Editing Shulk (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Shulk
|name = Shulk
|image = {{tabber|title1=Colony Type I|content1=[[File:Shulk SSBU.png|250px]]|title2=Ecru Type|content2=[[File:Shulk Swimsuit SSBU.png|223px]]}}
|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]]
|tier = A-
|tier = S-
|ranking = 25
|ranking = 19
}}
}}
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, he was confirmed on June 12th, 2018. Shulk is classified as [[Fighter number|Fighter #57]].
'''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 number|Fighter #57]].


{{iw|wikipedia|Adam Howden}} and {{iw|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions respectively, mostly through recycled voice clips from ''[[Super Smash Bros. 4]]''. Howden and Asanuma also reprised their roles for Shulk's appearance in {{SSBU|Pyra}} and {{SSBU|Mythra}}'s [[List of Super Smash Bros. Ultimate character trailers#Pyra and Mythra|reveal trailer]].
{{iw|wikipedia|Adam Howden}} and {{iw|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions respectively, mostly through recycled voice clips from ''[[Super Smash Bros. 4]]''. Howden and Asanuma also reprised their roles for Shulk's appearance in {{SSBU|Pyra}} and {{SSBU|Mythra}}'s [[List of Super Smash Bros. Ultimate character trailers#Pyra and Mythra|reveal trailer]].


Shulk is ranked 25th out of 82 on the current [[tier list]], placing him in the A- tier. This is a significant improvement from his 34th out of 54 placement in ''SSB4''. One of Shulk's greatest strengths is his enormous disjointed range, courtesy of the Monado. This allows him to outrange almost every fighter in the game, which gives him one of the most effective spacing capabilities relative to the rest of the cast. Shulk can further enhance his strengths through the usage of [[Monado Arts]]. They allow him to change his stats on command, depending on the Art selected. To name a few, Speed Art allows him to run faster and improve his approach and Buster Art gives him increased damage output in exchange for less knockback, allowing for high-damaging combos. Shield Art, in particular, is notorious for breaking out of combos due to decrease knockback taken.  
Shulk is ranked 19th out of 82 on the current [[tier list]], placing him at the bottom of the S- tier. This is a significant improvement from his 34th out of 54 placement in ''SSB4''. One of Shulk's greatest strengths is his enormous disjointed range, courtesy of the Monado. This allows him to outrange almost every fighter in the game, overwhelming them with his pressure, edgeguarding, ledgetrapping, and more. Shulk can further enhance his strengths through the usage of [[Monado Arts]]. They allow him to change his stats on command, depending on the art selected. To name a few, Speed Art allows him to run faster and improve his approach and Buster Art gives him better damage output in exchange for less knockback, allowing for high-damaging combos. Shield Art, in particular, is notorious for breaking out of combos due to granting him a higher weight.  


Despite his strengths, Shulk is not flawless. He still retains his sluggish frame data and startup on majority of his moves, making him prone to getting parry punished or overwhelmed by faster moves. His recovery is also fairly exploitable due to [[Air Slash]] being his only main recovery option, and his recovery mixups are dependent on having his double jump even if he has the Jump Art active. Despite Shulk's Monado Arts giving him upgrades, they also grant multiple downsides. For example, while the Smash Art significantly improves his KO potential, it also greatly reduces his damage output and gives him the lowest endurance of the roster while it is active. Finally, Shulk is one of the most difficult characters to master since he has many advanced techniques, and properly using Monado Arts mid-match has to account for fast decision-making to determine which Art is best suited for each situation.
Despite the amount of strengths, Shulk is not flawless. He still retains his sluggish frame data and startup of a majority of his moves, making him prone to getting parry punished. His recovery is also fairly exploitable due to Air Slash being his only main recovery option and if it gets read, he can lose his stock fairly early if he doesn't have a Jump Art in store. Speaking of Monado Arts, despite giving Shulk upgrades, they also provide a few downsides. For example, while Smash Art gives him better KO power, it also greatly decreases Shulk's weight, giving it some form of risk to using it. Finally, Shulk is one of the most difficult characters to master since he has a lot of techniques, and applying Monado Arts mid-match has to account for fast decision-making to see which art is best suited for each situation.
 
