, thanks to its wide range, low landing lag (10 frames) and long duration | |nairdesc=A circular slash around himself. It is one of Shulk's most useful [[approach]] options, thanks to its wide range, low landing lag (10 frames) and long duration. Its hitbox begins slightly behind Shulk's toes and continues all the way over his head, allowing the initial frames to start combos if an opponent misses a tech and the later frames being able to punish [[air dodge]]s; however, despite what the sword trail depicts, the move is unable to connect against enemies behind him during its final frames (when the Monado is parallel to the ground). A dependable combo starter while Jump, Speed or Buster are active, which can lead into a grab, neutral attack, forward tilt, up tilt, aerials or Air Slash. Its slow arc can also neutralize weak projectiles, such as those from {{SSB4|Toon Link}} or {{SSB4|Diddy Kong}}. However, its long-lasting hitbox and very high ending lag (40 frames) makes it a very unsafe move to use off-stage when [[fast falling]], as Shulk will be in serious danger of [[self-destruct]]ing. | ||
|fairname= | |fairname= | ||
|fairdmg=8% (blade), 6.5% (beam) | |fairdmg=8% (blade), 6.5% (beam) | ||
|fairdesc=A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames), while its range grants it excellent coverage for an aerial, which makes it great for interrupting approaches and spacing. It is also a dependable combo option with either Speed or Buster active, and a powerful [[edge-guarding]] move with Jump active, which can allow Shulk to perform a [[wall of pain]] ending with [[Air Slash]]; this is a [[rage]]-specific damage/KO combo at certain percentages with Jump/Speed/Buster active, which has been dubbed the "Fair Slash" by players. However, it has noticeable landing lag, making it punishable on shield if spaced incorrectly. While the move is notably Shulk's only aerial that can autocancel, it is only capable of doing so immediately out of a jump without Arts (excluding Buster and Smash), giving it limited use. If it hits during its ending frames, which are near Shulk's feet, it will launch opponents behind him and allow for either Air Slash combos or a [[stage spike]]. | |fairdesc=A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames), while its range grants it excellent coverage for an aerial, which makes it great for interrupting approaches and spacing. It is also a dependable combo option with either Speed or Buster active, and a powerful [[edge-guarding]] move with Jump active, which can allow Shulk to perform a [[wall of pain]] ending with [[Air Slash]]; this is a [[rage]]-specific damage/KO combo at certain percentages with Jump/Speed/Buster active, which has been dubbed the "Fair Slash" by players. However, it has noticeable landing lag, making it punishable on shield if spaced incorrectly. While the move is notably Shulk's only aerial that can autocancel, it is only capable of doing so immediately out of a jump without Arts (excluding Buster and Smash), giving it limited use. If it hits during its ending frames, which are near Shulk's feet, it will launch opponents behind him and allow for either Air Slash combos or a [[stage spike]]. | ||
|bairname= | |bairname= | ||
|bairdmg=12.5% (blade), 8.5% (beam) | |bairdmg=12.5% (blade), 8.5% (beam) | ||
|bairdesc=A reverse gripped thrust. Its hitbox begins at Shulk's body. The Monado's blade deals respectable damage with high knockback growth, making it very useful for KOing. While near the edge of Final Destination, its blade hitbox KOs middleweights at 112%/101% (3DS/Wii U). Its high horizontal range makes it hard to challenge if spaced correctly or alongside Jump/Speed's aerial drift, making it very useful for long-range spacing. However, it has slow start-up and high landing lag, making it possible to land before the hitbox appears while suffering from full landing lag. Due to its long range, this move benefits the most from [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]], which also negates its usually high landing lag. | |bairdesc=A reverse gripped thrust. Its hitbox begins at Shulk's body. The Monado's blade deals respectable damage with high knockback growth, making it very useful for KOing. While near the edge of Final Destination, its blade hitbox KOs middleweights at 112%/101% (3DS/Wii U). Its high horizontal range makes it hard to challenge if spaced correctly or alongside Jump/Speed's aerial drift, making it very useful for long-range spacing. However, it has slow start-up and high landing lag, making it possible to land before the hitbox appears while suffering from full landing lag. Due to its long range, this move benefits the most from [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]], which also negates its usually high landing lag. | ||
|uairname= | |uairname= | ||
|uairdmg=5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam) | |uairdmg=5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam) | ||
