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{{Infobox Character | {{Infobox Character | ||
|name = Shulk | |name = Shulk | ||
|image = {{tabber|title1=Colony Type I| | |image = {{tabber|title1=Colony Type I|tab1=[[File:Shulk SSBU.png|250px]]|title2=Ecru Type|tab2=[[File:Shulk Swimsuit SSBU.png|223px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. | '''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Shulk is classified as fighter #57. | ||
{{ | {{s|wikipedia|Adam Howden}} and {{s|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions of the game through mostly recycled voice clips from ''[[Super Smash Bros. 4]]''. | ||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 2nd character unlocked after {{SSBU|Villager}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 2nd character unlocked after {{SSBU|Villager}}. | ||
*Have Shulk join the player's party in [[World of Light]]. | *Have Shulk join the player's party in [[World of Light]]. | ||
Shulk must then be defeated on [[Gaur Plain]] | With the exception of the third method, Shulk must then be defeated on [[Gaur Plain]]. | ||
==Attributes== | ==Attributes== | ||
Shulk is a | Shulk is a [[Weight|middleweight]], with his [[walk]]ing speed, [[dash]]ing speed, [[falling speed]], and [[gravity]] being average, his [[air speed]] being above-average, and his [[air acceleration]] being below-average. As such, Shulk overall has average mobility, without any obvious advantages or disadvantages. | ||
Shulk's greatest | Shulk's greatest strength is his disjointed [[range]]: thanks to the {{h2|List of swords|Monado}}, Shulk possesses some of the longest overall disjoints in the game. 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 up tilt and smash attacks, each of which possess distinct perks. His up tilt boasts outstanding vertical range, can cover multiple get-up options from the edge, and can KO at very high percentages, whereas his smash attacks boast high power and long ranges. | ||
Shulk also boasts a | Shulk also boasts a powerful aerial moveset, which plays a key role in his approach and spacing games. 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's wide range and dependable speed makes it a very good [[edge-guarding]] and spacing option. His back aerial is a capable KOing option due to it being Shulk's most powerful aerial, with its high horizontal range also allowing it to space or poke from a distance. 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 home game | Much like in his [[Xenoblade Chronicles (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 6 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 amongst the longest in the game for its duration. These two Arts grant him outstanding mobility, 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 | 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. | ||
Thanks to the Monado Arts, Shulk is highly adaptive, and usually has an easier time mixing up his playstyle compared to other characters so long as his Arts are used effectively and in tandem with his powerful air game. Such an example would be constantly switching from Jump and Shield to stall a losing match, or activating different arts while being juggled to affect Shulk's falling speed, and hence mess up an opponent's combo. It also allows him to use [[rage]] effectively, especially when combined with Shield in order to survive and accumulate rage, or with Smash for a risky, yet powerful boost in knockback. | Thanks to the Monado Arts, Shulk is highly adaptive, and usually has an easier time mixing up his playstyle compared to other characters so long as his Arts are used effectively and in tandem with his powerful air game. Such an example would be constantly switching from Jump and Shield to stall a losing match, or activating different arts while being juggled to affect Shulk's falling speed, and hence mess up an opponent's combo. It also allows him to use [[rage]] effectively, especially when combined with Shield in order to survive and accumulate rage, or with Smash for a risky, yet powerful boost in knockback. | ||
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 | 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 | 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. | ||
However, Shulk has some exploitable weaknesses. Despite being [[buff]]ed in ''Ultimate'', his moveset is still | However, Shulk has some glaringly exploitable weaknesses. Despite his outstanding range, his moveset is sluggish. Despite being [[buff]]ed in ''Ultimate'', his moveset is still slightly sluggish. Aside from his neutral attack, standing grab and Vision, the remainder of his attacks do not hit before frame 9, and majority of his moveset has more than 25 frames of ending lag. Like the aforementioned heavyweights, this means he has to rely on careful reads to land a hit, as a missed attack can easily be capitalized upon. This is made worse by the low shieldstun of his attacks (unless Buster is active), making his attacks inherently unsafe up close and on shield, while still unsafe if spaced against faster characters prevalent in the metagame. Additionally, despite his excellent range, most of Shulk's moves deal more damage with the Monado's blade rather than its beam blade, while several of his strongest combos (such as a landing neutral aerial to a grab or a forward aerial wall of pain) rely on him being extremely close to his opponent/affected by rage to be inescapable, due to his beam blade's lower hitstun. As a result, Shulk is sometimes required to take risks before he can start performing any significant combos. | ||
His sluggish frame data also extends to his aerials. Shulk is the only character who cannot [[auto-cancel]] any of his aerials | His sluggish frame data also extends to his aerials. While he is uniquely the only character who can interrupt the ending lag of his aerials with a jump, air dodge or another air attack, all of Shulk's aerials have disproportionately high ending lag, with neutral aerial in particular having 40 frames of ending lag. In addition, Shulk is the only character who cannot [[auto-cancel]] any of his aerials, forcing him to endure landing lag every time he starts an aerial attack, even from a double jump (with the exception of forward aerial). While Monado Art Landing Lag Canceling can negate this, it is considerably more complicated to perform compared to auto-canceling, making it very difficult and unwieldy to perform consistently. Essentially, this makes every attack very committal, and makes it important for Shulk to space his attacks carefully as he can easily be punished for missing. Additionally, moves such as back aerial or up aerial are unsafe to use upon landing; unlike many other characters' aerials, their hitboxes only appear after a pause, making it possible to land before an attack even comes out while causing Shulk to suffer from landing lag. | ||
His lack of a [[projectile]] and anti-projectile options also makes it difficult to pressure his opponent from a distance, while making it hard for him to approach against projectile users as well. Even pressure on the ground can be hard to escape from, as Shulk has the fifth lowest [[traction]] in the game. This gives him a poor out of shield game without Air Slash, which is punishable when missed. Shulk's special attacks are also flawed in some ways. Back Slash's knockback is exceptionally weak if hitting the opponent's front | Due to his weight and stature, Shulk is an easy target for combos and [[juggle]]s, as his tall height, slow air acceleration, and lack of quick combo breakers (with his fastest aerial, neutral aerial, hitting on frame 13 and beginning behind himself) makes it difficult to break out of combos. His lack of a [[projectile]] and anti-projectile options also makes it difficult to pressure his opponent from a distance, while making it hard for him to approach against projectile users as well. Even pressure on the ground can be hard to escape from, as Shulk has the fifth lowest [[traction]] in the game. This gives him a poor out of shield game without Air Slash, which is punishable when missed. Shulk's special attacks are also flawed in some ways. Back Slash's knockback is exceptionally weak if hitting the opponent's front, has considerable ending lag, and is notorious for its inability to [[edge sweetspot]]. Air Slash provides very little horizontal momentum and does not sweetspot edges immediately unless the second slash is inputted right beside an edge, thus making his recovery predictable, even with Jump. Lastly, Vision's counter window decays upon consecutive use, which discourages frequent usage. | ||