Overall, while Shulk has all the potential to be a force to be reckoned with, it should be noted that Shulk requires a ton of dedication and passion to take him to the top. Shulk has seen some solid results and representation from players, such as {{Sm|Kome}} and {{Sm|jaredisking1}}, showing how capable the character is in the right hands.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Shulk is a middle[[weight]] swordsman who sports average [[walk]]ing speed, [[dash]]ing speed, [[falling speed]], and [[gravity]]. When coupled with his above-average [[air speed]] and his below-average [[air acceleration]], Shulk's overall mobility is average to the point of lacking any obvious advantages or disadvantages.
Shulk is a [[weight|middleweight]] swordsman who sports average [[walk]]ing speed, [[dash]]ing speed, [[falling speed]], and [[gravity]]. When coupled with his above-average [[air speed]] and his below-average [[air acceleration]], Shulk's overall mobility is average to the point of lacking any obvious advantages or disadvantages.


Shulk's greatest asset 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's greatest asset 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.
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Shulk also boasts a very strong aerial game as his powerful aerials have a great combination of large hitbox size, long hitbox duration, and low landing lag, 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.
Shulk also boasts a very strong aerial game as his powerful aerials have a great combination of large hitbox size, long hitbox duration, and low landing lag, 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, {{uv|Xenoblade Chronicles}}, Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. Each Art tweaks his attributes considerably for a certain amount of time (10 seconds for Buster, 8 seconds for Speed and Smash, and 6 seconds for Jump and Shield) 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 grants him an incredible [[recovery]], allowing 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.
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 a certain amount of time (10 seconds for Buster, 8 seconds for Speed and Smash, and 6 seconds for Jump and Shield) 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 grants him an incredible [[recovery]], allowing 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 typically average grounded mobility 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.
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 into viable KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. Despite his fastest aerial coming out on frame 13 and starting behind him, Shulk has a particular strength in combo breaking. The Shield Art is among the best combo breakers in the game, since it makes him fall out of all combos. He can also switch to the Smash Art at low percentages as another way to escape combos, thanks to it noticeably heightening the knockback he receives.
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 into viable KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. Despite his fastest aerial coming out on frame 13 and starting behind him, Shulk has a particular strength in combo breaking. The Shield Art is among the best combo breakers in the game, since it makes him fall out of all combos. He can also switch to the Smash Art at low percentages as another way to escape combos, thanks to it noticeably heightening the knockback he receives.
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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. His range, unique toolkit, and versatile tech grant him powerful abilities when mastered, with some being inaccessible to any other character in the roster; however, players must have reliable spacing skill as whiffing one of his moves can leave him wide open and vulnerable to heavy damage. 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, proper spacing, reads and patient play are each required for him to thrive.
Overall, Shulk's optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent. His range, unique toolkit, and versatile tech grant him powerful abilities when mastered, with some being inaccessible to any other character in the roster, however players must have reliable spacing skill as whiffing one of his moves can leave him wide open and vulnerable to heavy damage. 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, proper spacing, reads and patient play are each required for him to thrive.  


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Shulk has received a mix of buffs and nerfs in his transition to ''Ultimate'', but he was buffed overall. Some of his most notable weaknesses have been relieved to some degree, and the changes to the game physics grant many of his options more utility to go with his faster moveset.
Shulk was buffed significantly in his transition to ''Ultimate''. Much like {{SSBU|Palutena}}, his infamously sluggish moveset has been sped up: the universal reduction of [[landing lag]] and the lag reduction to his dash attack grant him a safer approach, and he has even gained the ability to [[autocancel]] some aerials (a trait he was previously notable for lacking). This alleviates one of his biggest weaknesses in ''SSB4'', as his aerial landings were notoriously punishable. In addition, the implementation of cancelling 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.
 