|uairdesc=An upward thrust, which causes the Monado to reveal its beam blade. Functions like his forward and up smashes, with its first hit being from the Monado's blade and its second hit being from its beam blade. It has deceptively long vertical range that is capable of [https://youtu.be/0quf0zxVv3I?t=618 reaching through the main platform of Town and City], which makes it a useful juggling option against falling opponents and, when coupled with its second hit's high knockback growth, a strong KOing option near the upper [[blast line]]. On Final Destination and while near the upper blast line, its second hit's blade hitbox KOs middleweights at 94%/82% (3DS/Wii U). With Jump active, a landing up aerial can chain directly into another up aerial, leading to a KO combo. However, it has very minimal horizontal range and each hit only lasts 2 frames, which can make it difficult to connect with, especially if Shulk has too much momentum. | |uairdesc=An upward thrust, which causes the Monado to reveal its beam blade. Functions like his forward and up smashes, with its first hit being from the Monado's blade and its second hit being from its beam blade. It has deceptively long vertical range that is capable of [https://youtu.be/0quf0zxVv3I?t=618 reaching through the main platform of Town and City], which makes it a useful juggling option against falling opponents and, when coupled with its second hit's high knockback growth, a strong KOing option near the upper [[blast line]]. On Final Destination and while near the upper blast line, its second hit's blade hitbox KOs middleweights at 94%/82% (3DS/Wii U). With Jump active, a landing up aerial can chain directly into another up aerial, leading to a KO combo. However, it has very minimal horizontal range and each hit only lasts 2 frames, which can make it difficult to connect with, especially if Shulk has too much momentum. | ||
|dairname= | |dairname= | ||
|dairdmg=7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam) | |dairdmg=7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam) | ||
|dairdesc=A downward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade is leads into the second hit from its beam blade. The second hit [[meteor smash]]es if the blade hitbox connects. A decent edge-guarding option, it can also stage spike edge-hanging opponents. However, it has high landing lag, making it punishable if missed. Like his up aerial, it has minimal horizontal range, each hit only lasts 2 frames, and its first hit might not connect into its second hit if Shulk is moving too fast. | |dairdesc=A downward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade is leads into the second hit from its beam blade. The second hit [[meteor smash]]es if the blade hitbox connects. A decent edge-guarding option, it can also stage spike edge-hanging opponents. However, it has high landing lag, making it punishable if missed. Like his up aerial, it has minimal horizontal range, each hit only lasts 2 frames, and its first hit might not connect into its second hit if Shulk is moving too fast. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Shulk's overall grab range is average. While Speed is active, however, his pivot grab becomes tied with {{SSB4|Meta Knight}}'s for the third longest in the game, thanks to his increased speed and decreased traction. | |grabdesc=Reaches out. Shulk's overall grab range is average. While Speed is active, however, his pivot grab becomes tied with {{SSB4|Meta Knight}}'s for the third longest in the game, thanks to his increased speed and decreased traction. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Hits the opponent with the Monado's pommel. A slow pummel, but while Buster is active, it is tied with {{SSB4|Olimar}}'s White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel in the game (in regard to dealing damage per second) while either Shield or Smash are active. | |pummeldesc=Hits the opponent with the Monado's pommel. A slow pummel, but while Buster is active, it is tied with {{SSB4|Olimar}}'s White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel in the game (in regard to dealing damage per second) while either Shield or Smash are active. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 8% (throw) | |fthrowdmg=3% (hit 1), 8% (throw) | ||
|fthrowdesc=An upward swipe. It lacks true follow-ups because of its base knockback, but it can lead into a dash attack or a forward aerial at low percentages with Speed or Buster active. It is also Shulk's second most damaging throw, with its base knockback allowing it to set up edge-guards. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent. It is also capable of [[lock]]ing nearby floored opponents, a trait shared with all of Shulk's throws. | |fthrowdesc=An upward swipe. It lacks true follow-ups because of its base knockback, but it can lead into a dash attack or a forward aerial at low percentages with Speed or Buster active. It is also Shulk's second most damaging throw, with its base knockback allowing it to set up edge-guards. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent. It is also capable of [[lock]]ing nearby floored opponents, a trait shared with all of Shulk's throws. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 9% (throw) | |bthrowdmg=3% (hit 1), 9% (throw) | ||
|bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. Shulk's most damaging throw and one of the few moves in the game that has back-facing knockback, which allows it to be used as a set-up for a [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game, as it KOs around 125%. However, its below-average knockback growth prevents it from KOing reliably while Smash is not active. | |bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. Shulk's most damaging throw and one of the few moves in the game that has back-facing knockback, which allows it to be used as a set-up for a [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game, as it KOs around 125%. However, its below-average knockback growth prevents it from KOing reliably while Smash is not active. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=3% (hit 1), 4% (throw) | |uthrowdmg=3% (hit 1), 4% (throw) | ||
|uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It has combo potential at low percentages and/or with Buster active, as it can lead into several up tilts or [[Air Slash]] with Buster active, or a ground attack if the opponent [[air dodge]]s. With Jump active, it can lead into a forward aerial, although this requires the opponent to DI away. At high percentages, it can act as a set-up into an up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. This combo is only avoidable with an air dodge and, due to Shulk's ability to buffer-cancel Arts or double jump to increase his jump height, this can be effectively performed at a wide range of percentages. This is referred to as the [http://shulk101.com/tutorial/monadopurge Monado Purge Combo]. | |uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It has combo potential at low percentages and/or with Buster active, as it can lead into several up tilts or [[Air Slash]] with Buster active, or a ground attack if the opponent [[air dodge]]s. With Jump active, it can lead into a forward aerial, although this requires the opponent to DI away. At high percentages, it can act as a set-up into an up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. This combo is only avoidable with an air dodge and, due to Shulk's ability to buffer-cancel Arts or double jump to increase his jump height, this can be effectively performed at a wide range of percentages. This is referred to as the [http://shulk101.com/tutorial/monadopurge Monado Purge Combo]. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 4% (throw) | |dthrowdmg=3% (hit 1), 4% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and performs a kneeling downward thrust. It has varied utility depending on Shulk's active Monado Art. With Buster active, it can combo into dash attack, forward tilt, forward smash, or forward aerial beginning at 0%, with the combo into forward smash being capable of dealing 35%. With Smash Active, it is notably the strongest down throw in the game, capable of KOing at around 120%. With no Arts active or any Art active aside from the above listed, it lacks combo or KO potential because of its base knockback and its throw hitbox's very low damage output. | |dthrowdesc=Pins the opponent to the ground and performs a kneeling downward thrust. It has varied utility depending on Shulk's active Monado Art. With Buster active, it can combo into dash attack, forward tilt, forward smash, or forward aerial beginning at 0%, with the combo into forward smash being capable of dealing 35%. With Smash Active, it is notably the strongest down throw in the game, capable of KOing at around 120%. With no Arts active or any Art active aside from the above listed, it lacks combo or KO potential because of its base knockback and its throw hitbox's very low damage output. | ||
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|nsdefname=Monado Arts | |nsdefname=Monado Arts | ||
|nsdefdmg=— | |nsdefdmg=— | ||
|nsdefdesc=Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art enhances particular attributes at the cost of hindering others, and lasts for 16 seconds unless manually canceled. Each Art also has cooldown, during which they cannot be used until 10 seconds pass. Shulk poses and announces an Art's name if it activates when he is not attacking or dodging; this grants 14 frames of intangibility and can be used to replace landing lag animations or change directions in midair. This is pivotal for several Monado Art-based techniques, including his signature technique, the Monado Art Landing Lag Cancel | |nsdefdesc=Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art enhances particular attributes at the cost of hindering others, and lasts for 16 seconds unless manually canceled. Each Art also has cooldown, during which they cannot be used until 10 seconds pass. Shulk poses and announces an Art's name if it activates when he is not attacking or dodging; this grants 14 frames of intangibility and can be used to replace landing lag animations or change directions in midair. This is pivotal for several Monado Art-based techniques, including his signature technique, the Monado Art Landing Lag Cancel. | ||
|nsc1name=Decisive Monado Arts | |nsc1name=Decisive Monado Arts | ||
|nsc1dmg=— | |nsc1dmg=— | ||
|nsc1desc=Each Art lasts for 21 seconds instead of 16 | |nsc1desc=Each Art lasts for 21 seconds instead of 16, but once an Art is activated, it cannot be canceled manually. Due to this, this prevents the effective usage of Monado Art-activated advanced techniques. There is also a slight delay before the Arts activate. | ||
|nsc2name=Hyper Monado Arts | |nsc2name=Hyper Monado Arts | ||
|nsc2dmg=— | |nsc2dmg=— | ||
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|ssdefname=Back Slash | |ssdefname=Back Slash | ||