The Monado Arts also have debuffs to compensate for their buffs: if an Art is active, it causes some of his other attributes to drop, weakening some of his abilities. A careful opponent can potentially take advantage of them to gain the upper hand, making his Arts a double-edged sword due to his reliance on them to approach and/or perform combos. Jump makes him | The Monado Arts also have debuffs to compensate for their buffs: if an Art is active, it causes some of his other attributes to drop, weakening some of his abilities. A careful opponent can potentially take advantage of them to gain the upper hand, making his Arts a double-edged sword due to his reliance on them to approach and/or perform combos. Jump makes him very vulnerable to damage, and when combined with his slow moveset, makes it even riskier to whiff a move. Speed lowers his damage output, requiring him to deal more hits for the same amount of damage and reduces his jump force to the point of hindering his vertical mobility. | ||
Shield drastically reduces his mobility and damage output to the point of making his recovery and offensive potential among the worst in the game. When coupled with his worsened mobility, Shield's increased knockback defense also leaves Shulk heavily susceptible to combos and juggling. Buster increases his vulnerability to damage to | Shield drastically reduces his mobility and damage output to the point of making his recovery and offensive potential among the worst in the game. When coupled with his worsened mobility, Shield's increased knockback defense also leaves Shulk heavily susceptible to combos and juggling. Buster increases his vulnerability to damage, albeit not to degree of Jump, while its lower knockback drastically lowers Shulk's KO potential to the point that his smash attacks will not KO until past 150%. Finally, Smash drastically lowers his endurance, hinders his combo game, and makes his attacks the least damaging in the game. | ||
Even having no Arts active is disadvantageous, as Shulk's balanced attributes do not allow him to easily approach or catch up with opponents. Having no Arts active also hinders him offensively: very few of Shulk's moves possess combo potential past low percentages, and all his smash attacks are punishable because of their high ending lag. This forces Shulk to be reliant on edge-guarding and spacing while waiting for an Art to refresh, and requires him to capitalize on the duration of a needed Art to the fullest in order to perform certain techniques (such as combo strings or approaching), compared to other characters who may have the ability to do so at any time. | Even having no Arts active is disadvantageous, as Shulk's balanced attributes do not allow him to easily approach or catch up with opponents. Having no Arts active also hinders him offensively: very few of Shulk's moves possess combo potential past low percentages, and all his smash attacks are punishable because of their high ending lag. This forces Shulk to be reliant on edge-guarding and spacing while waiting for an Art to refresh, and requires him to capitalize on the duration of a needed Art to the fullest in order to perform certain techniques (such as combo strings or approaching), compared to other characters who may have the ability to do so at any time. | ||
Overall, Shulk's optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent | Overall, Shulk's optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent. While his weaknesses are exploitable when fighting head-on, his adaptability allows him to excel when played patiently and while exploiting openings. Regardless, Shulk has an extremely high learning curve because of a combination of sluggish attacks and very demanding techniques, as extensive knowledge of Monado Arts, reads and patient play are each required for him to thrive. Shulk also has a notable player base, and is considered by some of the world's top players to be a high tier character, with a few considering Shulk to be the best character in the game. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Shulk | Shulk was considerably buffed in his transition to ''Ultimate''. His infamously sluggish moveset has been sped up in several ways, most notably from the universal reduction of [[landing lag]] and lag reduction for some of his most commonly used moves, alongside the ability to [[autocancel]] some aerials, a trait he was previously notable for lacking. This eliminates his biggest weakness in ''Smash 4'', as his aerial landings were notoriously punishable. In addition, his KO moves are now stronger, the implementation of canceling a dash with any ground move allows him to approach with his high-ranged tilts, and the addition of pseudo-[[dash dancing]] alleviates his previously low [[traction]] and turnaround time. | ||
Shulk's | Shulk's defining [[Monado Arts]] have also been altered significantly, now performing much like [[Monado Arts|Hyper Monado Arts]] from ''Smash 4''. Their benefits have been boosted: Speed and Buster now grant Shulk true followups and throw combos, Shield allows him to stay grounded even after withstanding [[smash attack]]s at high percents, and Smash now buffs Shulk's KO potential to such an extent that he is capable of KOing extremely early with throws and tilts. Moreover, Shulk retains the ability to switch Monado Arts while in hitstun, which can allow him to disrupt or outright escape true combos and KO setups, mainly by switching to Shield. However, his Monado Arts also last significantly shorter, have much longer recharge times, and their drawbacks have been amplified, making each Art even riskier to use but much more rewarding. | ||
Shulk's nerfs were noticeable however. His previously heavy [[weight]] has been reduced, his very damaging and long-reaching [[neutral attack]] has been significantly toned down, his [[back aerial]] has lost its large early body hitbox, and his [[throws]] are all less damaging except up throw, with [[down throw]] no longer being the strongest in the game. His infamous [[Vision]] had its knockback reduced, making it less effective for KOs at at high percents, and it is no longer [[unblockable]]. The changes to his Monado Arts improve its strengths but also its weaknesses. Lastly, Shulk still has most of his noticeable flaws, such as poor approach, an awful frame data, and poor out of shield options. | |||
As a result, Shulk's playstyle revolves less around taking advantage of Monado Arts at all times, and he now depends on using his improved kit to make use of his stronger, shorter-lasting Monado Art abilities. Despite his continued issues with frame data, and the changes that his playstyle has received and the loss of many advanced techniques, Shulk’s results in Ultimate’s competitive scene are much stronger than in ''Smash 4'' due to the benefits he gained from engine changes and his own buffs. This has resulted in him having relatively low, but strong representation from players such as {{Sm|Nicko}} and {{Sm|Salem}}. This has led to the perception of Shulk by the community to be that of a high tier character instead of the low-mid tier he was in ''Smash 4'', with some pro players even arguing he has top tier potential. Conversely, some players have began doubting how much "potential" Shulk truly has, as he lacks significant tournament results and representation of other high tiers. However, as of recent, his tournament results have started to reflect that of a high and top tier character, with {{Sm|Kome}} placing 1st at Sumabato SP 10 and 2nd at EVO Japan 2020. Overall, it's clear he is significantly stronger than he was in ''Smash 4,'' but whether all these changes are enough to place him as a high or top tier is still up to debate. | |||