A great amount of the revamped game physics benefit Shulk. The universal reduction of [[landing lag]] grant him a safer approach game, and he has gained the ability to [[autocancel]] some aerials (a trait he was previously notable for lacking). This alleviates his punishable landings, one of his biggest weaknesses in ''SSB4''. The universally faster mobility also improves Shulk overall, as it improves the ease of approaching and retreating, the implementation of [[dash-canceling]] with any ground move allows him to approach with his high-ranged tilts, and the readdition of pseudo-[[dash dancing]] alleviates his previously low [[traction]] and turnaround time. Finally, the changes to knockback benefit [[Back Slash]], as opponents no longer turn around when hit from behind with a move that causes [[tumbling]], making the sweetspot safer to land.
 
In addition to lower landing lag and faster mobility, a few of Shulk's moves possess less ending lag, such as [[dash attack]] and [[neutral air]]. Combined, this grants Shulk a much more reliable approach, which was another weakness that plagued him in ''SSB4'' due to his moveset's slow speed and his trouble at landing. Aside from his [[Monado Arts]], Shulk's special moves have seen some buffs, with Back Slash now grabbing ledges after some time, [[Air Slash]] executing faster and grabbing edges faster, and [[Vision]] having larger hitboxes and less lag after a successful counter.
 
Shulk's nerfs were noticeable, however. Most notably, his previously heavy [[weight]] has been reduced, which coupled with his lack of options to relieve pressure makes him easier to KO, especially after a combo. His renowned [[back aerial]] has lost its large early body hitbox and has smaller hitboxes, now strictly mapping its range to behind Shulk himself and removing its situational usage for KOing in front of him. His grab game, already below average without Monado Arts active, is even less powerful, with Shulk's grabs having less range in addition to suffering from the universal nerfs to grabs, thus making them more punishable; moreover, all of his throws (except for up throw) deal less damage and knockback, with [[down throw]] no longer being the strongest in the game with Smash Art active, further necessitating an active Art for his throws to be useful.


Other nerfs include his very damaging [[neutral attack]], which deals much less damage and its first two hits range were reduced. In exchange for faster execution and larger hitboxes, a successful Vision's counterattack is less powerful and no longer [[unblockable]], and remains unreliable under multiple circumstances, like activating it while airborne or countering a projectile. While he mostly benefits from the game physics changes, a few of them also hurt Shulk, as the increased mobility makes it easier for opponents to pressure Shulk without his Arts active, and the reduced landing lag worsens his already poor out of shield game.
Shulk's defining [[Monado Arts]] have also been altered significantly, now performing more like [[Monado Arts|Hyper Monado Arts]] from ''SSB4''. Their benefits have been boosted: Buster now grants Shulk true throw combos, alleviating the loss of Speed ones due to the new knockback physics, Shield allows him to stay grounded even after [[smash attack]]s at low percents, and Smash now buffs Shulk's KO potential to such an extent that he is capable of KOing very early with tilts, aerials and smash attacks. 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, by switching to Shield or Smash arts.