|ssdefdmg=10% (front/front landing blade), 9% (front/front landing tip), 16% (back blade), 14% (back blade tip), 15% (back landing blade), 13% (back landing tip) | |ssdefdmg=10% (front/front landing blade), 9% (front/front landing tip), 16% (back blade), 14% (back blade tip), 15% (back landing blade), 13% (back landing tip) | ||
|ssdefdesc=A leaping downward slash. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. However, it cannot grab edges once initiated, making it largely ineffective as a recovery move, and is a relatively slow attack, especially in regard to ending lag. True to its name, it deals more damage and has higher knockback if it hits the opponent's back. While near the edge of Final Destination, the blade hitbox KOs middleweights at 88%/79% (3DS/Wii U). Although it KOs opponents much later when hitting their front, it is still decently strong regardless, doing so at 146%/135% (3DS/Wii U) | |ssdefdesc=A leaping downward slash. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. However, it cannot grab edges once initiated, making it largely ineffective as a recovery move, and is a relatively slow attack, especially in regard to ending lag. True to its name, it deals more damage and has higher knockback if it hits the opponent's back. While near the edge of Final Destination, the blade hitbox KOs middleweights at 88%/79% (3DS/Wii U). Although it KOs opponents much later when hitting their front, it is still decently strong regardless, doing so at 146%/135% (3DS/Wii U). | ||
|ssc1name=Back Slash Leap | |ssc1name=Back Slash Leap | ||
|ssc1dmg=10%/8% (front), 16%/14% (back) | |ssc1dmg=10%/8% (front), 16%/14% (back) | ||
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|usdefname=Air Slash | |usdefname=Air Slash | ||
|usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2) | |usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2) | ||
|usdefdesc=A jumping upward slash, similar to [[Dolphin Slash]]. It is a [[natural combo]]: its first hit has set knockback, while pressing the attack button at its conclusion will result in a second hit, which is an outward slash that grants a small vertical boost, especially if used late. Its second hit has extremely high knockback growth, which makes it a useful KOing option, especially from out of shield. While near the edge of Final Destination, its second hit KOs middleweights at 127%/118% (3DS/Wii U) versions, respectively. The Jump Art increases vertical distance gained by the first slash. However, its first hit will not automatically edge sweetspot unless the special button is pressed when Shulk is right next to an edge, and the Jump or Smash Arts can cause the natural combo to whiff due to the additional vertical distance and higher knockback, respectively | |usdefdesc=A jumping upward slash, similar to [[Dolphin Slash]]. It is a [[natural combo]]: its first hit has set knockback, while pressing the attack button at its conclusion will result in a second hit, which is an outward slash that grants a small vertical boost, especially if used late. Its second hit has extremely high knockback growth, which makes it a useful KOing option, especially from out of shield. While near the edge of Final Destination, its second hit KOs middleweights at 127%/118% (3DS/Wii U) versions, respectively. The Jump Art increases vertical distance gained by the first slash. However, its first hit will not automatically edge sweetspot unless the special button is pressed when Shulk is right next to an edge, and the Jump or Smash Arts can cause the natural combo to whiff due to the additional vertical distance and higher knockback, respectively. | ||
|usc1name=Advancing Air Slash | |usc1name=Advancing Air Slash | ||
|usc1dmg=6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2) | |usc1dmg=6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2) | ||
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|fsdesc=Traps opponents in a bright ball of light. If it hits, Shulk summons [[Dunban]] and [[Riki]] to perform a Chain Attack on the opponent, which he then concludes with a powerful slash. Chain Attack's damage output and knockback are also affected by Monado Arts. Even with no Arts active, it is among the strongest [[Final Smash]]es in the game, as it is strong enough to KO middleweights at 17% while near the edge of Final Destination in the ''3DS'' version. However, it has a short range, as Shulk needs to be close to the opponent in order for its first hit to land. In addition, Arts can expire during the Chain Attack's cutscene, which affects its damage output and knockback. | |fsdesc=Traps opponents in a bright ball of light. If it hits, Shulk summons [[Dunban]] and [[Riki]] to perform a Chain Attack on the opponent, which he then concludes with a powerful slash. Chain Attack's damage output and knockback are also affected by Monado Arts. Even with no Arts active, it is among the strongest [[Final Smash]]es in the game, as it is strong enough to KO middleweights at 17% while near the edge of Final Destination in the ''3DS'' version. However, it has a short range, as Shulk needs to be close to the opponent in order for its first hit to land. In addition, Arts can expire during the Chain Attack's cutscene, which affects its damage output and knockback. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|desc-up=Shrugs, shakes his head, and waves a hand as if lecturing someone while saying "Now it's Shulk time!" ({{ja|穏やかじゃないですね?