As a result | |||
{{SSB4 to SSBU changelist|char=Shulk}} | {{SSB4 to SSBU changelist|char=Shulk}} | ||
==Update history== | ==Update history== | ||
Shulk | Shulk's changes via patch updates have been mostly buffs and glitch fixes. One of his most notable buffs are to his already good range. Jab 2, floor attack, and edge attack all have more range. Up smash connects better, forward aerial autocancels earlier, and up aerial now grabs ledges after the move. In 8.0.0, he received a shadow buff that was not mentioned in the official patch notes, where he received frame 1 invulnerability on his Vision counterattack. Later, in 9.0.0, the knockback he receives during Shield Art and the knockback he gives with Vision were both increased, making them more similar to their ''Smash 4'' counterparts. The first hit of his up smash also received extra hitstun, allowing it to connect even better. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{UpdateList (SSBU)/4.0.0|char=Shulk}} | {{UpdateList (SSBU)/4.0.0|char=Shulk}} | ||
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|9.0.0}}''' | ||
{{UpdateList (SSBU)/9.0.0|char=Shulk}} | {{UpdateList (SSBU)/9.0.0|char=Shulk}} | ||
==Moveset== | ==Moveset== | ||
*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. | ||
''For a gallery of Shulk's hitboxes, see [[Shulk (SSBU)/Hitboxes|here]].'' | ''For a gallery of Shulk's hitboxes, see [[Shulk (SSBU)/Hitboxes|here]].'' | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralname= | |neutralname= | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=5% (clean), 4. | |neutral3dmg=5% (clean), 4.1% (late) | ||
|neutraldesc=A jab, followed by a roundhouse kick | |neutraldesc=A jab, followed by a full roundhouse kick then an upward slash. It now connects consistently compared to the version in ''Smash 4'', and the first two hits can now [[jab reset]], though its slim hitbox makes this difficult on most prone characters. It also has very low range compared to his other moves, but is very fast in comparison (frame 5). Its second hit loosely resembles Dive Sobat, one of Reyn's Physical Arts, albeit being an inward kick instead of outwards. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13.5% | |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 {{SSBU|Final Destination}}, its blade hitbox KOs at roughly 97%. It also deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves, its narrow hitbox allows smaller characters to crouch under it | |ftiltdesc=An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack. While near the edge of {{SSBU|Final Destination}}, its blade hitbox KOs at roughly 97%. It also deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves, while its narrow hitbox allows smaller characters to crouch under it. It is based on one of Shulk's basic Auto Attacks. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% ( | |utiltdmg=10% (blade), 9% (beam) | ||
|utiltdesc=An overhead arcing slash. It | |utiltdesc=An overhead arcing slash. It wide hitbox and sheer range make it a useful move overall, since it can almost reach the top platform of {{SSBU|Battlefield}} and function as an anti-air attack, limit edge get-up options, pressure shields, or trap landings. With Buster active, it is a useful damage racking option from under platforms. Without Arts, it can also function as a situational KOing option thanks to its high knockback growth: it can KO grounded opponents at 160% without rage, and functions as one of Shulk's strongest KO moves with the Smash Art, KOing within the 105% range. However, it only hits in front of Shulk at its beginning, and has moderate start-up and ending lag. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=9.5% | |dtiltdmg=9.5% (blade), 7.5% (beam) | ||
|dtiltdesc=A kneeling inward slash. Moderately slow for a tilt attack, but it has good range and the lowest amount of ending lag out of his | |dtiltdesc=A kneeling inward slash. Moderately slow for a tilt attack, but it has good range and the lowest amount of ending lag out of his entire moveset. As a result, it is a good combo starter while Jump, Speed, or Buster are active. Unlike the version in ''Smash 4'', the hitbox now covers the end of the beam blade. When spaced correctly, it is also able to hit edge-hanging opponents once their invincibility ends. | ||
|dashname= | |dashname= | ||
|dashdmg=12.5% | |dashdmg=11% (beam),12.5% (blade) | ||
|dashdesc= | |dashdesc=A braking inward slash. Somewhat short-ranged but can connect easily. 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 around 160%. However, it has high ending lag (28 frames). With the Speed Art, it becomes a more effective burst option with more horizontal range thanks to Shulk lunging further forward, but the Shield Art instead reduces his burst range during the move. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}} | |fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}} (hit 2 blade), {{ChargedSmashDmgSSBU|11.5}} (hit 2 beam) | ||
|fsmashdesc=A | |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 one of the longest ranged non-projectile forward smashes in the game; 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, as it can deplete half a shield. While near the edge of Final Destination, the non-angled blade/beam KOs at 74%/86%. However, the first hit's low [[priority]] makes it easily canceled by weak attacks, while the move's high ending lag (44 frames) makes it completely unsafe on shield. As a result, it is best used as a punishment option, or a high-risk high-reward mixup against approaching opponents. It is based on Slit Edge, one of Shulk's Physical Arts. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|13.5}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|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. 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 at around 109%. The move has considerable start-up (hits on frame 18) and ending lag (37 frames), making it punishable. | |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. 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 at around 109%. The move has considerable start-up (hits on frame 18) and ending lag (37 frames), making it punishable. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|14}} | |dsmashdmg=Hit 1:{{ChargedSmashDmgSSBU|14}} (blade), {{ChargedSmashDmgSSBU|11}} (beam) <br/>Hit 2: {{ChargedSmashDmgSSBU|12}} (blade), {{ChargedSmashDmgSSBU|10}} (beam) <br/>Hit 3: {{ChargedSmashDmgSSBU|10}} (blade), {{ChargedSmashDmgSSBU|8}} (beam) <br/>Hit 4: {{ChargedSmashDmgSSBU|8}} (blade), {{ChargedSmashDmgSSBU|6}} (beam) <br/>Hit 5: {{ChargedSmashDmgSSBU|6}} (blade), {{ChargedSmashDmgSSBU|4}} (beam) | ||
|dsmashdesc=A | |dsmashdesc=A crouching spinning slash with the Monado, with Shulk spinning in a full circle thrice. 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 near the edge at 78%/85% (blade/beam). 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. It is usually impossible to connect more than one hit together unless Buster is active, in which case it will break full shields 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={{ShortHopDmgSSBU|8.5}} | |nairdmg={{ShortHopDmgSSBU|8.5}} (blade), {{ShortHopDmgSSBU|7.5}} (beam) | ||
|nairdesc=A circular slash around himself. It is one of Shulk's most useful [[approach]] options, thanks to its wide range, full 360 degree coverage, low landing lag (6 frames) and long duration. Unlike | |nairdesc=A circular slash around himself. It is one of Shulk's most useful [[approach]] options, thanks to its wide range, full 360 degree coverage, low landing lag (6 frames) and long duration. Unlike the ''Smash 4'' version, the hitboxes now match the trail until the end where the Monado retracts its beam blade. 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, the later frames being able to punish [[air dodge]]s, and the final frames having approach-deterring utility. Overall, it is one of Shulk's defining moves, as it can start combos while Jump, Speed or Buster are active, which can lead into a grab, neutral attack, forward tilt, up tilt, aerials or [[Air Slash]]. It can also neutralize weak projectiles, such as those from {{SSBU|Toon Link}} or {{SSBU|Diddy Kong}}. However, its long-lasting hitbox and very high ending lag (46 frames) make it a very unsafe move to use off-stage when [[fast falling]], as Shulk will be in serious danger of [[self-destruct]]ing. | ||
| | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|8}} (blade), {{ShortHopDmgSSBU|6.5}} (beam) | |||
|fairdesc=A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames) and low landing lag (10 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, as it can easily cover their options (in Jump) or KO them outright while offstage at percents as low as 50% (with Smash). In Jump/Speed/Buster, it can allow Shulk to perform a [[wall of pain]] ending with Air Slash; this is a damage/KO combo at certain percentages, which has been dubbed the "Fair Slash" by players. | |fairdesc=A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames) and low landing lag (10 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, as it can easily cover their options (in Jump) or KO them outright while offstage at percents as low as 50% (with Smash). In Jump/Speed/Buster, it can allow Shulk to perform a [[wall of pain]] ending with Air Slash; this is a damage/KO combo at certain percentages, which has been dubbed the "Fair Slash" combo by players. | ||
|bairname=Behind Thrust | |bairname=Behind Thrust | ||
|bairdmg={{ShortHopDmgSSBU|12.5}} (blade), {{ShortHopDmgSSBU|8.5}} (beam) | |||
|bairdesc=A delayed reverse gripped thrust. The Monado's blade deals respectable damage with high knockback growth, making it a powerful KO move; it KOs at the edge at roughly 94%/137% (blade/beam) without Arts, and 65%/85% in Smash which makes it the second most powerful back | |bairdesc=A delayed reverse gripped thrust. The Monado's blade deals respectable damage with high knockback growth, making it a powerful KO move; it KOs at the edge at roughly 94%/137% (blade/beam) without Arts, and 65%/85% in Smash which makes it the second most powerful back air, only doing less than Zelda's. It has lost its initial blade hitbox near Shulk's body from ''Smash 4'', but is no longer as punishable due to its reduced landing lag (11 frames). Hence, it is a useful spacing tool due to its high horizontal range, but only if spaced spaced correctly or alongside Jump/Speed's aerial drift. However, it has slow start-up (19 frames) and a narrow, brief hitbox, making it very difficult to time; a few consistent methods are to perform it at the peak of short hop before fast falling without Arts, or immediately out of a short hop in the Speed Art. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|5.5}} (hit 1), {{ShortHopDmgSSBU|10.5}} | |uairdmg={{ShortHopDmgSSBU|5.5}} (hit 1), {{ShortHopDmgSSBU|10.5}} (hit 2 blade), {{ShortHopDmgSSBU|8}} (hit 2 beam) | ||
|uairdesc=An upward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade leads into the second hit from its beam blade. It has tremendous vertical range that is capable of reaching through the main platform of [[Town and City]]; however, it has very minimal horizontal range and each hit only lasts | |uairdesc=An upward thrust, which causes the Monado to reveal its beam blade. Like his forward and up smashes, the first hit from the Monado's blade leads into the second hit from its beam blade. It has tremendous vertical range that is capable of reaching through the main platform of [[Town and City]]; 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. It is one of the most damaging up aerials in the game if both hits connect (sweetspot only); coupled with its second hit's high knockback growth, it is a fearsome (albeit difficult to land) KO option near the upper [[blast line]]. It also has the second lowest landing lag out of Shulk's aerials (9 frames), giving it some spammability if under a platform. If the second hit of an up aerial lands, Shulk can land, switch into another Art, and combo into another up aerial; this is a KO confirm known as the "Monado Cyclone" that can work at a wide percent range with the right Arts active, though it is quite difficult to set up. Except for the Buster Art, if the second hit is sweetspotted, it's the strongest up aerial in the game, KOing slighly earlier than Zelda's. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|7.5}} (hit 1 | |dairdmg={{ShortHopDmgSSBU|7.5}} (hit 1 blade), {{ShortHopDmgSSBU|6}} (hit 1 beam), {{ShortHopDmgSSBU|11.5}} (hit 2 blade), {{ShortHopDmgSSBU|10.5}} (hit 2 beam) | ||
|dairdesc=A downward thrust, which causes the Monado to reveal its beam blade. | |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 leads into the second hit from its beam blade. The second hit [[meteor smash]]es if the blade hitbox connects. 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. However, it has excellent range and high knockback, making it a decent edge-guarding option, as it can stage spike edge-hanging opponents, reach distant offstage opponents, or even KO outright at the edge starting from 108%. The first hit can also drag opponents offstage for a meteor smash if they are standing right next to a ledge. It has high landing lag (14 frames), making it punishable if missed. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his left arm. | |grabdesc=Reaches out with his left arm. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=Hits the opponent with the Monado's pommel. | |pummeldesc=Hits the opponent with the Monado's pommel. It is moderately fast and has middling damage for a pummel, but it becomes the strongest pummel in the game (in terms of damage-per-hit) with Buster active, as it will deal 1.8%. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 5% (throw) | |fthrowdmg=3% (hit 1), 5% (throw) | ||
|fthrowdesc=An upward | |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. With the Smash Art active, it is a powerful KOing option, doing so at about 110% at the edge of Final Destination. 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), 6% (throw) | |bthrowdmg=3% (hit 1), 6% (throw) | ||
|bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. Shulk's most damaging throw and causes the opponent to suffer back-facing knockback, which allows it to be used as a set-up for [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game, as it KOs around 90%, surpassing {{SSBU|Ness}}' back throw. | |bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. Shulk's most damaging throw and causes the opponent to suffer 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 90%, surpassing {{SSBU|Ness}}'s back throw. | ||
|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 is mostly used for aerial mixups since it cannot true combo into most attacks: at low percentages and/or with Buster active, it can lead into up tilt or [[Air Slash]], or a ground attack if the opponent [[air dodge]]s. With Jump active, it can lead into a neutral aerial or forward aerial, the latter of which requires the opponent to DI away. At high percentages, it can act as a set-up into the " | |uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It is mostly used for aerial mixups since it cannot true combo into most attacks: at low percentages and/or with Buster active, it can lead into up tilt or [[Air Slash]], or a ground attack if the opponent [[air dodge]]s. With Jump active, it can lead into a neutral aerial or forward aerial, the latter of which requires the opponent to DI away. At high percentages, it can act as a set-up into the "Monado Purge" combo, which is an up throw to up aerial, though this is extremely situational since opponents can air dodge out of it in any direction. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), | |dthrowdmg=3% (hit 1), 4% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and | |dthrowdesc=Pins the opponent to the ground and thrusts the Monado into them via a jumping stab. With no Arts active or any Art active aside from Buster, it lacks combo or KO potential because of its throw hitbox's base knockback and very low damage output. However, it is an excellent combo throw with Buster active, as it can follow up with down tilt or forward tilt at low to mid percents, forward smash, forward aerial or Air Slash at mid percents, and even start a KO combo into Air Slash or other attacks if Buster is buffer-canceled during the throw's animation. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|floortdesc=Slashes around himself while getting up. | |floortdesc=Slashes around himself while getting up. | ||