Shulk's defining [[Monado Arts]] have been altered significantly. They no longer take their damage multiplier into account for the opponent's final percentage, helping Speed preserve its knockback and further improving Smash's KO power. They also now perform more like [[Monado Arts|Hyper Monado Arts]] from ''SSB4'', with both their benefits and detriments being amplified: Jump has faster air mobility and further increases the distance of Air Slash, but further increases damage taken by Shulk; Speed offers much faster mobility, but further reduces damage; Shield improves his defense even more to the point he can survive [[smash attacks]] even past 200%, but his moves now deal less knockback alongside their lowered damage, and Shield's duration lowers significantly if he is hit; Buster's lower knockback multiplier now grants Shulk true throw combos (which compensates for the loss of Speed ones), but it also increases damage taken by Shulk; and Smash now buffs Shulk's KO potential to such an extent that he is easily capable of KOing opponents very early below 100%, but causes his endurance to be the absolute worst in the game. 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, and he can now instantly access them at any time by holding the special button and selecting an art instead of pressing it multiple times (though said feature is still present). However, all of his individual Arts last significantly shorter and have much longer cooldown times, which combined with their amplified drawbacks makes them riskier to use and more susceptible to counterplay. Finally, the multitude of [[advanced technique]]s that can be performed with Monado Arts have been altered significantly, with engine changes causing some to be completely removed (such as [[Monado_Arts#Buffered_deactivation|Buffered Deactivation]]), while introducing new ones ([[Monado_Arts#Dial_storage|Dial Storage]]).
Shulk's nerfs were noticeable, however. His previously heavy [[weight]] has been reduced, his very damaging [[neutral attack]] has been significantly toned down and its reach was further nerfed, his [[back aerial]] has lost its large early body hitbox and has smaller hitboxes, and his [[throws]] are all less damaging and have less knockback, except up throw (which will not KO below 300% under normal circumstances anyways), with [[down throw]] no longer being the strongest in the game. His infamous [[Vision]] had its knockback scaling slightly reduced, it is no longer [[unblockable]] and the counterattack hits less reliably under some circumstances, like activating it in the air or countering a projectile. While the changes to his Monado Arts improve its strengths, they last significantly shorter, have much longer cooldown times, and their drawbacks have  been significantly amplified, making each Art much riskier to use and more susceptible to counterplay such as camping and shielding. Lastly, Shulk still has most of his noticeable flaws, such as a poor approach, poor frame data, poor out of shield options, poor disadvantage (especially when Shield Art is on cooldown) and trouble landing.


As a result of these changes, Shulk's strengths and weaknesses are more defined, and his playstyle has been drastically altered to be more dynamic. It revolves less around taking advantage of Monado Arts at all times, now depending on using his improved kit to make use of his stronger, shorter-lasting Monado Art abilities when he is able to get an opening. His faster mobility, lower landing lag and the changes to dash-canceling now help him with approaching, but he has to be more careful with dealing with opposing pressure. He still has some of his most noticeable flaws from ''SSB4'', such as a poor approach, frame data, out of shield options and disadvantage (especially when Shield Art is on cooldown), and lack of options to deal with pressure. Regardless, Shulk's buffs outweigh the nerfs he has received, and he is a better character in ''Ultimate''.
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.


{{SSB4 to SSBU changelist|char=Shulk}}
{{SSB4 to SSBU changelist|char=Shulk}}


==Update history==
==Update history==
Shulk received a mix of buffs, glitch fixes and a single nerf via game updates. Update 2.0.0 enabled forward aerial to autocancel slightly earlier and decreased its edge lockout duration, the latter of which was also applied to up aerial. Update 3.0.0 increased the ranges of Shulk's floor and edge attacks, while update 3.1.0 did the same for neutral attack's second hit. Interestingly, update 8.0.0 granted Shulk a buff that was not mentioned in the official patch notes: aerial [[Vision]]'s [[counterattack]] now grants Shulk [[intangibility]] on frame 1.
Shulk received a mix of buffs, glitch fixes and a single nerf via game updates, but was buffed slightly overall. Update 2.0.0 enabled forward aerial to autocancel earlier and decreased its edge lockout duration, the latter of which was also applied to up aerial. Update 3.0.0 increased the ranges of Shulk's floor and edge attacks, while update 3.1.0 did the same for neutral attack's second hit. Interestingly, update 8.0.0 granted Shulk a buff that was not mentioned in the official patch notes: aerial [[Vision]]'s [[counterattack]] now grants Shulk [[intangibility]] on frame 1.


Update 9.0.0 increased the knockback scaling of Vision's counterattack, which restored most of the strength it lost in the transition from ''SSB4'' to ''Ultimate''. The central hitbox of up smash's first hit gained more hitstun, which enables it to connect more reliably into the second hit. Lastly, the [[Monado Arts|Shield Art]]'s multiplier for knockback received was increased, which worsened its renowned durability and Shulk's disadvantage state.
Update 9.0.0 increased the knockback scaling of Vision's counterattack, which restored most of the strength it lost in the transition from ''SSB4'' to ''Ultimate''. The central hitbox of up smash's first hit gained more hitstun, which enables it to connect more reliably into the second hit. Lastly, the [[Monado Arts|Shield Art]]'s multiplier for knockback received was increased, which worsened its renowned durability and Shulk's disadvantage state at lower percentages.