|Odayaka janai desu ne?}}, ''Not being gentle, huh?''). The animation itself resembles the one Shulk performs when engaging in a conversation in ''Xenoblade Chronicles''. The English phrase is a reference to Reyn, his best friend and one his party members, who utters the phrase "Now it's Reyn time!" whenever his Talent Art gauge is completely filled during combat. The Japanese phrase similarly references a popular phrase in Japan; in this case, a line Shulk commonly says when accepting quests. | |desc-up=Shrugs, shakes his head, and waves a hand as if lecturing someone while saying "Now it's Shulk time!" ({{ja|穏やかじゃないですね?|Odayaka janai desu ne?}}, ''Not being gentle, huh?''). The animation itself resembles the one Shulk performs when engaging in a conversation in ''Xenoblade Chronicles''. The English phrase is a reference to Reyn, his best friend and one his party members, who utters the phrase "Now it's Reyn time!" whenever his Talent Art gauge is completely filled during combat. The Japanese phrase similarly references a popular phrase in Japan; in this case, a line Shulk commonly says when accepting quests. | ||
|desc-side=Grips the Monado's handle with his right hand while triumphantly pumping his left fist and announcing "I'm really feeling it!" ({{ja|だんだん乗ってきたよ!|Dandan notte kita yo!}}, ''Gradually getting the hang of it!''). This is one of the lines Shulk may announce in ''Xenoblade Chronicles'' when his tension level increases in combat. | |desc-side=Grips the Monado's handle with his right hand while triumphantly pumping his left fist and announcing "I'm really feeling it!" ({{ja|だんだん乗ってきたよ!|Dandan notte kita yo!}}, ''Gradually getting the hang of it!''). This is one of the lines Shulk may announce in ''Xenoblade Chronicles'' when his tension level increases in combat. | ||
|desc-down=Grips the Monado with both hands, activates it and poses similarly to when he activates Buster while saying "This is the Monado's power!" ({{ja|モナドの力よ!|Monado no chikara yo!}}, ''The Monado's power! / The power of the Monado!''). If timed correctly, it can dodge certain projectiles, such as [[Blaster (disambiguation)|Blaster]], [[Hero's Bow]], and [[Palutena Bow]]. This is one of the lines Shulk may announce when he | |desc-down=Grips the Monado with both hands, activates it and poses similarly to when he activates Buster while saying "This is the Monado's power!" ({{ja|モナドの力よ!|Monado no chikara yo!}}, ''The Monado's power! / The power of the Monado!''). If timed correctly, it can dodge certain projectiles, such as [[Blaster (disambiguation)|Blaster]], [[Hero's Bow]], and [[Palutena Bow]]. This is one of the lines Shulk may announce when he activates the Monado's Talent Art in ''Xenoblade Chronicles''.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Shulk | |||
|game=SSB4 | |||
|desc-us=Shulk! Shulk! Shulk! | |||
|desc-jp=Shuruku! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Female}} | ||
| | |||
|- | |||
|- | |||
! | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|desc-2=Swings the Monado upward, places it on his back, and poses with his left hand on his hip, saying either "I got through that pretty good!" or "This is a good result!" In Japanese respectively, they are {{ja|よかった、これで解決ですね.|Yokatta, kore de kaiketsudesu ne.}} (''All good, it's been quite resolved.'') or {{ja|結構よい仕上がりだね?|Kekkō yoi shiagari da ne?}} (''It was a splendid completion, huh?'') | |desc-2=Swings the Monado upward, places it on his back, and poses with his left hand on his hip, saying either "I got through that pretty good!" or "This is a good result!" In Japanese respectively, they are {{ja|よかった、これで解決ですね.|Yokatta, kore de kaiketsudesu ne.}} (''All good, it's been quite resolved.'') or {{ja|結構よい仕上がりだね?|Kekkō yoi shiagari da ne?}} (''It was a splendid completion, huh?'') | ||
**The former English quote Shulk has a chance of exclaiming after finishing a battle in ''Xenoblade Chronicles'', although it has also been changed from plural in that game to singular in ''SSB4'', even in [[Team Battle]]s, where it is his only line. | **The former English quote Shulk has a chance of exclaiming after finishing a battle in ''Xenoblade Chronicles'', although it has also been changed from plural in that game to singular in ''SSB4'', even in [[Team Battle]]s, where it is his only line. | ||
|desc-3=Bows down with the Monado held lengthwise, activates its beam blade and then either {{GameIcon|ssb4-3ds}}quickly flexes his fingers before re-grabbing the Monado's handle or {{GameIcon|ssb4-u}}continues to hold its handle before posing with the Monado backhandedly, saying either "I ''can'' change the future!" or "I can ''feel'' the power!" In Japanese respectively, they are {{ja|未来は.....変えられるんだ!|Mirai wa.....kae rarerun da!}} (''The future.....I can change it!'') or {{ja|うん、力を感じる.|Un, ryoku wo kanjiru.}} (''Hmm, I feel the power.'') | |desc-3=Bows down with the Monado held lengthwise, activates its beam blade and then either {{GameIcon|ssb4-3ds}}quickly flexes his fingers before re-grabbing the Monado's handle or {{GameIcon|ssb4-u}}continues to hold its handle before posing with the Monado backhandedly, saying either "I ''can'' change the future!" or "I can ''feel'' the power!" In Japanese respectively, they are {{ja|未来は.....変えられるんだ!|Mirai wa.....kae rarerun da!}} (''The future.....I can change it!'') or {{ja|うん、力を感じる.|Un, ryoku wo kanjiru.}} (''Hmm, I feel the power.'') | ||