|edgename= | |edgename= | ||
|edgedmg= | |edgedmg=7% | ||
|edgedesc=Performs an inward slash while climbing up. | |edgedesc=Performs an inward slash while climbing up. | ||
|nsname=Monado Arts | |nsname=Monado Arts | ||
|nsdmg=Jump: 6s duration, 18s cooldown <br/>Speed: 8s duration, 16s cooldown <br/>Shield: 6s duration, 16s cooldown <br/>Buster: 10s duration, 14s cooldown <br/>Smash: 8s duration, 16s cooldown | |nsdmg=Jump: 6s duration, 18s cooldown <br/>Speed: 8s duration, 16s cooldown <br/>Shield: 6s duration, 16s cooldown <br/>Buster: 10s duration, 14s cooldown <br/>Smash: 8s duration, 16s cooldown | ||
|nsdesc= | |nsdesc=Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art significantly enhances particular attributes at the cost of significantly hindering others, and all last for varying durations unless manually canceled. A wheel can be used by holding the Special button, selecting an Art, and then releasing the Special button, which instantly activates an Art even while in hitstun; alternatively, the special button can be pressed once to cycle through each Art manually, and pressed thrice to cancel a current Art. Each Art has varied cooldown times and durations. 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 [[advanced technique]]s, including the [[Monado Arts#Monado Art Landing Lag Canceling|Monado Art Landing Lag Cancel]] and [[Dial Storage]]. | ||
|ssname=Back Slash | |ssname=Back Slash | ||
|ssdmg=10% | |ssdmg=10% (blade), 9% (beam), 16% (back hit blade), 14% (back hit beam) | ||
|ssdesc= | |ssdesc=A leaping downward slash, with Shulk occasionally yelling “Back Slash!” during the move. The Monado's blade beam glows red during the move, referencing Physical Arts in his home game. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. The distance of the leap can be adjusted by holding left or right during the leap. True to its name, it deals more damage and has higher knockback if it hits the opponent's back: the blade/beam hitbox will KO at around 74%/88% at the edge. Conversely, the front hitbox is incapable of KOing until excessively high percents, unless in the Smash Art. It has recovery potential since it snaps to the ledge if started at a height slightly higher than the top platform of Battlefield, though it is risky since the move cannot be canceled. | ||
|usname=Air Slash | |usname=Air Slash | ||
|usdmg=6% (hit 1 early), 5% (hit 1 late), 5.5% (hit 2) | |usdmg=6% (hit 1 early), 5% (hit 1 late), 5.5% (hit 2) | ||
|usdesc= | |usdesc=A jumping upward slash, similar to [[Dolphin Slash]], with Shulk occasionally yelling “Air Slash!”. The Monado's blade beam glows pink during the move, referencing Break Arts in his home game. It is a [[natural combo]]: its first hit has set knockback, while pressing the attack button again 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]]; its second hit KOs approximately at 106% near an edge. The Jump Art increases vertical distance gained by the first slash. However, the Jump Art can cause the natural combo to whiff due to the additional vertical distance. The first slash will automatically snap to ledges during its ending frames. | ||
|dsname=Vision | |dsname=Vision | ||
|dsdmg= | |dsdmg=10% (normal minimum), 13% (forward-held minimum) | ||
|dsdesc= | |dsdesc=A [[counterattack]] involving Shulk using the Monado to foresee an attack. If he is hit, Shulk retaliates with a slow, powerful, and long-ranged slash that launches opponents forward. Alternatively, holding forward while counterattacking on the ground causes a fast dashing slash that deals more damage and knockback growth in addition to launching opponents backward, but its speed and Shulk's momentum can cause it to occasionally miss its target. Previously one of the strongest counters in ''Smash 4'', its knockback scaling has remained similar and it is nearly as strong as it was, but it has lost its [[unblockable]] properties. Monado Arts can affect the KO potential of the counterattack. As a downside, Vision loses counter frames if repeatedly used over a short period of time, making it and [[Witch Time]] the only counterattacks that lose effectiveness if spammed. Counter frames are regained over time or once Shulk is KO'd. The counterattack resembles Stream Edge, one of Shulk's Physical Arts. | ||
|fsname=Chain Attack | |fsname=Chain Attack | ||
|fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13 | |fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14) | ||
|fsdesc= | |fsdesc=Traps opponents in a bright ball of light. If it hits, Shulk summons [[Dunban]], [[Riki]], and [[Fiora]] 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. 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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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Holds his right hand out and says while shaking his head, "Now it's Shulk time!" ({{ja| | *'''Up taunt''': Holds his right hand out and says while shaking his head, "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 of 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. | ||
*'''Side taunt''': Grips the Monado's handle with his right hand while triumphantly pumping his left fist and announcing "I'm really feeling it!" ({{ja| | *'''Side taunt''': 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. | ||
*'''Down taunt''': Grips the Monado with both hands, activates it | *'''Down taunt''': 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 {{b|Blaster|disambiguation}}, [[Bow and Arrows]], and [[Palutena Bow]]. This is one of the lines Shulk may announce when he uses his "Activate Monado" Talent Art in ''Xenoblade Chronicles''. | ||
<gallery> | <gallery> | ||
SSBUShulkTaunt1.gif|Shulk's up taunt. | SSBUShulkTaunt1.gif|Shulk's up taunt. | ||
Line 251: | Line 200: | ||
*Tenses and quickly looks behind himself, then in front of himself before easing up. | *Tenses and quickly looks behind himself, then in front of himself before easing up. | ||
<gallery> | <gallery> | ||
SSBUShulkIdle1.gif|Shulk's first idle pose | SSBUShulkIdle1.gif|Shulk's first idle pose | ||
SSBUShulkIdle2.gif|Shulk's second idle pose | SSBUShulkIdle2.gif|Shulk's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Raises the Monado, activates it, and swings it in an outward, downward arc. He then deactivates it and places it on his back, saying either "I got through that pretty good!" ({{ja|よかった、これで解決ですね。|Yokatta, kore de kaiketsu desu ne.}}, ''All good, it's been quite resolved.'') or "This is a good result!" ({{ja| | *'''Left:''' Raises the Monado, activates it, and swings it in an outward, downward arc. He then deactivates it and places it on his back, saying either "I got through that pretty good!" ({{ja|よかった、これで解決ですね。|Yokatta, kore de kaiketsu desu ne.}}, ''All good, it's been quite resolved.'') or "This is a good result!" ({{ja|結構よい仕上がりだね?|Kekkō yoi shiagari da ne?}}, ''It was a splendid completion, huh?''). | ||
*'''Up:''' Swings the Monado twice while it is active (the first swing is inward with both hands, and the second is an outward swing with his right arm). Then he holds it level to his head (horizontally lengthwise) as it deactivates, saying either "The future is ours to decide." ({{ja|みんなの気持ちが伝わってきたよ!|Minna no kimochi ga tsutawatte kita yo!}}, ''Everyone's feelings have been coming through!'') or "I've got a good rhythm going!" ({{ja|ほんと、いい流れがつくれているよ!|Honto, ī nagare ga tsukurete iru yo!}}, ''For real, this makes it a good flow!''). | *'''Up:''' Swings the Monado twice while it is active (the first swing is inward with both hands, and the second is an outward swing with his right arm). Then he holds it level to his head (horizontally lengthwise) as it deactivates, saying either "The future is ours to decide." ({{ja|みんなの気持ちが伝わってきたよ!|Minna no kimochi ga tsutawatte kita yo!}}, ''Everyone's feelings have been coming through!'') or "I've got a good rhythm going!" ({{ja|ほんと、いい流れがつくれているよ!|Honto, ī nagare ga tsukurete iru yo!}}, ''For real, this makes it a good flow!''). | ||