Overall, Shulk fares similarly well as he did at the launch of ''Ultimate''.
Overall, Shulk fares mildly better than he did at the launch of ''Ultimate''.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5% (clean), 4.2% (late)
|neutral3dmg=5% (clean), 4.2% (late)
|neutraldesc=A jab, followed by a roundhouse kick, followed by an upward slash. It connects much more consistently than it did in ''SSB4'', and the first two hits can now [[lock]], 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 to them (frame 5). Its second hit resembles {{s|xenoserieswiki|Tempest Kick}}, one of [[Dunban]]'s ether Arts.
|neutraldesc=A jab, followed by a roundhouse kick, followed by an upward slash. It connects much more consistently than it did in ''SSB4'', 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 to them (frame 5). Its second hit resembles {{s|xenoserieswiki|Tempest Kick}}, one of [[Dunban]]'s ether Arts.
|ftiltname=Side Swing ({{ja|サイドスイング|Saido Suingu}})
|ftiltname=Side Swing ({{ja|サイドスイング|Saido Suingu}})
|ftiltdmg=13.5%/12%
|ftiltdmg=13.5%/12%
|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, and it has high ending lag. It is almost identical to one of Shulk's [[xenoserieswiki:Auto-attack (XC1)|auto-attacks]].
|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 almost identical to one of Shulk's [[xenoserieswiki:Auto-attack (XC1)|auto-attacks]].
|utiltname=Hop Swing ({{ja|ホップスイング|Hoppu Suingu}})
|utiltname=Hop Swing ({{ja|ホップスイング|Hoppu Suingu}})
|utiltdmg=10% (clean), 10%/9% (late)
|utiltdmg=10% (clean), 10%/9% (late)
|utiltdesc=An overhead arcing slash. It has a wide hitbox and incredible range for a tilt attack, being able to almost reach the top platform of {{SSBU|Battlefield}}, while having relatively low ending lag for its range. As a result, it is a useful move overall and can function as an anti-air attack, limit edge get-up options, pressure shields, or trap landings. Without Arts, it can function as a situational KOing option thanks to its high knockback growth, KOing grounded opponents at 160% without rage. With the Buster Art, it is able to quickly rack up damage against opponents on platforms, and with the Smash Art it functions as one of Shulk's strongest KO moves, KOing within the 105% range. 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 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=Low Cutter ({{ja|ローカッター|Rō Kattā}})
|dtiltname=Low Cutter ({{ja|ローカッター|Rō Kattā}})
|dtiltdmg=9.5%/7.5%
|dtiltdmg=9.5%/7.5%
|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 tilts. As a result, it is a good combo starter while Jump, Speed, or Buster are active. Unlike 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.
|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 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=Dash Slash ({{ja|ダッシュスラッシュ|Dasshu Surasshu}})
|dashname=Dash Slash ({{ja|ダッシュスラッシュ|Dasshu Surasshu}})
|dashdmg=12.5%/11%
|dashdmg=12.5%/11%
|dashdesc=An inward slash. Somewhat short-ranged despite Shulk dashing forwards during the move. It has decent damage output and 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. It is almost identical to [[xenoserieswiki:Stream Edge (XC1)|Stream Edge]], one of Shulk's Break-inducing Arts.
|dashdesc=An 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. It is almost identical to [[xenoserieswiki:Stream Edge (XC1)|Stream Edge]], one of Shulk's Break-inducing Arts.
|fsmashname=Monado Smash ({{ja|モナドスマッシュ|Monado Sumasshu}})
|fsmashname=Monado Smash ({{ja|モナドスマッシュ|Monado Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|11.5}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|11.5}} (hit 2)
|fsmashdesc=A forward 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 [https://youtu.be/QTbawhu0xxY?t=140 hanging from ledge] if spaced correctly. 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 as a high-risk, high-reward mix-up against approaching opponents. It is almost identical to [[xenoserieswiki:Slit Edge (XC1)|Slit Edge]], one of Shulk's physical Arts, albeit with the Monado being held in a standard grip instead of sideways.
|fsmashdesc=A forward 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 as a high-risk, high-reward mix-up against approaching opponents. It is almost identical to [[xenoserieswiki:Slit Edge (XC1)|Slit Edge]], one of Shulk's physical Arts, albeit with the Monado being held in a standard grip instead of sideways.
|usmashname=Anti-Air Monado ({{ja|アンチエアモナド|Anchi Ea Monado}})
|usmashname=Anti-Air Monado ({{ja|アンチエアモナド|Anchi Ea Monado}})
|usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|13.5}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|13.5}} (hit 2)
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|pummelname=Grab Hilt Bash ({{ja|つかみヒルトバッシュ|Tsukami Hiruto Basshu}})
|pummelname=Grab Hilt Bash ({{ja|つかみヒルトバッシュ|Tsukami Hiruto Basshu}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Hits the opponent with the Monado's pommel. Average power and speed without any Arts active. It becomes the second most damaging pummel in the game with Buster active (1.82%), only behind {{SSBU|Kazuya}}.
|pummeldesc=Hits the opponent with the Monado's pommel. Has middling speed and damage for a pummel, but it becomes the second most damaging one in the game with Buster active (1.82%), only behind {{SSBU|Kazuya}}.
|fthrowname=Hold Swing ({{ja|ホールドスイング|Hōrudo Suingu}})
|fthrowname=Hold Swing ({{ja|ホールドスイング|Hōrudo Suingu}})
|fthrowdmg=3% (hit 1), 5% (throw)
|fthrowdmg=3% (hit 1), 5% (throw)
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===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--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.-->