|char=Shulk}} | |char=Shulk}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=2123 | |set10=2123 | ||
}} | }} | ||
===Notable players=== | |||
====Active==== | |||
*{{Sm|Darkwolf|Canada}} - The best Shulk player in Canada. Placed 13th at [[Get On My Level 2016]] and has achieved numerous top placings at regionals, including 5th at [[Smash_INTENSIFIES_2|Smash INTENSIFIES 2]] and 9th at [[Nexus 2]]. Formerly ranked 6th on the [[Montreal Power Rankings#Smash_4_Rankings|Montreal Power Rankings]]. | |||
*{{Sm|Erico|USA}} - Placed 17th at [http://kotn4.challonge.com/s4_top64 Kings Of The North 4]. [https://www.youtube.com/channel/UCM5S2SF6em9gC15HknCsG2A/videos Contributes to Shulk's metagame]. | |||
*{{Sm|FuerzaDON|Mexico}} - The best Shulk player in Mexico. Placed 33rd at [[Smash Factor 5]] and [[Smash Factor 6|6]]. He has wins over Chag, {{Sm|Regi|}}, Cloudy, Klein, and Richi. | |||
*{{Flag|Canada}} [[Smasher: Jerm (Canada)|Jerm]] - [https://www.youtube.com/user/Jermalie0 Contributes to Shulk's metagame]. Formerly ranked 3rd on the [[Ottawa Power Rankings#Smash_4_Rankings|Ottawa Power Rankings]]. | |||
*{{Sm|Kome|Japan}} - The best Shulk player in Japan, and one of the best Shulk players in the world. Placed 33rd at [[2GGC: Civil War]]. He has wins over {{Sm|komorikiri}}, {{Sm|Shuton}}, and {{Sm|Tweek}}. | |||
*{{Sm|Masonomace|USA}} - Contributes to Shulk's metagame. | |||
*{{Sm|M|Sweden|p=Sweden}} - Placed 3rd at [[B.E.A.S.T 7]]. He has wins over {{Sm|iStudying|}} and {{Sm|Glutonny}}. | |||
*{{Flag|Canada}} [[Smasher: Paradigm (Canada)|Paradigm]] - Contributes to Shulk's metagame. | |||
*{{Sm|Soronie|USA}} - Placed 7th at [[Don't You Dair 3]] and 49th at [[2GGT: Abadango Saga]]. Formerly ranked 6th on the [[NorCal Power Rankings]]. | |||
*{{Sm|Tremendo Dude|USA}} - The best Shulk player in Florida. Placed 3rd at {{b|Glitch|tournament}}'s low-tier event and 9th at [[Glitch 2]]'s low-tier event. | |||
=== | ====Inactive==== | ||
*{{Sm|9B|Japan}} - The first player to show mastery of [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Cancel]] (MALLC) in a tournament. One of the first notable Shulk players before switching to {{SSB4|Bayonetta}}. | |||
*{{Sm|9B|Japan}} - | *{{Sm|Artryuu|Canada}} - Placed 33rd at [[Get On My Level 2016]], 25th at [[Nexus 2]], and 4th at [[Back 2 School: Battle Royale]]. Formerly ranked 10th on the [[Ottawa Power Rankings]]. | ||
*{{Sm| | *{{Sm|Masha|Japan}} - Placed 17th at [[Umebura 25]], 13th at [[Karisuma 10]], and 9th at [[Sumabato 14]] before switching to {{SSB4|Meta Knight}}. | ||
*{{Sm|Nicko|USA}} - The best Shulk player in North America, and one of the best Shulk players in the world prior to his retirement. Placed 17th at [[2GGT: Mexico Saga]], 65th at [[EVO 2016]], 25th at [[2GGT: Abadango Saga]] and 33rd at [[2GGC: Civil War]]. Formerly ranked 7th on the [[SoCal Power Rankings]]. | |||
*{{Sm|Trela|USA}} - One of the first notable Shulk players before switching to {{SSB4|Ryu}}. | |||
*{{Sm| | |||
*{{Sm|Nicko|USA}} - The best Shulk player in North America, and one of the | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Opinions on Shulk's overall viability in the metagame have fluctuated greatly throughout '' | Opinions on Shulk's overall viability in the metagame have fluctuated greatly throughout ''SSB4''{{'}}s lifespan. During the game's initial release, Shulk was quickly discovered to be very flawed, mostly due to his moveset being burdened with very sluggish frame data, his aerials being incapable of autocanceling throughout their animations, and the fact that some moves (like his multi-hitting foward smash) didn't work properly or were simply undertuned. As a result, Shulk was poorly regarded early on. However, update 1.0.4 significantly buffed Shulk, which mainly addressed many of his aforementioned issues, alongside damage and knockback boosts to nearly all of his moves. When these buffs were coupled with the discovery of [[advanced technique]]s like his signature [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]] (MALLC), Shulk's position on the tier list became a hot topic of debate among players due to his perceived potential, with some seeing him as a potential high tier once mastered. | ||
As time went on, players' opinions of Shulk dropped once again. Despite the benefits of his [[Monado Arts]], Shulk failed to achieve high placings at major tournaments, so Shulk was perceived to be a low-tier character and was left with a small, albeit dedicated, playerbase as a result. Despite receiving some buffs in future updates, most notably update 1.1.3, they failed to compensate for his flaws. As such, Shulk was ranked 40th on the first [[tier list]], placing him in the G tier and confirming his status as a low-tier character. | |||