*'''Right:''' Bows down with the Monado held lengthwise, with the Monado activating before Shulk holds it in a reverse grip, saying either "I can feel the power!" ({{ja| | *'''Right:''' Bows down with the Monado held lengthwise, with the Monado activating before Shulk holds it in a reverse grip, saying either "I can feel the power!" ({{ja|うん、力を感じる。|Un, ryoku wo kanjiru.}}, ''Hmm, I feel the power.'') or "I can change the future." ({{ja|未来は…変えられるんだ!|Mirai wa… kae rarerun da!}}, ''The future… I can change it!''). | ||
[[File:XenobladeSeriesVictoryThemeUltimate.ogg|thumb|The second half of the riff of {{SSBUMusicLink|Xenoblade|You Will Know Our Names}}, the battle theme used in ''Xenoblade Chronicles'' when fighting a unique monster, slightly sped up.]] | [[File:XenobladeSeriesVictoryThemeUltimate.ogg|thumb|The second half of the riff of {{SSBUMusicLink|Xenoblade|You Will Know Our Names}}, the battle theme used in ''Xenoblade Chronicles'' when fighting a unique monster, slightly sped up.]] | ||
<gallery> | <gallery> | ||
Line 303: | Line 215: | ||
</gallery> | </gallery> | ||
==In [[ | ==In competitive play== | ||
=== | Early in ''Ultimate''{{'}}s lifespan, many pro players placed Shulk as a high tier or even occasionally a top tier character in their own tier lists; however, Shulk lacked the strong results and representation of many other high tiers and top tiers at the time. Part of this could be attributed to his high learning curve and usage of advanced techniques such as [[Dial Storage]], resulting in fewer players using the character. As such, Shulk remained a rare yet dangerous character in the early meta. Shulk players have gradually seen more success, with Kome placing 2nd at {{Trn|EVO Japan 2020}} and Nicko winning {{Trn|Play With Heart}} and placing 2nd at {{Trn|Port Priority 5}}. Due to these results, Shulk now has the some of the best results out of any sword wielding character in the game along with {{SSBU|Roy}} and {{SSBU|Lucina}}, with some considering him as the best swordfighter in the game. Players often cite his large disjoints and usage of Monado Arts to escape combos or kill confirms as some of the character's best strengths. Overall opinion on Shulk's placement in the game's tier list has been slowly shifting into unanimous high tier or top tier status, and {{Sm|ESAM}} thinks the character is top 5 while {{Sm|Marss}} thinks the character is top 3. | ||
<!-- | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
====Active==== | |||
*{{Sm| | *{{Sm|Carls493|USA}} - One of the best Shulk players in the United States. Placed 7th at {{Trn|Class Change Monk}}, 9th at both {{Trn|2GG: Grand Tour - Ohio}} and {{Trn|2GG: Run it Back}}, and 17th at {{Trn|COST 2019}}. Ranked 3rd on the [[Columbus Power Rankings#Super Smash Bros. Ultimate|Columbus Ultimate Power Rankings]] and formerly 12th on the [[Ohio Power Rankings#Super Smash Bros. Ultimate|Ohio Ultimate Power Rankings]]. Has wins on {{Sm|colinies}}, {{Sm|Katakiri}}, {{Sm|Komota}}, and {{Sm|Perkinips}}. | ||
*{{Sm| | *{{Sm|Catalyst|Canada}} - The best Shulk player in Canada. Placed 4th at {{Trn|Kings of Hali 4}} and 65th at {{Trn|Super Smash Con 2019}}. Ranked 2nd on the [[New Brunswick Power Rankings]]. | ||
*{{Sm|Kome|Japan}} - The best Shulk player | *{{Sm|Darkshad|USA}} - One of the best Shulk players in the world. Placed 2nd at {{Trn|Holiday Heist 4: Ultimate Edition}}, 4th at {{Trn|COST 2019}}, 5th at {{Trn|2GG: Run it Back}}, 17th at {{Trn|Full Bloom 5}}, and 49th at {{Trn|Smash 'N' Splash 5}}. Has a win over {{Sm|Kome}}. | ||
*{{Sm|Nicko|USA}} - The best Shulk player in | *{{Sm|DoubleA|Japan}} - One of the best Shulk players in Japan. Placed 5th at {{Trn|Sumabato SP 8}}, 9th at {{Trn|EGS Cup 2}}, 17th at {{Trn|Sumabato SP 2}}, 25th at {{Trn|Sumabato SP 6}}, and 49th at {{Trn|Umebura Japan Major 2019}}. | ||
*{{Sm| | *{{Sm|FuerzaDON|Mexico}} - The best Shulk player in Mexico. Placed 9th at both {{Trn|Ragnarok}} and {{Trn|WeTecThose 9}}, and 33rd at {{Trn|Smash Factor 8}}. | ||
*{{Sm|Hoshizora|Japan}} - Placed 2nd at {{Trn|Maesuma TOP 3}}, 7th at {{Trn|Sumabato SP 14}}, and 25th at {{Trn|Sumabato SP 4}}. Has wins over {{Sm|Lunamado}}, {{Sm|tatsutsuyo}}, and {{Sm|Nagare}}. | |||
*{{Sm|Kome|Japan}} (#25) - The best Shulk player in the world. Placed 1st at {{Trn|Sumabato SP 10}}, 2nd at {{Trn|EVO Japan 2020}} and {{Trn|Maesuma TOP 4}}, 3rd at {{Trn|2GG: SwitchFest 2019}}, 9th at {{Trn|Umebura SP 2}}, 13th at {{Trn|2GG: Kongo Saga}}, and 25th at both {{Trn|Sumabato SP}} and {{Trn|Sumabato SP 4}}. Has wins on {{Sm|Marss}}, {{Sm|Zackray}}, {{Sm| Maister}},{{Sm|Paseriman}}, {{Sm|Shuton}}, {{Sm|Raito}}, {{Sm|WaDi}}, {{Sm|ProtoBanham}} and {{Sm|Suarez}}. | |||
*{{Sm|Nicko|USA}} (#36) - The best Shulk player in the United States and one of the best in the world. Placed 1st at {{Trn|Play With Heart}}, 2nd at {{Trn|Port Priority 5}}, 9th at {{Trn|SoCal Chronicles}}, 17th at {{Trn|Collision 2019}}, and 65th at both {{Trn|GENESIS 6}} and {{Trn|EVO 2019}}. Has wins on {{Sm|Dabuz}}, {{Sm|Rivers}}, {{Sm|Pandarian}}, and {{Sm|Big D}}. | |||
*{{Sm|RobbieAK47|England}} - One of the best Shulk players in Europe. Placed 25th at {{Trn|VCA 2019}} with a win over {{Sm|Greil}}. Also has 3rd at {{Trn|Bob-omb Battlefield}}, 5th at {{Trn|Eastern Front 4}}, and 13th at {{Trn|Manchester Conquest 4}}. | |||
*{{Sm|Salem|USA}} (#30) - One of the best Shulk players in the world. While he primarily co-mains {{SSBU|Snake}} and {{SSBU|Hero}}, he occasionally uses him as a counterpick. Placed 7th at {{Trn|MomoCon 2019}} using Shulk as a secondary, 13th at {{Trn|CEO 2019}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|GENESIS 7}} using mainly Shulk. Defeated {{Sm|Dabuz}}, {{Sm|Umeki}}, {{Sm|ZekeTRP}}, and {{Sm|king_chris}} using the character. | |||
*{{Sm|Shuton|Japan}} (#13) - Uses Shulk as a secondary to {{SSBU|Olimar}}. Placed 1st at {{Trn|Umebura SP 5}} and 2nd at {{Trn|Little Big House 5}} with wins over {{Sm|Choco}} and {{Sm|Zinoto}}. | |||
*{{Sm|Sirknight|France}} - One of the best Shulk players in Europe. Placed 5th at {{Trn|European SEL Clash}}, and 9th at both {{Trn|4 Seasons Tournament: Winter 2020}} and {{Trn|Salty Arena Cup Ultimate 5}}. Has wins on {{Sm|Meru}}, {{Sm|Otakuni}}, {{Sm|Enki}}, {{Sm|Maeda}}, and {{Sm|Dia}}. | |||
*{{Sm|SoulArts|USA}} - One of the best Shulk players in the Northeast. Placed 25th at {{Trn|Collision 2019}} and 49th at {{Trn|Pound 2019}}. | |||
*{{Sm|Tru4|Germany}} - The best Shulk player in Germany and the best in Europe overall. Placed 1st at {{Trn|DoKomi 2019}} and 4th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|Calyptus Cup Fusion}}, having defeated {{Sm|WaDi}}, {{Sm|Puppeh}}, {{Sm|Meru}}, and {{Sm|Purple~H}}. | |||
*{{Sm|Uncivil ninja|USA}} - The best Shulk player in Florida. Placed 17th at {{Trn|Come to Papa 3}}, 25th at {{Trn|Ultimate Gamer Miami}}, and 49th at {{Trn|MomoCon 2019}}. Has wins on {{Sm|Myran}}. | |||
=={{SSBU|Classic Mode}}: Witness the Monado's Power== | =={{SSBU|Classic Mode}}: Witness the Monado's Power== | ||
[[File:SSBU Congratulations Shulk.png|thumb|Shulk's congratulations screen.]] | [[File:SSBU Congratulations Shulk.png|thumb|Shulk's congratulations screen.]] | ||
Each of the opponents represent one of Shulk's [[Monado Arts]] and are fought in the cycling order of each art in ''Super Smash Bros. 4''. The penultimate battle against Mega Man, continuing the theme, represents Monado Enchant from ''Xenoblade Chronicles'' (represented by the kanji for "Machine"), which shares the Monado's ability to damage Mechon armor with his party. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Space Armada}}''||Represents Shulk's Jump art. | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Windy Hill - Zone 1}}''||Represents Shulk's Speed art. | ||
|- | |- | ||