''See also: [[:Category:Shulk players (SSBU)]]''
''See also: [[:Category:Shulk players (SSBU)]]''


*{{Sm|Akio|Japan}} - Initially known for his strong results online, Akio made his debut offline in 2023 with several regional-level wins before becoming better known after placing 2nd at {{Trn|LEADD+2}} defeating {{Sm|Paseriman}}. Since then, he has become one of the best Shulk players in the world, especially in 2024, where he placed 17th at {{Trn|Kowloon 12 with Kagaribi}} defeating {{Sm|Kameme}} and 33rd at {{Trn|DELTA 8}} defeating {{Sm|Asimo}} while ranking 76th on the [[LumiRank 2024.1]].
*{{Sm|Darkshad|USA}} - One of the best Shulk players in the United States. Placed 3rd at {{Trn|Bourbon State Gaming: Stop Your Friendlies}}, 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}} with wins over players such as {{Sm|Kome}} and {{Sm|Jakal}}.
*{{Sm|jaredisking1|USA}} - The best Shulk player in North America since 2022. In addition to regularly placing top 8 at [[Pacific Northwest]] events, he is also the third Shulk player to place top 8 at a major, placing 5th at {{Trn|Rise 'N Grind}}, and has also placed 13th at {{Trn|Port Priority 7}}; these two performances mark some of the best Shulk performances in North America during this time.  
*{{Sm|FuerzaDON|Mexico}} - The best Shulk player in Mexico. Placed 9th at both {{Trn|Ragnarok}} and {{Trn|WeTecThose 9}}, 13th at {{Trn|Abierto Guadalajara Ultimo Reto}}, and 33rd at {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Nair^}}, {{Sm|8BitMan}}, and {{Sm|Chag}}. Currently ranked 30th on the [[Mexican Power Rankings]].
*{{Sm|Kome|Japan}} - The best Shulk player of all-time who regularly ranked in the top 50 between 2019 and 2023. Although infamously inconsistent, he is the only Shulk player who has placed top 8 at multiple majors, including 2nd at {{Trn|EVO Japan 2020}} &mdash; the closest a Shulk player has come to winning a major &mdash; and 3rd at {{Trn|2GG: SwitchFest 2019}}, {{Trn|Kagaribi 5}}, and {{Trn|Wave 4}}.  
*{{Sm|jaredisking1|USA}} - One of the best Shulk players in the United States. Placed 1st at {{Trn|GrandSlam 9}}, 2nd at {{Trn|Daddy’s Den X Ultra}}, 5th at both {{Trn|Rise 'N Grind}} and {{Trn|Back in Blood 3}}, and 13th at {{Trn|Port Priority 7}} with wins over players such as {{Sm|Big D}}, {{Sm|Ouch!?}}, and {{Sm|Scend}}. Formerly ranked 2nd on the [[Oregon Power Rankings]].