Shulk's representation and results would then be largely stagnant for a time, largely because of his sluggish attacks being viewed as a significant issue and too inconsistent for high-level play. This resulted in him being ranked 44th on the second tier list, a slight drop from his previous ranking. Despite his low-tier status, Shulk's playerbase consistently discovered more [[Monado Arts#Other Advanced Techniques Utilizing Monado Arts|Monado Art-based techniques]] that allowed his moveset and options to flow better than before. This, in turn, has allowed him to garner better results in recent times, with dedicated mains achieving top placings at a more consistent rate within their respective regions. Additionally, [[Smasher:M (Sweden)|M]], {{Sm|Nicko}} and {{Sm|Darkwolf}} have achieved notable placings at the national level, such as 3rd at [[B.E.A.S.T 7]], 17th at [[2GGT: Mexico Saga]] and 13th at [[Get On My Level 2016]], respectively. These improved results have been reflected in Shulk being ranked 38th on the third tier list, placing him at the very end of the mid-tier. | |||
Despite his prominent weaknesses, some believe Shulk is still underrated in the current metagame, partly because of his obscurity and very steep learning curve. While debatable, some professionals like {{Sm|ZeRo}} nevertheless argued that Shulk should be ranked higher in the mid-tier. This argument has been supported by the performances of dedicated mains throughout early 2017, most notably Nicko and {{Sm|Kome}} each placing 33rd at [[2GGC: Civil War]], which was one of the most challenging tournaments in ''SSB4''{{'}}s lifespan. Currently, Shulk ranks at 35th on the fourth and current tier list, as a result of his slightly better placings. However, with Nicko (one of the two best-performing Shulk professionals alongside Kome) retiring from the competitive scene, it is unknown how Shulk will fare in the long run, due to his relative obscurity in competitive play. | |||
==Trophies== | |||
:'''Shulk''' | |||
::{{flag|ntsc}} ''In Xenoblade Chronicles, this young lad's colony is attacked by the Mechon, so he and his friends set off to take them down. In Smash Bros., his Monado Arts let him change his specialization during battle. You can choose to boost a stat—his jump or attack, for example—but other stats might drop as a result, so choose wisely.'' | |||
::{{flag|pal}} ''In Xenoblade Chronicles, this young lad's colony is attacked by the Mechon, so he and his friends set off to take them down. In this game, his Monado Arts let him change his specialisation during battle. You can choose to boost a stat—his jump or attack, for example—but other stats might drop as a result, so choose wisely.'' | |||
{{Trophy games|console1=Wii|game1=Xenoblade Chronicles (4/2012)}} | |||
Shulk' | :'''Shulk (Alt.)''' | ||
::{{flag|ntsc}} ''Shulk's up special Air Slash is an upward slash done during a jump. Press the button again quickly to launch opponents sideways. His side special Back Slash, on the other hand, is a downward swing with a very wide range, though using it leaves Shulk wide open. Try hitting foes from behind with this!'' | |||
::{{flag|pal}} ''Shulk's up special, Air Slash, is an upward slash done during a jump. Press the button again quickly to launch opponents sideways. His side special, Back Slash, on the other hand, is a downward swing with a very wide range, although using it leaves Shulk wide open. Try hitting foes from behind with this to do more damage!'' | |||
{{Trophy games|console1=Wii|game1=Xenoblade Chronicles (4/2012)}} | |||
:'''Chain Attack''' | |||
::''In Xenoblade Chronicles, building up the party's team spirit would let them unleash a chain attack, using multiple Arts in a row to deal massive damage. In this game, Shulk's Final Smash calls party members Dunban and Riki to help obliterate an unlucky target... or multiple targets if you catch more than one in the circle of light!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
ShulkTrophy3DS.png|Classic (3DS) | |||
ShulkAllStarTrophy3DS.png|Alt. (3DS) | |||
ShulkTrophyWiiU.png|Classic (Wii U) | |||
ShulkAltTrophyWiiU.png|Alt. (Wii U) | |||
ChainAttackTrophyWiiU.png|[[Chain Attack]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[Mechanical Menace]]''': Shulk must defeat a [[Metal|metal]] {{SSB4|R.O.B.}}, a metal {{SSB4|Mega Man}} and [[Metal Face]] in a [[Stamina mode|Stamina Battle]]. | |||
* '''[[New Challengers 2]]''': Shulk is one of the opponents fought in this event, alongside {{SSB4|Greninja}}, {{SSB4|Palutena}}, {{SSB4|Robin}}, {{SSB4|Dark Pit}}, Mega Man and {{SSB4|Pac-Man}}. | |||
* '''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Shulk, {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}} and female Robin. All of the opponents wield swords. | |||
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}} | |||
{{ | |||
===Co-op Events=== | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
==[[Alternate costume (SSB4)#Shulk|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Shulk|Alternate costumes]]== | ||
Shulk's second through sixth alternate costumes correspond with one of his traveling companions in ''Xenoblade Chronicles'', whereas his seventh alternate costume is based on his armorless attire in ''Xenoblade Chronicles''. | Shulk's second through sixth alternate costumes correspond with one of his traveling companions in ''Xenoblade Chronicles'', whereas his seventh alternate costume is based on his armorless attire in ''Xenoblade Chronicles''.<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAAAYUKlsrXkasA Pic of the Day: October 27, 2014]</ref> | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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|{{Head|Shulk|g=SSB4|s=50px|cl=Trunks}} | |{{Head|Shulk|g=SSB4|s=50px|cl=Trunks}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Shulk Poster.jpg|Shulk's poster. | |||