|3||Giant {{ | |3||Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Crocodile Cacophony}}''||Represents Shulk's Shield art. | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Cloud}} {{Head|Cloud|g=SSBU|s=20px}}||[[Midgar]]||''{{SSBUMusicLink|Final Fantasy|Let the Battles Begin!}}''||Represents Shulk's Buster art. | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Little Mac}} {{Head|Little Mac|g=SSBU|s=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|Punch-Out!!|World Circuit Theme}}''|| Represents Shulk's Smash art. | ||
|- | |- | ||
|6||{{ | |6||{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px}}||[[Wily Castle]]||''{{SSBUMusicLink|Mega Man|Metal Man Stage}}''|| Represents Shulk's Enchant art. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
Line 351: | Line 268: | ||
Shulk was among the fighters that were summoned to fight the army of [[Master Hand]]s. | Shulk was among the fighters that were summoned to fight the army of [[Master Hand]]s. | ||
After the Master Hands begin turning into energy for [[Galeem]] to absorb, Shulk experiences a [[vision]] of the future, where all of the fighters are annihilated and the universe engulfed in light. Shulk turns back attempting to warn everyone, but remains speechless. Unfortunately, his vision comes true when Galeem unleashes a shower of light that vaporizes Shulk off-screen and imprisons him with the rest of the fighters except for {{SSBU|Kirby}}. | |||
In the mode proper, he can be found right over a cliff that leads to a waterfall. The area Shulk can be found at is rocky and grassy with many water features, reminiscent to the appearance of [[Gaur Plain]]. | In the mode proper, he can be found right over a cliff that leads to a waterfall. The area Shulk can be found at is rocky and grassy with many water features, reminiscent to the appearance of [[Gaur Plain]]. The [[List of spirits (Fire Emblem series)|Camilla]] spirit must be defeated right before he can be challenged. | ||
{{clrl}} | {{clrl}} | ||
Line 359: | Line 276: | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|57 | | 57 | ||
|[[File:Shulk SSBU.png|center|108x108px]] | | [[File:Shulk SSBU.png|center|108x108px]] | ||
|Shulk | | {{SSBU|Shulk}} | ||
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center> | | {{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center> | ||
|8,200 | | 8,200 | ||
|[[Gaur Plain]] ([[Ω form]]) | | [[Gaur Plain]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}'' | | ''{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Shulk's | Shulk's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Shulk in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Shulk Spirit.png|951. '''''Shulk''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 405: | Line 323: | ||
|- | |- | ||
|253 | |253 | ||
|{{ | |[[File:Beedle Spirit.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Beedle}}Beedle | ||
|''The Legend of Zelda series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Trunks}}<br>•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Brown}} | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Trunks}}<br>•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Brown}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
Line 416: | Line 335: | ||
|- | |- | ||
|915 | |915 | ||
|{{ | |[[File:Protoman exe Spirit.png|center|64x64px]] | ||
|''Mega Man Battle Network'' | |{{anchor|ProtoMan.EXE}}ProtoMan.EXE | ||
|''Mega Man Battle Network series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Lavender}} | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Lavender}} | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
Line 426: | Line 346: | ||
|{{SSBUMusicLink|Mega Man|Zero (Theme of ZERO (from Mega Man X))}} | |{{SSBUMusicLink|Mega Man|Zero (Theme of ZERO (from Mega Man X))}} | ||
|- | |- | ||
| | |966 | ||
|{{ | |[[File:Rexspirit.png|center|64x64px]] | ||
|{{anchor|Rex}}[[Rex]] | |||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}} | |||
|{{SpiritType|Shield}} | |||
|9,900 | |||
|[[Kongo Falls]] ([[Ω form]]) | |[[Kongo Falls]] ([[Ω form]]) | ||
|•Hazard: Lava Floor | |•Hazard: Lava Floor | ||
|•The floor is lava<br>•[[Stamina battle]]<br>•The enemy starts the battle with a [[Fire Bar]] | |•The floor is lava<br>•[[Stamina battle]]<br>•The enemy starts the battle with a [[Fire Bar]] | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}} | |{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}} | ||
|- | |- | ||
|1,148 | |1,148 | ||
|{{ | |[[File:Satoru.png|center|64x64px]] | ||
|''Trade & Battle: Card Hero'' | |{{anchor|Satoru}}Satoru | ||
|''Trade & Battle: Card Hero series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Brown}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Meta}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Brown}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Meta}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Black}} | ||
|{{SpiritType|Grab}} | |{{SpiritType|Grab}} | ||
Line 451: | Line 368: | ||
|•Move Speed ↓ | |•Move Speed ↓ | ||
|•Defeat the main fighter to win<br>•The enemy's melee weapons have increased power<br>•Reinforcements will appear during the battle | |•Defeat the main fighter to win<br>•The enemy's melee weapons have increased power<br>•Reinforcements will appear during the battle | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Worthy Rival Battle}} | ||
|- | |- | ||
|1,158 | |1,158 | ||
|{{ | |[[File:Ryota Hayami Spirit.png|center|64x64px]] | ||
|''Wave | |{{anchor|Ryota Hayami}}Ryota Hayami | ||
|''Wave Racing series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Orange}} | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Orange}} | ||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
Line 462: | Line 380: | ||
|•Slippery Stage<br>•Buoyancy Reduced | |•Slippery Stage<br>•Buoyancy Reduced | ||
|•You can't swim<br>•The stage's platforms are very slippery | |•You can't swim<br>•The stage's platforms are very slippery | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Wii Sports Resort}} | ||
|- | |- | ||
|1,165 | |1,165 | ||
|{{ | |[[File:Spirits isa jo.png|center|64x64px]] | ||
|''Sin & Punishment'' | |{{anchor|Isa Jo}}Isa Jo | ||
|''Sin & Punishment series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Bomb Drop|2]], Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1) | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Cannon Jump Kick|2]][[Bomb Drop|2]], Saki Amamiya Wig, Saki Amamiya Outfit, Normal Voice Type 1) | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
Line 476: | Line 395: | ||
|- | |- | ||
|1,221 | |1,221 | ||
|{{ | |[[File:Satoru Amatsubo Spirit.png|center|64x64px]] | ||
|{{anchor|Satoru Amatsubo}}Satoru Amatsubo | |||
|''Project Hacker: Kakusei'' | |''Project Hacker: Kakusei'' | ||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Brown}}×3 | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Brown}} (×3) | ||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
|1,500 | |1,500 | ||
Line 487: | Line 407: | ||
|- | |- | ||
|1,271 | |1,271 | ||
|{{ | |[[File:Allenn.png|center|64x64px]] | ||
|''Culdcept'' | |{{anchor|Allen}}Allen | ||
|''Culdcept series'' | |||
|•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
Line 495: | Line 416: | ||
|•Item: [[Assist Trophy]] | |•Item: [[Assist Trophy]] | ||
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle | |•Defeat the main fighter to win<br>•Reinforcements will appear during the battle | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Worthy Rival Battle}} | ||
|} | |} | ||
===As a minion=== | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 518: | Line 440: | ||
|- | |- | ||
|952 | |952 | ||
|{{ | |[[File:Fiora2.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Fiora}}[[Fiora]] | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
Line 527: | Line 450: | ||
|•You have reduced defense after a little while | |•You have reduced defense after a little while | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Time to Fight! - Xenoblade Chronicles}} | |{{SSBUMusicLink|Xenoblade Chronicles|Time to Fight! - Xenoblade Chronicles}} | ||
| | |[https://xenoblade.fandom.com/wiki/Shulk Shulk] | ||
|- | |- | ||
|953 | |953 | ||
|{{ | |[[File:Mechafiora.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Mecha-Fiora}}Mecha-Fiora | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