*{{Sm|Nicko|USA}} - The best Shulk player in North America in 2019, and the second-best Shulk player in the world during this time. He is best known for winning {{Trn|Play With Heart}} and placing 2nd at {{Trn|Port Priority 5}} defeating {{Sm|Dabuz}} twice, and has also done well at majors, including placing 13th at {{Trn|2GG: Prime Saga}} and {{Trn|Mainstage}}. Although less active since 2019, he still manages to place well when he attends, such as placing 2nd at {{Trn|Wavedash 2022}}.
*{{Sm|Kome|Japan}} - The best Shulk player in the world. Placed 1st at {{Trn|Sumabato SP 10}}, 2nd at {{Trn|EVO Japan 2020}}, {{Trn|Maesuma TOP 4}}, and {{Trn|Sumabato SP 15}}, and 3rd at {{Trn|Kagaribi 5}} with wins over players such as {{Sm|Marss}}, {{Sm|Zackray}}, and {{Sm|Maister}}. Ranked 25th on the [[Fall 2019 PGRU]].
*{{Sm|Tru4|Germany}} - The best Shulk player in Europe in 2019, being ranked 91st on the [[OrionRank 2019]]. He is best known for winning {{Trn|DoKomi 2019}} and placing 7th at {{Trn|Ultimate Fighting Arena 2019}}, making him only the second Shulk player to place top 8 at a major. He was less active in the subsequent years and eventually stopped competing, but remains a prominent community member in Germany.
*{{Sm|Nicko|USA}} - One of the best Shulk players in the world in the early metagame. Placed 1st at {{Trn|Play With Heart}}, 2nd at {{Trn|Port Priority 5}}, 5th at {{Trn|2GG: Nightmare on Smashville}}, 13th at {{Trn|Mainstage}}, and 17th at {{Trn|Collision 2019}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Rivers}}, and {{Sm|moxi}}. Ranked 36th on the [[Fall 2019 PGRU]]
*{{Sm|Salem|USA}} - Used Shulk alongside {{SSBU|Snake}} and {{SSBU|Hero}}, and was considered one of the best Shulk players in the world before he was banned. Placed 7th at {{Trn|MomoCon 2019}}, 13th at {{Trn|CEO 2019}}, 17th at {{Trn|Smash 'N' Splash 5}}, and 25th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|Dabuz}} and {{Sm|Umeki}}. Ranked 30th on the [[Fall 2019 PGRU]].
*{{Sm|Tru4|Germany}} - One of the best Shulk players in Europe. Placed 1st at {{Trn|DoKomi 2019}}, 4th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|DreamHack Leipzig 2020}}, 7th at {{Trn|Ultimate Fighting Arena 2019}}, and 9th at {{Trn|VCA 2019}} with wins over players such as {{Sm|WaDi}}, {{Sm|Puppeh}}, and {{Sm|Meru}}. Ranked 11th on the [[European Smash Rankings]].
*{{Sm|Uncivil ninja|USA}} - The best Shulk player in Florida. Placed 9th at both {{Trn|Tampa Never Sleeps 8}} and {{Trn|CEO Dreamland 2020}}, 17th at {{Trn|Come to Papa 3}}, and 25th at both {{Trn|Let's Make Big Moves}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|VoiD}}, {{Sm|Myran}}, and {{Sm|8BitMan}}.


===Tier placement and history===
===Tier placement and history===
Throughout ''Ultimate''{{'}}s lifespan, many players placed Shulk as a high tier or even top tier character in their own tier lists; this is due to the buffs he received such as reduced landing lag and the ability to utilize his Monado Arts faster. However, due to a high learning curve and reliance of advanced techniques like [[Monado Arts#Dial storage|dial storage]], Shulk's playerbase has remained rather small compared to other top- and high-tier characters; his representation has hovered around the top 30 for most of the game's competitive lifespan. Despite his relatively small playerbase, his best players have historically performed well with the character. Shulk was represented in the early metagame by {{Sm|Kome}} and {{Sm|Nicko}}, both of whom were ultimately ranked on the [[Fall 2019 PGRU]]. Although Nicko became less active after the online metagame, Kome continued to see strong, albeit inconsistent, results at majors, while {{Sm|jaredisking1}} also achieved some good placements in the United States. As such, despite sparse tournament representation, Shulk's strong performances from dedicated mains led to him being ranked 19th on the first tier list, at the end of the top tier.
Throughout ''Ultimate''{{'}}s lifespan, many players placed Shulk as a high tier or even a top tier character in their own tier lists; this is due to the many buffs he received from the previous games that gave him better frame data and stronger Monado Arts. However, due to a high learning curve and reliance of advanced techniques such as [[Monado Arts#Dial storage|dial storage]], Shulk's playerbase has remained rather small compared to other top tier characters; his representation has hovered around the top 30 for most of the game's competitive lifespan. Despite his small playerbase, his best players have historically performed well with the character. Shulk was represented in the early metagame by {{Sm|Kome}} and {{Sm|Nicko}}, both of whom were ultimately ranked on the [[Fall 2019 PGRU]]. Although Nicko became less active nationally after the online metagame, Kome continued to see strong, albeit inconsistent, results at majors, while {{Sm|jaredisking1}} also began achieving good placements in the United States. As such, despite the smaller playerbase, his strong performances from dedicated mains led to him being ranked 19th on the current tier list, at the end of the top tier.
 
However, many players contested Shulk's placement on the first tier list, in part due to his top-level representation remaining small for a top-tier. Further hurting Shulk's reputation was a noticeable hit in representation after the release of the first tier list, as his best players became less consistent and active, leading his representation to slip below the top 40 by the end of 2023. This inconsistency was most apparent with Kome, who, despite always being somewhat inconsistent before 2023, became even more volatile: he would have strong peaks such as placing 3rd at {{Trn|Wave 4}}, but would also have some poor lows, including placing 65th at {{Trn|Maesuma TOP 12}}. As such, Shulk slipped six spots to 25th on the second tier list, now ranking in the A- tier.


=={{SSBU|Classic Mode}}: Witness the Monado's Power==
=={{SSBU|Classic Mode}}: Witness the Monado's Power==
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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.


During the opening cutscene, Shulk is briefly seen on the cliffside when Galeem unleashed his beams of light. After the Master Hands begin turning into energy for [[Galeem]] to absorb, Shulk experiences a {{s|xenoserieswiki|vision}} where all of the fighters are captured and the universe is consumed by light at the hands of Galeem. Shulk turns back attempting to warn his comrades, but before he can tell the other fighters what he foresaw, 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}}.
After the Master Hands begin turning into energy for [[Galeem]] to absorb, Shulk experiences a {{s|xenoserieswiki|vision}} where all of the fighters are annihilated and the universe engulfed in light. Shulk turns back attempting to warn everyone, but before he can tell the other fighters what he foresaw, 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]]. His location is guarded by the spirit of [[List of spirits (Fire Emblem series)|Camilla]].
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}}


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|{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}}
|{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}}
|[[Rex]]
|[[Rex]]
|-
|1,516
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}}
|[sic]
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP)
|{{SpiritType|Attack}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|Noah
|}
|}
<references group="SB">
<references group="SB">
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==Trivia==
==Trivia==
*Shulk's pose in his official artwork resembles the pose he assumes when selecting Monado Arts from the move's menu.
*Shulk's pose in his official render resembles the pose he assumes 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 has been modified, making his features appear less flat.
*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.
*Despite fighting mechanical foes in his game, [[Galleom]] does not appear as a boss in Shulk's Classic Mode route.
*Despite fighting mechanical foes in his game, [[Galleom]] does not appear as a boss in Shulk's Classic Mode route.

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