SSB4 Newcomer Introduction Shulk.png|Shulk's splash art. | SSB4 Newcomer Introduction Shulk.png|Shulk's splash art. | ||
Shulk amiibo.png|Shulk's [[amiibo]]. | Shulk amiibo.png|Shulk's [[amiibo]]. | ||
Shulk | Shulk Alt.png|Shulk's armorless alternate costume. | ||
Shulk reveal.jpg|The Pic of the Day revealing Shulk's inclusion in ''SSB4''. | Shulk reveal.jpg|The Pic of the Day revealing Shulk's inclusion in ''SSB4''. | ||
Shulk reveal Monado.jpg|Using his forward smash on {{SSB4|Sheik}}. | Shulk reveal Monado.jpg|Using his forward smash on {{SSB4|Sheik}}. | ||
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Riki Assist Trophy SSB4.jpg|Using his side taunt alongside [[Riki]]. | Riki Assist Trophy SSB4.jpg|Using his side taunt alongside [[Riki]]. | ||
</gallery> | </gallery> | ||
==[[List of Super Smash Bros. 4 character trailers#Shulk|Reveal trailer]]== | |||
<youtube>GUl1EkUJ46k</youtube> | |||
==Trivia== | ==Trivia== | ||
[[ | [[Image:NotReallyFeelingIt.jpg|thumb|The "extended neck" bone error during Shulk's down taunt, which only occurs with his armorless palette swap.]] | ||
[[ | [[Image:MisalignedMonado.jpg|thumb|The misaligned beam blade error, which occurs only on 2D stages.]] | ||
<!--Do not add the trivia about Shulk's alts. It already says it over on the alternate costumes page.--> | <!--Do not add the trivia about Shulk's alts. It already says it over on the alternate costumes page.--> | ||
*On {{for3ds}}, Shulk's armorless alternate costume will cause part of his neck to stretch and connect with the Monado during his on-screen appearance and down taunt. However, this is not the case if the game is paused (via pausing or the "Hold L" option in [[Training Mode]]). | *On {{for3ds}}, Shulk's armorless alternate costume will cause part of his neck to stretch and connect with the Monado during his on-screen appearance and down taunt. However, this is not the case if the game is paused (via pausing or the "Hold L" option in [[Training Mode]]). | ||
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*Shulk is the only human sword-wielding character that uses a "wobbling" sound effect while charging up smash attacks instead of the "unsheathing" sound that the rest of the sword-wielding characters use. | *Shulk is the only human sword-wielding character that uses a "wobbling" sound effect while charging up smash attacks instead of the "unsheathing" sound that the rest of the sword-wielding characters use. | ||
*Shulk and {{SSB4|Palutena}} are the only characters who can [[interruptibility|interrupt]] one of their aerials during their ending frames. In Shulk's case, he can interrupt all of his aerials during their ending frames, which allows him to act out of them before he lands. One example is replacing a back aerial's 19 frames of landing lag by performing a neutral aerial before landing, decreasing its landing lag to 10 frames. | *Shulk and {{SSB4|Palutena}} are the only characters who can [[interruptibility|interrupt]] one of their aerials during their ending frames. In Shulk's case, he can interrupt all of his aerials during their ending frames, which allows him to act out of them before he lands. One example is replacing a back aerial's 19 frames of landing lag by performing a neutral aerial before landing, decreasing its landing lag to 10 frames. | ||
*The voice clip for Shulk's third victory pose, "I ''can'' change the future!", is missing from the [[Sound Test]]. | *The voice clip for Shulk's third victory pose, "I ''can'' change the future!", is missing from the [[Sound Test]]. | ||
*Despite not being a third-party character, Shulk is placed alongside them in most official material, including the {{for3ds}} roster and foldout. In the {{forwiiu}} roster, Shulk is placed before the clones, whereas its manual has him placed before {{SSB4|Bowser Jr.}} As a result of this placement, Shulk may be mistaken as a third-party character. Due to Nintendo's acquisition of Monolith Soft in 2007 prior to the development of ''Xenoblade Chronicles'', however, <!--Attention! Do not edit the following without discussing it on the talk page.--> Shulk is not a third-party character.<!--Repeat : Do not edit this bullet point without discussing it on the talk page. Doing so will result in an automatic block.--> | *Despite not being a third-party character, Shulk is placed alongside them in most official material, including the {{for3ds}} roster and foldout. In the {{forwiiu}} roster, Shulk is placed before the clones, whereas its manual has him placed before {{SSB4|Bowser Jr.}} As a result of this placement, Shulk may be mistaken as a third-party character. Due to Nintendo's acquisition of Monolith Soft in 2007 prior to the development of ''Xenoblade Chronicles'', however, <!--Attention! Do not edit the following without discussing it on the talk page.--> Shulk is not a third-party character.<!--Repeat : Do not edit this bullet point without discussing it on the talk page. Doing so will result in an automatic block.--> | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Xenoblade | {{Xenoblade universe}} | ||
[[Category:Shulk (SSB4)| ]] | [[Category:Shulk (SSB4)| ]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||