Line 539: | Line 463: | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}} | |{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}} | ||
| | |[https://xenoblade.fandom.com/wiki/Shulk Shulk] | ||
|- | |- | ||
|956 | |956 | ||
|{{ | |[[File:Dunban Spirit.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Dunban}}[[Dunban]] | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Dunban Wig, Dunban Outfit, High Voice Type 1)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Dunban Wig, Dunban Outfit, High Voice Type 1)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}} | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
Line 551: | Line 476: | ||
|•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy's melee weapons have increased power | |•Defeat the main fighter to win<br>•The enemy will suddenly have a Final Smash<br>•The enemy's melee weapons have increased power | ||
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}} | |{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}} | ||
| | |[https://xenoblade.fandom.com/wiki/Shulk Shulk] | ||
|- | |- | ||
|957 | |957 | ||
|{{ | |[[File:Melia.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Melia}}Melia | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Lavender}} | |•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Lavender}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
Line 563: | Line 489: | ||
|•The floor is poisonous<br>•The enemy's magic attacks have increased power | |•The floor is poisonous<br>•The enemy's magic attacks have increased power | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Time to Fight! - Xenoblade Chronicles}} | |{{SSBUMusicLink|Xenoblade Chronicles|Time to Fight! - Xenoblade Chronicles}} | ||
| | |[https://xenoblade.fandom.com/wiki/Shulk Shulk] | ||
|- | |- | ||
|958 | |958 | ||
|{{ | |[[File:Riki Spirit.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Riki (Xenoblade Chronicles)}}[[Riki]] (Xenoblade Chronicles) | ||
|''Xenoblade Chronicles series'' | |||
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Yellow}} | |•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Yellow}} | ||
|{{SpiritType|Neutral}} | |{{SpiritType|Neutral}} | ||
Line 575: | Line 502: | ||
|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•You constantly take minor damage after a little while | |•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•You constantly take minor damage after a little while | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Gaur Plain}} | |{{SSBUMusicLink|Xenoblade Chronicles|Gaur Plain}} | ||
| | |[https://xenoblade.fandom.com/wiki/Shulk Shulk] | ||
|- | |- | ||
|967 | |967 | ||
|{{ | |[[File:Pyra.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Pyra}}Pyra | ||
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br> | |''Xenoblade Chronicles series'' | ||
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br>•Curry {{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | |||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
|13,900 | |13,900 | ||
Line 587: | Line 515: | ||
|•The floor is lava<br>•The enemy's melee weapons have increased power<br>•The enemy starts the battle with a Fire Bar | |•The floor is lava<br>•The enemy's melee weapons have increased power<br>•The enemy starts the battle with a Fire Bar | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Still, Move Forward!}} | |{{SSBUMusicLink|Xenoblade Chronicles|Still, Move Forward!}} | ||
|[ | |[https://xenoblade.fandom.com/wiki/Rex Rex] | ||
|- | |- | ||
|968 | |968 | ||
|{{ | |[[File:Mythra.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |{{anchor|Mythra}}Mythra | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
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|•The enemy will charge up a powerful Final Smash<br>•The enemy starts the battle with an enhanced [[Beam Sword]] | |•The enemy will charge up a powerful Final Smash<br>•The enemy starts the battle with an enhanced [[Beam Sword]] | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Still, Move Forward!}} | |{{SSBUMusicLink|Xenoblade Chronicles|Still, Move Forward!}} | ||
|[ | |[https://xenoblade.fandom.com/wiki/Rex Rex] | ||
|- | |- | ||
|1,376 | |1,376 | ||
|{{ | |[[File:AstralChainFemale.png|center|64x64px]] | ||
|{{anchor|ASTRAL CHAIN Hero (Female)}}ASTRAL CHAIN Hero (Female) | |||
|''ASTRAL CHAIN'' | |''ASTRAL CHAIN'' | ||
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px}}<br>•Metal {{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px}}<br>•Metal {{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}} | ||
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|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}} | |{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}} | ||
|Sword Legion | |Sword Legion | ||
|} | |} | ||
==[[Alternate costume (SSBU)#Shulk|Alternate costumes]]== | ==[[Alternate costume (SSBU)#Shulk|Alternate costumes]]== | ||
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Shulk unlock notice SSBU.jpg|Shulk's unlock notice. | Shulk unlock notice SSBU.jpg|Shulk's unlock notice. | ||
SSBUWebsiteShulk1.jpg|Idling on the [[Great Plateau Tower]]. | SSBUWebsiteShulk1.jpg|Idling on the [[Great Plateau Tower]]. | ||
SSBUWebsiteShulk2.jpg|Activating the Smash Art on {{SSBU|Battlefield}}. | SSBUWebsiteShulk2.jpg|Activating the Smash Monado Art on {{SSBU|Battlefield}}. | ||
SSBUWebsiteShulk3.jpg| | SSBUWebsiteShulk3.jpg|Shulk fighting {{SSBU|Samus}} on [[Gaur Plain]]. | ||
SSBUWebsiteShulk4.jpg|[[Crouching]] near {{SSBU|Snake}} on [[Shadow Moses Island]]. | SSBUWebsiteShulk4.jpg|[[Crouching]] near {{SSBU|Snake}} on [[Shadow Moses Island]]. | ||
SSBUWebsiteShulk5.jpg|Using [[Chain Attack]]. | SSBUWebsiteShulk5.jpg|Using [[Chain Attack]]. | ||
SSBUWebsiteShulk6.jpg|[[Taunting]] on [[Summit]]. | SSBUWebsiteShulk6.jpg|[[Taunting]] on [[Summit]]. | ||
SSBUWebsiteLucina3.jpg| | SSBUWebsiteLucina3.jpg|Shulk getting attacked by {{SSBU|Lucina}} on [[Temple]]. | ||
SSBUWebsiteSonic5.jpg|Getting hit by {{SSBU|Sonic}}'s [[Spin Charge]] on [[Mario Galaxy]]. | SSBUWebsiteSonic5.jpg|Getting hit by {{SSBU|Sonic}}'s [[Spin Charge]] on [[Mario Galaxy]]. | ||
SSBUWebsiteRathalos3.jpg|Shulk, {{SSBU|Link}} and {{SSBU|Marth}} advancing towards [[Rathalos]] on [[Coliseum]]. | SSBUWebsiteRathalos3.jpg|Shulk, {{SSBU|Link}} and {{SSBU|Marth}} advancing towards [[Rathalos]] on [[Coliseum]]. | ||
SSBUWebsite11.jpg| | SSBUWebsite11.jpg|Shulk activating the Buster Monado Art on Battlefield. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=XWeR6XmzZyI}} | {{#widget:YouTube|id=XWeR6XmzZyI}} | ||
==Trivia== | ==Trivia== | ||
*Shulk's pose in his official | *Shulk's pose in his official render resembles the pose he performs when selecting [[Monado Arts]] from the move's menu. | ||
*Shulk's artwork was one of the three that have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Palutena}}. In his case, the lighting on his hair and face | *Shulk's artwork was one of the three that have been updated on the official site, alongside {{SSBU|Falco}} and {{SSBU|Palutena}}. In his case, the lighting on his hair and face have been modified, making his features appear less flat. | ||
*In the Gourmet Race section of the [[World of Light]], a visual glitch occurs when the "New Record!" announcement appears. After it shows, Shulk will run with the Monado in hand until he performs another action. | *In the Gourmet Race section of the [[World of Light]], a visual glitch occurs when the "New Record!" announcement appears. After it shows, Shulk will run with the Monado in hand until he performs another action. | ||
* | *Excluding use of a [[Boss Galaga]], Shulk is one of the few fighters to spin differently in their [[Star KO]]: he spins forwards instead of away from the screen, similarly to how Star KOs acted in ''Smash 4''. He shares this trait with {{SSBU|Cloud}}, {{SSBU|Corrin}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Joker}}. | ||
*Shulk is the only fighter in Ultimate to appear in an equal number of spirit battles as the main opponent as in those he does as a minion. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |